Files
axyz/src/Engine/Rendering/FrameBuffer.cpp
T
2016-03-12 22:22:53 +01:00

143 lines
3.6 KiB
C++

#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_MipMapLod = mipMapLod;
m_MultiSampling = multiSampling;
}
Texture2D::~Texture2D()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DMultiSample::~Texture2DMultiSample()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
glDeleteRenderbuffers(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DArray::~Texture2DArray()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
FrameBuffer::~FrameBuffer()
{
if (m_BufferHandle != 0) {
glDeleteFramebuffers(1, &m_BufferHandle);
}
}
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
//m_MultiSampling is true when initialized
if (m_MultiSampling != resource->m_MultiSampling) {
if (m_MultiSampling == false) {
GLERROR("All renderbuffers is/is not using multisampling");
} else {
m_MultiSampling = false;
}
}
m_Resources.push_back(resource);
}
void FrameBuffer::Generate()
{
GLERROR("PRE");
std::vector<GLenum> attachments;
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D_MULTISAMPLE:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE");
break;
case GL_TEXTURE_2D:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: GL_RENDERBUFFER");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
break;
}
GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = attachments.data();
glDrawBuffers(attachments.size(), bufferTextures);
if (GLERROR("GLBufferAttachement error")) {
printf(": AttachmentSize %i", attachments.size());
}
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
GLERROR("Framebuffer incomplete");
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
exit(EXIT_FAILURE);
}
GLERROR("END");
}
void FrameBuffer::Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}
void FrameBuffer::Read() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Draw() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle);
}