#include "framebuffer.h" #include "texture.h" #include "glassert.h" const FrameBuffer* FrameBuffer::screen = new FrameBuffer(0); FrameBuffer::FrameBuffer() { glAssert(glGenFramebuffers(1, &fbo)); } FrameBuffer::~FrameBuffer() { if(fbo != 0) glAssert(glDeleteFramebuffers(1, &fbo)); } void FrameBuffer::addTexture(Texture* tex, GLenum attachment) { if(fbo != 0) { textures.push_back(tex); bindFBO(); glAssert(glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, tex->getTarget(), tex->getId(), 0)); attachments.push_back(attachment); } } void FrameBuffer::initGL() { if(fbo != 0) { bindFBO(); glAssert(glDrawBuffers(attachments.size(), attachments.data())); } } void FrameBuffer::bindFBO() const { glAssert(glBindFramebuffer(GL_FRAMEBUFFER, fbo)); } Texture* FrameBuffer::getTexture(int texId) { if(fbo != 0) return textures[texId]; else return NULL; }