#include "framebuffer.h" #include "texture.h" #include const FrameBuffer* FrameBuffer::screen = new FrameBuffer(0); FrameBuffer::FrameBuffer() : allocated(true) { glGenFramebuffers(1, &fbo); } FrameBuffer::~FrameBuffer() { if(allocated) glDeleteFramebuffers(1, &fbo); } void FrameBuffer::addTexture(Texture* tex, GLenum attachment) { if(fbo != 0) { textures.push_back(tex); bindFBO(); if(tex->isCubeMap()) { // TODO // http://cg.siomax.ru/index.php/computer-graphics/10-one-pass-rendering-to-cube-map } else { glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, tex->getTarget(), tex->getId(), 0); if(attachment != GL_DEPTH_ATTACHMENT) // TODO stencil attachment must be tested too attachments.push_back(attachment); } } } void FrameBuffer::initColorAttachments() { if(fbo != 0 && attachments.size() != 0) { bindFBO(); glDrawBuffers(attachments.size(), attachments.data()); } else glDrawBuffer(GL_NONE); check(); } void FrameBuffer::deleteTextures() { for(Texture* t : textures) delete(t); textures.clear(); glDrawBuffer(GL_NONE); } void FrameBuffer::bindFBO(GLenum target) const { glBindFramebuffer(target, fbo); } bool FrameBuffer::check() { GLenum err; err = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (err != GL_FRAMEBUFFER_COMPLETE) { std::cerr << "FBO not complete (error = " << err << ") : "; switch (err) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: std::cerr << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: std::cerr << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: std::cerr << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: std::cerr << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break; case GL_FRAMEBUFFER_UNSUPPORTED: std::cerr << "GL_FRAMEBUFFER_UNSUPPORTED"; break; default: std::cerr << "Unknown ERROR"; } std::cerr << std::endl; } return err == GL_FRAMEBUFFER_COMPLETE; } Texture* FrameBuffer::getTexture(int texId) { if(fbo != 0) return textures[texId]; else return NULL; }