SparrowRenderer/src/framebuffer.cpp

107 lines
2.7 KiB
C++

#include "framebuffer.h"
#include "texture.h"
#include <iostream>
const FrameBuffer* FrameBuffer::screen = new FrameBuffer(0);
FrameBuffer::FrameBuffer() :
allocated(true),
m_target(GL_FRAMEBUFFER)
{
glGenFramebuffers(1, &m_frameBufferId);
}
FrameBuffer::~FrameBuffer()
{
if(allocated)
glDeleteFramebuffers(1, &m_frameBufferId);
for(Texture* t : m_textures)
{
t->unbind();
delete(t);
}
}
void FrameBuffer::addTexture(Texture* tex, GLenum attachment)
{
if(m_frameBufferId != 0)
{
m_textures.push_back(tex);
bindFBO();
if(tex->isCubeMap())
glFramebufferTexture(m_target, attachment, tex->getId(), 0);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, tex->getTarget(), tex->getId(), 0);
if((attachment != GL_DEPTH_ATTACHMENT && attachment != GL_STENCIL_ATTACHMENT) && attachment != GL_DEPTH_STENCIL_ATTACHMENT)
m_attachments.push_back(attachment);
}
}
void FrameBuffer::initColorAttachments()
{
if(m_frameBufferId != 0 && m_attachments.size() != 0)
{
bindFBO();
glDrawBuffers(m_attachments.size(), m_attachments.data());
}
else
{
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
check();
}
void FrameBuffer::deleteTextures()
{
for(Texture* t : m_textures)
delete(t);
m_textures.clear();
glDrawBuffer(GL_NONE);
}
void FrameBuffer::bindFBO() const
{
glBindFramebuffer(m_target, m_frameBufferId);
}
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(m_frameBufferId != 0)
return m_textures[texId];
else
return NULL;
}