168 lines
4.5 KiB
C
168 lines
4.5 KiB
C
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/************************************************************************************
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Authors : Bradley Austin Davis <bdavis@saintandreas.org>
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Copyright : Copyright Brad Davis. All Rights reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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#pragma once
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#ifndef GL_ZERO
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#error "You must include the gl headers before including this file"
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#endif
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#include "GlTexture.h"
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#include "GlDebug.h"
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namespace gl {
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struct FrameBuffer {
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GLuint frameBuffer;
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FrameBuffer() : frameBuffer(0) {
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glGenFramebuffers(1, &frameBuffer);
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}
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virtual ~FrameBuffer() {
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if (frameBuffer) {
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glDeleteFramebuffers(1, &frameBuffer);
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GL_CHECK_ERROR;
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}
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}
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void bind(GLenum target = GL_FRAMEBUFFER) {
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glBindFramebuffer(target, frameBuffer);
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}
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static void unbind(GLenum target = GL_FRAMEBUFFER) {
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glBindFramebuffer(target, 0);
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}
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static bool checkStatus(GLenum target = GL_FRAMEBUFFER) {
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GLuint status = glCheckFramebufferStatus(target);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE:
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return true;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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std::cerr << "framebuffer incomplete attachment" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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std::cerr << "framebuffer missing attachment" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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std::cerr << "framebuffer incomplete draw buffer" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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std::cerr << "framebuffer incomplete read buffer" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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std::cerr << "framebuffer incomplete multisample" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS :
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std::cerr << "framebuffer incomplete layer targets" << std::endl;
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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std::cerr << "framebuffer unsupported internal format or image" << std::endl;
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break;
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default:
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std::cerr << "other framebuffer error" << std::endl;
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break;
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}
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return false;
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}
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template <GLenum TextureType, GLenum TextureFormat>
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void attach(int attachPoint, std::shared_ptr<Texture<TextureType, TextureFormat> > & texture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachPoint, TextureType, *texture, 0);
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}
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};
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typedef std::shared_ptr<FrameBuffer> FrameBufferPtr;
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template <GLenum ColorFormat = GL_RGBA8>
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struct TFrameBufferWrapper {
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typedef Texture<GL_TEXTURE_2D, ColorFormat> ColorTexture;
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FrameBufferPtr frameBuffer;
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typename ColorTexture::Ptr color;
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Texture2dDepth::Ptr depth;
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glm::ivec2 size;
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void init(const glm::ivec2 & size) {
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this->size = size;
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GL_CHECK_ERROR;
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if (!frameBuffer) {
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frameBuffer = FrameBufferPtr(new FrameBuffer());
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}
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frameBuffer->bind();
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GL_CHECK_ERROR;
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if (!color) {
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color = typename ColorTexture::Ptr(new ColorTexture());
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color->bind();
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color->parameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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color->parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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color->parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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color->parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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color->storage2d(size);
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Texture2d::unbind();
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}
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frameBuffer->attach(GL_COLOR_ATTACHMENT0, color);
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GL_CHECK_ERROR;
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if (!depth) {
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depth = Texture2dDepth::Ptr(new Texture2dDepth());
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depth->bind();
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depth->storage2d(size);
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Texture2dDepth::unbind();
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}
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frameBuffer->attach(GL_DEPTH_ATTACHMENT, depth);
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GL_CHECK_ERROR;
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if (!frameBuffer->checkStatus()) {
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throw std::runtime_error("Bad framebuffer creation");
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}
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GL_CHECK_ERROR;
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FrameBuffer::unbind();
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GL_CHECK_ERROR;
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}
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void activate() {
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frameBuffer->bind();
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viewport(size);
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}
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static void deactivate() {
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FrameBuffer::unbind();
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}
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};
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typedef TFrameBufferWrapper<> FrameBufferWrapper;
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} // gl
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