terravisor/source/fbo.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "fbo.h"
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FBO::FBO() : fbo_id_(-1), albedo_gbuffer_id_(-1), position_gbuffer_id_(-1), normal_gbuffer_id_(-1), depth_rbo_id_(-1) {}
FBO::~FBO() {
Cleanup();
}
void FBO::Init(int width, int height) {
// Generate the framebuffer
glGenFramebuffers(1, &fbo_id_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
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// Generate the albedo gbuffer
glGenTextures(1, &albedo_gbuffer_id_);
glBindTexture(GL_TEXTURE_2D, albedo_gbuffer_id_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, albedo_gbuffer_id_, 0);
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// Generate the position gbuffer
glGenTextures(1, &position_gbuffer_id_);
glBindTexture(GL_TEXTURE_2D, position_gbuffer_id_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, position_gbuffer_id_, 0);
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// Generate the normal gbuffer
glGenTextures(1, &normal_gbuffer_id_);
glBindTexture(GL_TEXTURE_2D, normal_gbuffer_id_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normal_gbuffer_id_, 0);
GLenum drawBuffers[3] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, drawBuffers);
// RBO was causing issues. Not using for now
// Generate the Depth renderbuffer
glGenRenderbuffers(1, &depth_rbo_id_);
glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo_id_);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo_id_);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Check if the framebuffer is complete
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cerr << "Error: Framebuffer is not complete!" << std::endl;
}
}
void FBO::Bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
}
void FBO::Unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FBO::Cleanup() {
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if (albedo_gbuffer_id_ != -1) {
glDeleteTextures(1, &albedo_gbuffer_id_);
}
if (position_gbuffer_id_ != -1) {
glDeleteTextures(1, &position_gbuffer_id_);
}
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if (normal_gbuffer_id_ != -1) {
glDeleteTextures(1, &normal_gbuffer_id_);
}
if (depth_rbo_id_ != -1) {
glDeleteTextures(1, &depth_rbo_id_);
}
if (fbo_id_ != -1) {
glDeleteFramebuffers(1, &fbo_id_);
}
}
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GLuint FBO::GetAlbedoGbuffer() const {
return albedo_gbuffer_id_;
}
GLuint FBO::GetPositionGbuffer() const {
return position_gbuffer_id_;
}
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GLuint FBO::GetNormalGbuffer() const {
return normal_gbuffer_id_;
}