terravisor/source/fbo.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "fbo.h"
namespace FBO {
Framebuffer GenerateFramebuffer(int width, int height) {
Framebuffer fbo;
fbo.id = CreateFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
fbo.albedoTexture = CreateTexture(width, height, GL_RGBA);
fbo.positionTexture = CreateTexture(width, height, GL_RGBA);
fbo.normalTexture = CreateTexture(width, height, GL_RGBA);
fbo.depthTexture = CreateDepthTexture(width, height);
AttachTextureToFramebuffer(fbo.id, fbo.albedoTexture, GL_COLOR_ATTACHMENT0);
AttachTextureToFramebuffer(fbo.id, fbo.positionTexture, GL_COLOR_ATTACHMENT1);
AttachTextureToFramebuffer(fbo.id, fbo.normalTexture, GL_COLOR_ATTACHMENT2);
GLenum drawBuffers[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, drawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cerr << "Error: Framebuffer is not complete!" << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return fbo;
}
GLuint CreateFramebuffer() {
GLuint fboId = 0;
glGenFramebuffers(1, &fboId);
return fboId;
}
GLuint CreateTexture(int width, int height, GLenum format) {
GLuint textureId = 0;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, format, 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);
glBindTexture(GL_TEXTURE_2D, 0);
if(textureId == 0) {
std::cerr << "Texture was not created!" << std::endl;
}
return textureId;
}
GLuint CreateDepthTexture(int width, int height) {
GLuint depthId;
glGenRenderbuffers(1, &depthId);
glBindRenderbuffer(GL_RENDERBUFFER, depthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthId);
if(depthId == 0) {
std::cerr << "Depth Texture was not created!" << std::endl;
}
return depthId;
}
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void AttachTextureToFramebuffer(GLuint framebufferId, GLuint textureId, GLenum attachment) {
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, textureId, 0);
}
void Cleanup(const Framebuffer& fbo) {
if (fbo.albedoTexture != 0) {
glDeleteTextures(1, &fbo.albedoTexture);
}
if (fbo.positionTexture != 0) {
glDeleteTextures(1, &fbo.positionTexture);
}
if (fbo.normalTexture != 0) {
glDeleteTextures(1, &fbo.normalTexture);
}
if (fbo.depthTexture != 0) {
glDeleteTextures(1, &fbo.depthTexture);
}
if (fbo.id != 0) {
glDeleteFramebuffers(1, &fbo.id);
}
}
}; // namespace