Add anonymous namespace and add bind and unbind functions to fbo file
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@ -13,10 +13,8 @@ struct Framebuffer {
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namespace FBO {
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Framebuffer GenerateFramebuffer(int width, int height);
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GLuint CreateFramebuffer();
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GLuint CreateTexture(int width, int height, GLenum format);
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GLuint CreateDepthTexture(int width, int height);
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void AttachTextureToFramebuffer(GLuint framebufferId, GLuint textureId, GLenum attachment);
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void Bind(const Framebuffer& fbo);
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void Unbind();
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void Cleanup(const Framebuffer& fbo);
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}
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@ -4,6 +4,52 @@
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#include "fbo.h"
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namespace {
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GLuint CreateFramebuffer() {
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GLuint fboId = 0;
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glGenFramebuffers(1, &fboId);
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return fboId;
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}
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GLuint CreateTexture(int width, int height, GLenum format) {
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GLuint textureId = 0;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, format, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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if(textureId == 0) {
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std::cerr << "Texture was not created!" << std::endl;
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}
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return textureId;
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}
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GLuint CreateDepthTexture(int width, int height) {
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GLuint depthId;
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glGenRenderbuffers(1, &depthId);
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glBindRenderbuffer(GL_RENDERBUFFER, depthId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthId);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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if(depthId == 0) {
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std::cerr << "Depth Texture was not created!" << std::endl;
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}
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return depthId;
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}
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void AttachTextureToFramebuffer(GLuint framebufferId, GLuint textureId, GLenum attachment) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, textureId, 0);
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}
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}; // namespace
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namespace FBO {
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Framebuffer GenerateFramebuffer(int width, int height) {
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Framebuffer fbo;
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@ -31,42 +77,12 @@ namespace FBO {
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return fbo;
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}
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GLuint CreateFramebuffer() {
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GLuint fboId = 0;
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glGenFramebuffers(1, &fboId);
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return fboId;
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void Bind(const Framebuffer& fbo) {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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}
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GLuint CreateTexture(int width, int height, GLenum format) {
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GLuint textureId = 0;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, format, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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if(textureId == 0) {
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std::cerr << "Texture was not created!" << std::endl;
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}
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return textureId;
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}
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GLuint CreateDepthTexture(int width, int height) {
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GLuint depthId;
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glGenRenderbuffers(1, &depthId);
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glBindRenderbuffer(GL_RENDERBUFFER, depthId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthId);
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if(depthId == 0) {
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std::cerr << "Depth Texture was not created!" << std::endl;
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}
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return depthId;
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}
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void AttachTextureToFramebuffer(GLuint framebufferId, GLuint textureId, GLenum attachment) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, textureId, 0);
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void Unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Cleanup(const Framebuffer& fbo) {
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@ -204,7 +204,7 @@ void Scene::ReloadShader() {
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void Scene::Display(GLFWwindow* window) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, geo_fbo_.id);
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FBO::Bind(geo_fbo_);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shader_program_);
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@ -233,9 +233,7 @@ void Scene::Display(GLFWwindow* window) {
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, lht_fbo_.id);
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FBO::Bind(lht_fbo_);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(quad_shader_program_);
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@ -258,7 +256,7 @@ void Scene::Display(GLFWwindow* window) {
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glBindVertexArray(quad_vao_);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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FBO::Unbind();
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DrawGui(window);
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glfwSwapBuffers(window);
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