111 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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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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        fbo.id = CreateFramebuffer();
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        UpdateFrameBuffer(fbo, width, height);
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        return fbo;
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    }
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    void UpdateFrameBuffer(Framebuffer& fbo, int width, int height) {
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        glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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        fbo.albedoTexture = CreateTexture(width, height, GL_RGBA);
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        fbo.positionTexture = CreateTexture(width, height, GL_RGBA);
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        fbo.normalTexture = CreateTexture(width, height, GL_RGBA);
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        fbo.depthTexture = CreateDepthTexture(width, height);
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        AttachTextureToFramebuffer(fbo.id, fbo.albedoTexture, GL_COLOR_ATTACHMENT0);
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        AttachTextureToFramebuffer(fbo.id, fbo.positionTexture, GL_COLOR_ATTACHMENT1);
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        AttachTextureToFramebuffer(fbo.id, fbo.normalTexture, GL_COLOR_ATTACHMENT2);
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        GLenum drawBuffers[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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        glDrawBuffers(3, drawBuffers);
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        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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            std::cerr << "Error: Framebuffer is not complete!" << std::endl;
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        }
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        glBindFramebuffer(GL_FRAMEBUFFER, 0);
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    }
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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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    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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        if (fbo.albedoTexture != 0) {
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            glDeleteTextures(1, &fbo.albedoTexture);
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        }
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        if (fbo.positionTexture != 0) {
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            glDeleteTextures(1, &fbo.positionTexture);
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        }
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        if (fbo.normalTexture != 0) {
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            glDeleteTextures(1, &fbo.normalTexture);
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        }
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        if (fbo.depthTexture != 0) {
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            glDeleteTextures(1, &fbo.depthTexture);
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        }
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        if (fbo.id != 0) {
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            glDeleteFramebuffers(1, &fbo.id);
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        }
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    }
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} // namespace FBO
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