voxelcore/src/graphics/core/Framebuffer.cpp
2024-04-23 01:09:30 +03:00

89 lines
2.6 KiB
C++

#include "Framebuffer.h"
#include <GL/glew.h>
#include "Texture.h"
Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
: fbo(fbo), depth(depth), texture(std::move(texture))
{
if (texture) {
width = texture->getWidth();
height = texture->getHeight();
} else {
width = 0;
height = 0;
}
}
static std::unique_ptr<Texture> create_texture(int width, int height, int format) {
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
return std::make_unique<Texture>(tex, width, height);
}
Framebuffer::Framebuffer(uint width, uint height, bool alpha)
: width(width), height(height)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
format = alpha ? GL_RGBA : GL_RGB;
// Setup color attachment (texture)
texture = create_texture(width, height, format);
// Setup depth attachment
glGenRenderbuffers(1, &depth);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer() {
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &depth);
}
void Framebuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void Framebuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Framebuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;
}
this->width = width;
this->height = height;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
texture = create_texture(width, height, format);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Texture* Framebuffer::getTexture() const {
return texture.get();
}
uint Framebuffer::getWidth() const {
return width;
}
uint Framebuffer::getHeight() const {
return height;
}