Created
April 28, 2015 02:21
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| struct FramebufferWraper { | |
| glm::uvec2 size; | |
| GLuint fbo{ 0 }; | |
| GLuint color{ 0 }; | |
| GLuint depth{ 0 }; | |
| virtual ~FramebufferWraper() { | |
| release(); | |
| } | |
| void allocate() { | |
| release(); | |
| glGenRenderbuffers(1, &depth); | |
| assert(depth); | |
| glGenTextures(1, &color); | |
| assert(color); | |
| glGenFramebuffers(1, &fbo); | |
| assert(fbo); | |
| } | |
| void release() { | |
| if (fbo) { | |
| glDeleteFramebuffers(1, &fbo); | |
| fbo = 0; | |
| } | |
| if (color) { | |
| glDeleteTextures(1, &color); | |
| color = 0; | |
| } | |
| if (depth) { | |
| glDeleteRenderbuffers(1, &depth); | |
| depth = 0; | |
| } | |
| } | |
| static bool checkStatus(GLenum target = GL_FRAMEBUFFER) { | |
| GLuint status = glCheckFramebufferStatus(target); | |
| switch (status) { | |
| case GL_FRAMEBUFFER_COMPLETE: | |
| return true; | |
| break; | |
| case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: | |
| std::cerr << "framebuffer incomplete attachment" << std::endl; | |
| break; | |
| case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: | |
| std::cerr << "framebuffer missing attachment" << std::endl; | |
| break; | |
| case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: | |
| std::cerr << "framebuffer incomplete draw buffer" << std::endl; | |
| break; | |
| case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: | |
| std::cerr << "framebuffer incomplete read buffer" << std::endl; | |
| break; | |
| case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: | |
| std::cerr << "framebuffer incomplete multisample" << std::endl; | |
| break; | |
| case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: | |
| std::cerr << "framebuffer incomplete layer targets" << std::endl; | |
| break; | |
| case GL_FRAMEBUFFER_UNSUPPORTED: | |
| std::cerr << "framebuffer unsupported internal format or image" << std::endl; | |
| break; | |
| default: | |
| std::cerr << "other framebuffer error" << std::endl; | |
| break; | |
| } | |
| return false; | |
| } | |
| void init(const glm::ivec2 & size) { | |
| this->size = size; | |
| allocate(); | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glBindTexture(GL_TEXTURE_2D, color); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, size.x, size.y); | |
| glBindTexture(GL_TEXTURE_2D, 0); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); | |
| glBindRenderbuffer(GL_RENDERBUFFER, depth); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size.x, size.y); | |
| glBindRenderbuffer(GL_RENDERBUFFER, 0); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); | |
| if (!checkStatus()) { | |
| FAIL("Could not create a valid framebuffer"); | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| } | |
| void activate() { | |
| assert(fbo); | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glViewport(0, 0, size.x, size.y); | |
| } | |
| }; |
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