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  1. #include "framebufferobject.h"
  2. FrameBufferObject::FrameBufferObject()
  3. {
  4. glGenFramebuffers(1, &mFrameBufferObject);
  5. }
  6. void FrameBufferObject::AttachColorBuffer(const char * bufferName, GLenum attachment, int width, int height)
  7. {
  8. GLuint colorBuffer;
  9. glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject);
  10. glGenTextures(1, &colorBuffer);
  11. glBindTexture(GL_TEXTURE_2D, colorBuffer);
  12. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  13. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  14. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  15. glBindTexture(GL_TEXTURE_2D, 0);
  16. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, colorBuffer, 0);
  17. mDrawBuffers.push_back(attachment);
  18. mBuffers.insert(std::pair<std::string, GLuint>(bufferName, colorBuffer));
  19. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  20. }
  21. void FrameBufferObject::AttachDepthBuffer(const char * bufferName, int width, int height)
  22. {
  23. GLuint depthMap;
  24. glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject);
  25. glGenTextures(1, &depthMap);
  26. glBindTexture(GL_TEXTURE_2D, depthMap);
  27. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  28. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  29. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  30. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  31. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, depthMap, 0);
  32. glBindTexture(GL_TEXTURE_2D, 0);
  33. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
  34. mBuffers.insert(std::pair<std::string, GLuint>(bufferName, depthMap));
  35. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  36. }
  37. void FrameBufferObject::Finish()
  38. {
  39. int nCount = (int)mDrawBuffers.size();
  40. if (nCount > 0) {
  41. GLenum *buffers = new GLenum[nCount];
  42. int i = 0;
  43. while (i < nCount) {
  44. buffers[i] = mDrawBuffers[i];
  45. i++;
  46. }
  47. glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject);
  48. glDrawBuffers(nCount, buffers);
  49. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  50. }
  51. }
  52. void FrameBufferObject::Bind()
  53. {
  54. glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mPrevFrameBuffer);
  55. glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject);
  56. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  57. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  58. }
  59. void FrameBufferObject::Unbind()
  60. {
  61. glBindFramebuffer(GL_FRAMEBUFFER, mPrevFrameBuffer);
  62. }
  63. GLuint FrameBufferObject::GetBuffer(const char * bufferName)
  64. {
  65. auto iter = mBuffers.find(bufferName);
  66. if (iter != mBuffers.end()) {
  67. return iter->second;
  68. }
  69. return 0;
  70. }