#include "framebufferobject.h" FrameBufferObject::FrameBufferObject() { glGenFramebuffers(1, &mFrameBufferObject); } void FrameBufferObject::AttachColorBuffer(const char * bufferName, GLenum attachment, int width, int height) { GLuint colorBuffer; glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject); glGenTextures(1, &colorBuffer); glBindTexture(GL_TEXTURE_2D, colorBuffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, colorBuffer, 0); mDrawBuffers.push_back(attachment); mBuffers.insert(std::pair(bufferName, colorBuffer)); glBindFramebuffer(GL_FRAMEBUFFER, 0); } void FrameBufferObject::AttachDepthBuffer(const char * bufferName, int width, int height) { GLuint depthMap; glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject); glGenTextures(1, &depthMap); glBindTexture(GL_TEXTURE_2D, depthMap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, depthMap, 0); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); mBuffers.insert(std::pair(bufferName, depthMap)); glBindFramebuffer(GL_FRAMEBUFFER, 0); } void FrameBufferObject::Finish() { int nCount = (int)mDrawBuffers.size(); if (nCount > 0) { GLenum *buffers = new GLenum[nCount]; int i = 0; while (i < nCount) { buffers[i] = mDrawBuffers[i]; i++; } glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject); glDrawBuffers(nCount, buffers); glBindFramebuffer(GL_FRAMEBUFFER, 0); } } void FrameBufferObject::Bind() { glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mPrevFrameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void FrameBufferObject::Unbind() { glBindFramebuffer(GL_FRAMEBUFFER, mPrevFrameBuffer); } GLuint FrameBufferObject::GetBuffer(const char * bufferName) { auto iter = mBuffers.find(bufferName); if (iter != mBuffers.end()) { return iter->second; } return 0; }