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#include "FBO.h"
FBO::FBO() { glGenFramebuffers(1, &mFBO); }
void FBO::AttachColorBuffer(const char*bufferName, GLenum attachment, GLenum dataType, int width, int height) { GLuint colorBuffer; glBindFramebuffer(GL_FRAMEBUFFER, mFBO); 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);
if (dataType == GL_RGBA16F) { glTexImage2D(GL_TEXTURE_2D, 0, dataType, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL); } else { glTexImage2D(GL_TEXTURE_2D, 0, dataType, 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<std::string,GLuint>(bufferName,colorBuffer)); glBindFramebuffer(GL_FRAMEBUFFER, 0); }
void FBO::AttachDepthBuffer(const char*bufferName, int width, int height) { GLuint depthMap; glBindFramebuffer(GL_FRAMEBUFFER, mFBO); glGenTextures(1, &depthMap); glBindTexture(GL_TEXTURE_2D, depthMap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 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, GL_FLOAT, NULL); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); mBuffers.insert(std::pair<std::string, GLuint>(bufferName, depthMap)); glBindFramebuffer(GL_FRAMEBUFFER, 0); }
void FBO::Finish() { int nCount = (int)mDrawBuffers.size(); if (nCount>0) { GLenum *buffers = new GLenum[nCount]; int i = 0; while (i < nCount) { buffers[i++] = mDrawBuffers[i]; } glBindFramebuffer(GL_FRAMEBUFFER, mFBO); glDrawBuffers(nCount, buffers); glBindFramebuffer(GL_FRAMEBUFFER, 0); } }
void FBO::Bind() { glBindFramebuffer(GL_FRAMEBUFFER, mFBO); }
void FBO::Unbind() { glBindFramebuffer(GL_FRAMEBUFFER, 0); }
GLuint FBO::GetBuffer(const char*bufferName) { auto iter = mBuffers.find(bufferName); if (iter!=mBuffers.end()) { return iter->second; } return 0; }
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