#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(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(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 (isecond; } return 0; }