light/Engine/src/Platform/GraphicsAPI/OpenGL/glFramebuffer.cpp

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#include "glFramebuffer.h"
#include <glad/glad.h>
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#include <glm/glm.hpp>
namespace Light {
glFramebuffer::glFramebuffer(const FramebufferSpecification& specification)
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: m_Specification(specification),
m_BufferID(NULL),
m_ColorAttachmentID(NULL),
m_DepthStencilAttachmentID(NULL)
{
Resize({ specification.width, specification.height });
}
glFramebuffer::~glFramebuffer()
{
glDeleteFramebuffers(1, &m_BufferID);
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glDeleteTextures(1, &m_ColorAttachmentID);
// glDeleteTextures(1, &m_DepthStencilAttachmentID);
}
void glFramebuffer::BindAsTarget(const glm::vec4& clearColor)
{
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// #todo: use viewport instead of default x=0, y=0
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferID);
glViewport(0, 0, m_Specification.width, m_Specification.height);
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glClear(GL_COLOR_BUFFER_BIT);
}
void glFramebuffer::BindAsResource()
{
LT_ENGINE_ERROR("glFramebuffer::BindAsResource: NO_IMPLEMENT!");
}
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void glFramebuffer::Resize(const glm::uvec2& size)
{
if (m_BufferID)
{
glDeleteFramebuffers(1, &m_BufferID);
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glDeleteTextures(1, &m_ColorAttachmentID);
// glDeleteTextures(1, &m_DepthStencilAttachmentID);
}
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m_Specification.width = std::clamp(size.x, 1u, (unsigned int)GL_MAX_TEXTURE_SIZE);
m_Specification.height = std::clamp(size.y, 1u, (unsigned int)GL_MAX_TEXTURE_SIZE);
glCreateFramebuffers(1, &m_BufferID);
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferID);
// create color attachment
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glCreateTextures(GL_TEXTURE_2D, 1, &m_ColorAttachmentID);
glBindTexture(GL_TEXTURE_2D, m_ColorAttachmentID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Specification.width, m_Specification.height, NULL, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTextureParameteri(m_ColorAttachmentID, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(m_ColorAttachmentID, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_ColorAttachmentID, 0);
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// glTextureStorage2D(m_ColorAttachmentID, 0, GL_RGBA8, m_Specification.width, m_Specification.height);
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// glCreateTextures(GL_TEXTURE_2D, 1, &m_DepthStencilAttachmentID);
// glBindTexture(GL_TEXTURE_2D, m_DepthStencilAttachmentID);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_Specification.width, m_Specification.height, NULL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
// // glTextureStorage2D(m_DepthStencilAttachmentID, 0, GL_DEPTH24_STENCIL8, m_Specification.width, m_Specification.height);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthStencilAttachmentID, 0);
LT_ENGINE_ASSERT((glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE), "glFramebuffer::Validate: framebuffer is incomplete");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}