2015-04-08 18:47:55 +00:00
|
|
|
/********************************************************************************
|
|
|
|
* OpenGL-Framework *
|
|
|
|
* Copyright (c) 2013 Daniel Chappuis *
|
|
|
|
*********************************************************************************
|
|
|
|
* *
|
|
|
|
* This software is provided 'as-is', without any express or implied warranty. *
|
|
|
|
* In no event will the authors be held liable for any damages arising from the *
|
|
|
|
* use of this software. *
|
|
|
|
* *
|
|
|
|
* Permission is granted to anyone to use this software for any purpose, *
|
|
|
|
* including commercial applications, and to alter it and redistribute it *
|
|
|
|
* freely, subject to the following restrictions: *
|
|
|
|
* *
|
|
|
|
* 1. The origin of this software must not be misrepresented; you must not claim *
|
|
|
|
* that you wrote the original software. If you use this software in a *
|
|
|
|
* product, an acknowledgment in the product documentation would be *
|
|
|
|
* appreciated but is not required. *
|
|
|
|
* *
|
|
|
|
* 2. Altered source versions must be plainly marked as such, and must not be *
|
|
|
|
* misrepresented as being the original software. *
|
|
|
|
* *
|
|
|
|
* 3. This notice may not be removed or altered from any source distribution. *
|
|
|
|
* *
|
|
|
|
********************************************************************************/
|
|
|
|
|
|
|
|
// Libraries
|
|
|
|
#include "FrameBufferObject.h"
|
|
|
|
#include <iostream>
|
|
|
|
|
|
|
|
using namespace openglframework;
|
|
|
|
using namespace std;
|
|
|
|
|
|
|
|
// Constructor
|
|
|
|
FrameBufferObject::FrameBufferObject() : mFrameBufferID(0), mRenderBufferID (0) {
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destructor
|
|
|
|
FrameBufferObject::~FrameBufferObject() {
|
2015-07-29 16:15:20 +00:00
|
|
|
destroy();
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Create the frame buffer object
|
|
|
|
bool FrameBufferObject::create(uint width, uint height, bool needRenderBuffer) {
|
|
|
|
|
|
|
|
// Destroy the current FBO
|
|
|
|
destroy();
|
|
|
|
|
|
|
|
// Check that the needed OpenGL extensions are available
|
|
|
|
bool isExtensionOK = checkOpenGLExtensions();
|
|
|
|
if (!isExtensionOK) {
|
|
|
|
std::cerr << "Error : Impossible to use Framebuffer Object on this platform" << std::endl;
|
|
|
|
assert(false);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Generate a new FBO
|
2016-02-22 17:44:29 +00:00
|
|
|
glGenFramebuffers(1, &mFrameBufferID);
|
2015-04-08 18:47:55 +00:00
|
|
|
assert(mFrameBufferID != 0);
|
|
|
|
|
|
|
|
// If we also need to create a render buffer
|
|
|
|
if (needRenderBuffer) {
|
|
|
|
|
|
|
|
// Generate the render buffer
|
|
|
|
glGenRenderbuffers(1, &mRenderBufferID);
|
|
|
|
assert(mRenderBufferID != 0);
|
|
|
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, mRenderBufferID);
|
|
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferID);
|
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
|
|
|
|
mRenderBufferID);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check the FBO status
|
|
|
|
GLenum statusFBO = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if(statusFBO != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
std::cerr << "Error : An error occured while creating the Frame Buffer Object !" << endl;
|
|
|
|
assert(false);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy the FBO
|
|
|
|
void FrameBufferObject::destroy() {
|
|
|
|
|
|
|
|
// Delete the frame buffer object
|
|
|
|
if (mFrameBufferID) {
|
|
|
|
glDeleteFramebuffers(1, &mFrameBufferID);
|
|
|
|
mFrameBufferID = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Delete the render buffer
|
|
|
|
if (mRenderBufferID) {
|
|
|
|
glDeleteRenderbuffers(1, &mRenderBufferID);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Attach a texture to the frame buffer object
|
|
|
|
void FrameBufferObject::attachTexture(uint position, uint textureID) {
|
|
|
|
assert(mFrameBufferID);
|
|
|
|
|
|
|
|
// Bind the current FBO
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferID);
|
|
|
|
|
|
|
|
// Bind the texture
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, position, GL_TEXTURE_2D, textureID, 0);
|
|
|
|
|
|
|
|
// Unbind the current FBO
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
}
|