reactphysics3d/testbed/opengl-framework/src/FrameBufferObject.cpp

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/********************************************************************************
* 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() {
}
// 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
glGenFramebuffersEXT(1, &mFrameBufferID);
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);
}