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