/******************************************************************************** * 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 using namespace openglframework; using namespace std; // Constructor FrameBufferObject::FrameBufferObject() : mFrameBufferID(0), mRenderBufferID (0) { } // Destructor FrameBufferObject::~FrameBufferObject() { destroy(); } // 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 glGenFramebuffers(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); }