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rendertarget.cpp
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#include "rendertarget.hpp"
#include "util.hpp"
void FBO::Bind() {
glViewport(0, 0, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void FBO::Unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
MsaaFBO::MsaaFBO(const int _w, const int _h, const int samples) {
width = _w; height = _h;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint ms_tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples,
GL_RGBA, width, height, GL_TRUE);
GLuint db;
glGenRenderbuffers(1, &db);
glBindRenderbuffer(GL_RENDERBUFFER, db);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, db);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
GLenum rts[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, rts);
MyCheckGLError("create ms fbo");
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("Multisampled FBO not complete.\n");
assert(0);
}
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void MsaaFBO::BlitTo(BasicFBO* x) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, x->fbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
BasicFBO::BasicFBO(const int _w, const int _h) {
width = _w; height = _h;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenTextures(1, &depth_tex);
glBindTexture(GL_TEXTURE_2D, depth_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
// The following 2 lines are needed
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// GLuint db;
// glGenRenderbuffers(1, &db);
// glBindRenderbuffer(GL_RENDERBUFFER, db);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, db);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
GLenum rts[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, rts);
MyCheckGLError("create singlesample fbo");
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("Single-sampled FBO not complete.\n");
assert(0);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
DepthOnlyFBO::DepthOnlyFBO(const int _w, const int _h) {
width = _w; height = _h;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
//glDrawBuffer(GL_NONE);
//glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
MyCheckGLError("create depth fbo");
}