-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathgbuffer.cpp
More file actions
108 lines (87 loc) · 2.54 KB
/
gbuffer.cpp
File metadata and controls
108 lines (87 loc) · 2.54 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
#include "stdafx.h"
#include "gbuffer.h"
#include "drawable.h"
Gbuffer::Gbuffer()
{
m_FBO = ~0u;
}
Gbuffer::~Gbuffer()
{
}
bool Gbuffer::initialise(unsigned width, unsigned height, bool _initialiseShader)
{
if (_initialiseShader) //Made optional for resizing purposes.
if (!initialiseShader())
return false;
glGenFramebuffers(1, &m_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
for (unsigned i = 0; i < TEXTURE_COUNT; ++i)
{
m_textures[i].create(width, height, Enum::GPU, Enum::RGB,
{ make_pair(GL_TEXTURE_MIN_FILTER, GL_NEAREST), make_pair(GL_TEXTURE_MAG_FILTER, GL_NEAREST) }, Enum::FLOAT, Enum::RGB32F);
m_textures[i].bindForGPU();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D, m_textures[i].id(), 0);
}
m_depthTexture.create(width, height, Enum::GPU, Enum::DEPTH_COMPONENT,
{ make_pair(GL_TEXTURE_MIN_FILTER, GL_NEAREST), make_pair(GL_TEXTURE_MAG_FILTER, GL_NEAREST) }, Enum::FLOAT, Enum::DEPTH32F_STENCIL8);
m_depthTexture.bindForGPU();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture.id(), 0);
GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, drawBuffers);
unsigned status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
Error(std::string("Could not create gbuffer. Error status ") + toString(status));
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void Gbuffer::shutdown()
{
for (Texture& tx : m_textures)
tx.clear();
m_depthTexture.clear();
if (m_FBO == ~0u)
{
glDeleteFramebuffers(1, &m_FBO);
m_FBO = ~0u;
}
}
bool Gbuffer::resize(unsigned width, unsigned height)
{
shutdown();
if (!initialise(width, height, false))
return false;
return true;
}
bool Gbuffer::initialiseShader()
{
if (!m_geometryShader.load("Shaders/geometry.vert", "Shaders/geometry.frag"))
return false;
Drawable::s_geometryShader = &m_geometryShader;
return true;
}
/**Binds framebuffer and shader.*/
void Gbuffer::bind()
{
m_geometryShader.set();
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
}
/**Binds the appropriate textures.*/
void Gbuffer::bindForReading()
{
glActiveTexture(GL_TEXTURE0);
m_textures[TEXTURE_TYPE_DIFFUSE].bindForGPU();
glActiveTexture(GL_TEXTURE1);
m_textures[TEXTURE_TYPE_NORMAL].bindForGPU();
glActiveTexture(GL_TEXTURE2);
m_textures[TEXTURE_TYPE_POSITION].bindForGPU();
glActiveTexture(GL_TEXTURE0);
}
void Gbuffer::setReadBuffer(Gbuffer::TextureType type)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + type);
}