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FrameBuffer.cpp
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FrameBuffer.cpp
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#include "Application.h"
#include "SDL\include\SDL_opengl.h"
#include <gl/GL.h>
#include <gl/GLU.h>
#include "Globals.h"
#include "FrameBuffer.h"
#include "ModuleRenderer3D.h"
#pragma comment (lib, "glu32.lib") /* link OpenGL Utility lib */
#pragma comment (lib, "opengl32.lib") /* link Microsoft OpenGL lib */
FrameBuffer::FrameBuffer()
{
}
FrameBuffer::~FrameBuffer()
{
}
bool FrameBuffer::Start(int width, int height) {
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// generate texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
// attach it to currently bound framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
LOG("ERROR::FRAMEBUFFER:: Framebuffer is not complete!");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void FrameBuffer::PreUpdate() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // we're not using the stencil buffer now
}
void FrameBuffer::PostUpdate(){
if(App->renderer3D->color_active)
glColor3f(1.0, 1.0, 1.0);
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind
}
const uint FrameBuffer::GetTexture() {
return texture;
}
void FrameBuffer::CleanUp() {
glDeleteBuffers(1, &fbo);
}