/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include #include #include namespace gl { framebuffer::framebuffer(std::span attachments, std::uint32_t width, std::uint32_t height) { m_dimensions = {width, height}; m_attachments.assign(attachments.begin(), attachments.end()); // Generate framebuffer glCreateFramebuffers(1, &m_gl_named_framebuffer); GLenum gl_color_attachment = GL_COLOR_ATTACHMENT0; std::vector gl_draw_buffers; // Attach textures to framebuffer for (const auto& attachment: m_attachments) { if (attachment.usage_mask & gl::color_attachment_bit) { glNamedFramebufferTexture ( m_gl_named_framebuffer, gl_color_attachment, attachment.image_view->m_gl_texture_name, static_cast(attachment.level) ); gl_draw_buffers.emplace_back(gl_color_attachment); ++gl_color_attachment; } if (attachment.usage_mask & gl::depth_attachment_bit) { if (attachment.usage_mask & gl::stencil_attachment_bit) { glNamedFramebufferTexture ( m_gl_named_framebuffer, GL_DEPTH_STENCIL_ATTACHMENT, attachment.image_view->m_gl_texture_name, static_cast(attachment.level) ); } else { glNamedFramebufferTexture ( m_gl_named_framebuffer, GL_DEPTH_ATTACHMENT, attachment.image_view->m_gl_texture_name, static_cast(attachment.level) ); } } else if (attachment.usage_mask & gl::stencil_attachment_bit) { glNamedFramebufferTexture ( m_gl_named_framebuffer, GL_STENCIL_ATTACHMENT, attachment.image_view->m_gl_texture_name, static_cast(attachment.level) ); } } // Specify read and draw buffers if (!gl_draw_buffers.empty()) { glNamedFramebufferReadBuffer(m_gl_named_framebuffer, GL_COLOR_ATTACHMENT0); glNamedFramebufferDrawBuffers ( m_gl_named_framebuffer, static_cast(gl_draw_buffers.size()), gl_draw_buffers.data() ); } else { glNamedFramebufferReadBuffer(m_gl_named_framebuffer, GL_NONE); glNamedFramebufferDrawBuffer(m_gl_named_framebuffer, GL_NONE); } if (glCheckNamedFramebufferStatus(m_gl_named_framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw std::runtime_error("OpenGL framebuffer incomplete."); } } framebuffer::~framebuffer() { if (m_gl_named_framebuffer) { glDeleteFramebuffers(1, &m_gl_named_framebuffer); } } void framebuffer::resize(std::uint32_t width, std::uint32_t height) { m_dimensions = {width, height}; } } // namespace gl