/* * Copyright (C) 2021 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 "gl/framebuffer.hpp" #include "gl/texture-2d.hpp" #include namespace gl { static constexpr GLenum attachment_lut[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT }; framebuffer::framebuffer(int width, int height): gl_framebuffer_id(0), dimensions({width, height}), color_attachment(nullptr), depth_attachment(nullptr), stencil_attachment(nullptr) { glGenFramebuffers(1, &gl_framebuffer_id); } framebuffer::framebuffer(): gl_framebuffer_id(0), dimensions({0, 0}), color_attachment(nullptr), depth_attachment(nullptr), stencil_attachment(nullptr) {} framebuffer::~framebuffer() { if (gl_framebuffer_id) { glDeleteFramebuffers(1, &gl_framebuffer_id); } } void framebuffer::resize(const std::array& dimensions) { this->dimensions = dimensions; } void framebuffer::attach(framebuffer_attachment_type attachment_type, texture_2d* texture) { glBindFramebuffer(GL_FRAMEBUFFER, gl_framebuffer_id); GLenum gl_attachment = attachment_lut[static_cast(attachment_type)]; glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_2D, texture->gl_texture_id, 0); if (attachment_type == framebuffer_attachment_type::color) color_attachment = texture; else if (attachment_type == framebuffer_attachment_type::depth) depth_attachment = texture; else if (attachment_type == framebuffer_attachment_type::stencil) stencil_attachment = texture; if (!color_attachment) { glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } else { glDrawBuffer(GL_COLOR_ATTACHMENT0); glReadBuffer(GL_COLOR_ATTACHMENT0); } glBindFramebuffer(GL_FRAMEBUFFER, 0); } } // namespace gl