/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gl/framebuffer.hpp"
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#include "gl/texture-2d.hpp"
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#include <glad/glad.h>
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namespace gl {
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static constexpr GLenum attachment_lut[] =
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{
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GL_COLOR_ATTACHMENT0,
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GL_DEPTH_ATTACHMENT,
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GL_STENCIL_ATTACHMENT
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};
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framebuffer::framebuffer(int width, int height):
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gl_framebuffer_id(0),
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dimensions({width, height}),
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color_attachment(nullptr),
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depth_attachment(nullptr),
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stencil_attachment(nullptr)
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{
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glGenFramebuffers(1, &gl_framebuffer_id);
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}
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framebuffer::framebuffer():
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gl_framebuffer_id(0),
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dimensions({0, 0}),
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color_attachment(nullptr),
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depth_attachment(nullptr),
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stencil_attachment(nullptr)
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{}
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framebuffer::~framebuffer()
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{
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if (gl_framebuffer_id)
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{
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glDeleteFramebuffers(1, &gl_framebuffer_id);
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}
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}
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void framebuffer::resize(const std::array<int, 2>& dimensions)
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{
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this->dimensions = dimensions;
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}
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void framebuffer::attach(framebuffer_attachment_type attachment_type, texture_2d* texture)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, gl_framebuffer_id);
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GLenum gl_attachment = attachment_lut[static_cast<std::size_t>(attachment_type)];
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glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_2D, texture->gl_texture_id, 0);
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if (attachment_type == framebuffer_attachment_type::color)
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color_attachment = texture;
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else if (attachment_type == framebuffer_attachment_type::depth)
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depth_attachment = texture;
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else if (attachment_type == framebuffer_attachment_type::stencil)
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stencil_attachment = texture;
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if (!color_attachment)
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{
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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}
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else
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{
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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} // namespace gl
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