/*
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* Copyright (C) 2023 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 <engine/gl/framebuffer.hpp>
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#include <glad/gl.h>
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#include <stdexcept>
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namespace gl {
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framebuffer::framebuffer(std::span<const framebuffer_attachment> attachments, std::uint32_t width, std::uint32_t height)
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{
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m_dimensions = {width, height};
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m_attachments.assign(attachments.begin(), attachments.end());
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// Generate framebuffer
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glCreateFramebuffers(1, &m_gl_named_framebuffer);
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GLenum gl_color_attachment = GL_COLOR_ATTACHMENT0;
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std::vector<GLenum> gl_draw_buffers;
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// Attach textures to framebuffer
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for (const auto& attachment: m_attachments)
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{
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if (attachment.usage_mask & gl::color_attachment_bit)
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{
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glNamedFramebufferTexture
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(
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m_gl_named_framebuffer,
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gl_color_attachment,
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attachment.image_view->m_gl_texture_name,
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static_cast<GLuint>(attachment.level)
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);
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gl_draw_buffers.emplace_back(gl_color_attachment);
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++gl_color_attachment;
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}
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if (attachment.usage_mask & gl::depth_attachment_bit)
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{
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if (attachment.usage_mask & gl::stencil_attachment_bit)
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{
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glNamedFramebufferTexture
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(
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m_gl_named_framebuffer,
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GL_DEPTH_STENCIL_ATTACHMENT,
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attachment.image_view->m_gl_texture_name,
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static_cast<GLuint>(attachment.level)
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);
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}
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else
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{
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glNamedFramebufferTexture
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(
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m_gl_named_framebuffer,
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GL_DEPTH_ATTACHMENT,
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attachment.image_view->m_gl_texture_name,
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static_cast<GLuint>(attachment.level)
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);
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}
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}
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else if (attachment.usage_mask & gl::stencil_attachment_bit)
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{
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glNamedFramebufferTexture
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(
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m_gl_named_framebuffer,
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GL_STENCIL_ATTACHMENT,
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attachment.image_view->m_gl_texture_name,
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static_cast<GLuint>(attachment.level)
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);
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}
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}
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// Specify read and draw buffers
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if (!gl_draw_buffers.empty())
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{
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glNamedFramebufferReadBuffer(m_gl_named_framebuffer, GL_COLOR_ATTACHMENT0);
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glNamedFramebufferDrawBuffers
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(
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m_gl_named_framebuffer,
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static_cast<GLsizei>(gl_draw_buffers.size()),
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gl_draw_buffers.data()
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);
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}
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else
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{
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glNamedFramebufferReadBuffer(m_gl_named_framebuffer, GL_NONE);
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glNamedFramebufferDrawBuffer(m_gl_named_framebuffer, GL_NONE);
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}
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if (glCheckNamedFramebufferStatus(m_gl_named_framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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throw std::runtime_error("OpenGL framebuffer incomplete.");
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}
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}
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framebuffer::~framebuffer()
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{
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if (m_gl_named_framebuffer)
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{
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glDeleteFramebuffers(1, &m_gl_named_framebuffer);
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}
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}
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void framebuffer::resize(std::uint32_t width, std::uint32_t height)
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{
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m_dimensions = {width, height};
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}
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} // namespace gl
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