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#include "framebuffer.h"
#include "renderbuffer.h"
#include "texture.h"
#include <gfx_assert.h>
#include <error.h>
static void framebuffer_attach_colour(
FrameBuffer* framebuffer, const FrameBufferAttachment* attachment) {
assert(framebuffer);
assert(attachment);
switch (attachment->type) {
case FrameBufferNoAttachment:
break;
case FrameBufferTexture:
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
attachment->texture.texture->id, attachment->texture.mip_level);
break;
case FrameBufferCubemapTexture:
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
to_GL_cubemap_face(attachment->cubemap.face),
attachment->cubemap.texture->id, attachment->cubemap.mip_level);
break;
case FrameBufferRenderBuffer:
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
attachment->renderbuffer->id);
break;
}
ASSERT_GL;
}
static void framebuffer_attach_depth(
FrameBuffer* framebuffer, const FrameBufferAttachment* attachment) {
assert(framebuffer);
assert(attachment);
switch (attachment->type) {
case FrameBufferNoAttachment:
break;
case FrameBufferTexture:
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT,
attachment->texture.texture->id, attachment->texture.mip_level);
break;
// TODO: Could distinguish between colour and depth attachment types to make
// this a compile-time error.
case FrameBufferCubemapTexture:
log_error("Cannot use a cubemap texture as a depth framebuffer attachment");
break;
case FrameBufferRenderBuffer:
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
attachment->renderbuffer->id);
break;
}
ASSERT_GL;
}
bool gfx_init_framebuffer(
FrameBuffer* framebuffer, const FrameBufferDesc* desc) {
assert(framebuffer);
assert(desc);
glGenFramebuffers(1, &framebuffer->id);
if (!framebuffer->id) {
log_error("glGenFramebuffers() failed");
return false;
}
// Allow incomplete framebuffers for flexibility.
// Attach buffers and check the framebuffer status only if buffers are given
// up front.
if (desc->colour.type != FrameBufferNoAttachment ||
desc->depth.type != FrameBufferNoAttachment) {
// TODO: Could use the "named" API to avoid having to bind the framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->id);
framebuffer_attach_colour(framebuffer, &desc->colour);
framebuffer_attach_depth(framebuffer, &desc->depth);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("glCheckFramebufferStatus() failed");
gfx_del_framebuffer(framebuffer);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
ASSERT_GL;
return true;
}
bool gfx_framebuffer_attach_colour(
FrameBuffer* framebuffer, const FrameBufferAttachment* attachment) {
assert(framebuffer);
assert(attachment);
// TODO: Could use the "named" API to avoid having to bind the framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->id);
framebuffer_attach_colour(framebuffer, attachment);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("glCheckFramebufferStatus() failed");
return false;
}
return true;
}
bool gfx_framebuffer_attach_depth(
FrameBuffer* framebuffer, const FrameBufferAttachment* attachment) {
assert(framebuffer);
assert(attachment);
// TODO: Could use the "named" API to avoid having to bind the framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->id);
framebuffer_attach_depth(framebuffer, attachment);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("glCheckFramebufferStatus() failed");
return false;
}
return true;
}
void gfx_del_framebuffer(FrameBuffer* framebuffer) {
assert(framebuffer);
if (framebuffer->id) {
glDeleteFramebuffers(1, &framebuffer->id);
framebuffer->id = 0;
}
}
void gfx_activate_framebuffer(const FrameBuffer* framebuffer) {
assert(framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->id);
}
void gfx_deactivate_framebuffer(const FrameBuffer* framebuffer) {
assert(framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void gfx_framebuffer_set_viewport(
FrameBuffer* framebuffer, int x, int y, int width, int height) {
assert(framebuffer);
glViewport(x, y, width, height);
}
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