FrameBuffer.hh 9.23 KB
Newer Older
Robert Menzel's avatar
Robert Menzel committed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2011, Computer Graphics Group RWTH Aachen University         //
// All rights reserved.                                                       //
////////////////////////////////////////////////////////////////////////////////

#ifndef ACGL_RESOURCE_FRAMEBUFFER_HH
#define ACGL_RESOURCE_FRAMEBUFFER_HH

#include <ACGL/Resource/ResourceTypes.hh>
#include <ACGL/Resource/RenderBuffer.hh>
#include <ACGL/Resource/Texture.hh>
#include <ACGL/Utils/Log.hh>
#include <ACGL/Utils/StringOperations.hh>
#include <ACGL/GL.hh>

namespace ACGL{
namespace Resource{

class FrameBuffer
{
    // =================================================================================================== \/
    // ============================================================================================ STATIC \/
    // =================================================================================================== \/
private:
    static GLuint msBuffers[8];

    // ==================================================================================================== \/
    // ============================================================================================ STRUCTS \/
    // ==================================================================================================== \/
public:
    //! An attachment can be a texture or a render buffer
    struct Attachment
    {
        std::string name;
        SharedTexture texture;
        SharedRenderBuffer renderBuffer;
    };

    // ===================================================================================================== \/
    // ============================================================================================ TYPEDEFS \/
    // ===================================================================================================== \/
public:
    typedef std::vector< Attachment > AttachmentVec;

	// ========================================================================================================= \/
	// ============================================================================================ CONSTRUCTORS \/
	// ========================================================================================================= \/
public:
    FrameBuffer(GLsizei _width, GLsizei _height)
    :   mContext(0),
        mWidth(_width),
        mHeight(_height),
        mDrawBuffers(0),
        mColorAttachments(),
        mDepthAttachment()
    {
        glGenFramebuffers(1, &mContext);
        mDepthAttachment.name = "";
        mDepthAttachment.texture = SharedTexture();
        mDepthAttachment.renderBuffer = SharedRenderBuffer();
    }

    virtual ~FrameBuffer(void)
    {
        if(mContext != 0)
            glDeleteFramebuffers(1, &mContext);
    }

	// ==================================================================================================== \/
	// ============================================================================================ GETTERS \/
	// ==================================================================================================== \/
public:
    inline       GLuint         getContext          (void) const { return mContext;          }
    inline       GLsizei        getWidth            (void) const { return mWidth;            }
    inline       GLsizei        getHeight           (void) const { return mHeight;           }
    inline       GLsizei        getDrawBuffers      (void) const { return mDrawBuffers;      }
    inline const AttachmentVec& getColorAttachments (void) const { return mColorAttachments; }
    inline const Attachment&    getDepthAttachment  (void) const { return mDepthAttachment;  }

	// ===================================================================================================== \/
	// ============================================================================================ WRAPPERS \/
	// ===================================================================================================== \/
public:
    inline void bindAsRenderTarget(void) const
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mContext);
        glDrawBuffers(mDrawBuffers, msBuffers);
    }

    inline void bind(void) const
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mContext);
    }

    inline void setDrawBuffers(void) const
    {
        glDrawBuffers(mDrawBuffers, msBuffers);
    }

    inline void setViewport(void) const
    {
        glViewport(0, 0, mWidth, mHeight);
    }

    inline bool attachColorRenderBuffer(const SharedRenderBuffer& _renderBuffer)
    {
        if(_renderBuffer->getWidth() != mWidth && _renderBuffer->getHeight() != mHeight)
        {
            Utils::error() << "Attached render buffer for color has a wrong size!" << std::endl;
            return false;
        }
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + mDrawBuffers, GL_RENDERBUFFER, _renderBuffer->getContext());
        mDrawBuffers++;
        Attachment attachment = {"", SharedTexture(), _renderBuffer};
        mColorAttachments.push_back(attachment);
        return true;
    }

    inline bool attachColorTexture(const SharedTexture& _texture)
    {
        if(_texture->getWidth() != mWidth && _texture->getHeight() != mHeight)
        {
            Utils::error() << "Attached texture for color has a wrong size!" << std::endl;
            return false;
        }
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + mDrawBuffers, _texture->getTarget(), _texture->getContext(), 0);
        mDrawBuffers++;
        Attachment attachment = {"", _texture, SharedRenderBuffer()};
        mColorAttachments.push_back(attachment);
        return true;
    }

    inline bool setDepthRenderBuffer(const SharedRenderBuffer& _renderBuffer)
    {
        if(_renderBuffer->getWidth() != mWidth && _renderBuffer->getHeight() != mHeight)
        {
            Utils::error() << "Attached render buffer for depth has a wrong size!" << std::endl;
            return false;
        }
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffer->getContext());
        #ifdef OPENGL_ES
            if( _renderBuffer->getInternalFormat() == GL_DEPTH24_STENCIL8_OES ||
                _renderBuffer->getInternalFormat() == GL_DEPTH_STENCIL_OES)
                glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffer->getContext());
        #else
            if( _renderBuffer->getInternalFormat() == GL_DEPTH24_STENCIL8 ||
                _renderBuffer->getInternalFormat() == GL_DEPTH_STENCIL)
                glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffer->getContext());
        #endif
        mDepthAttachment.renderBuffer = _renderBuffer;
        return true;
    }

    inline bool setDepthTexture(const SharedTexture& _texture)
    {
        if(_texture->getWidth() != mWidth && _texture->getHeight() != mHeight)
        {
            Utils::error() << "Attached texture for depth has a wrong size!" << std::endl;
            return false;
        }
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _texture->getTarget(), _texture->getContext(), 0);
        #ifdef OPENGL_ES
            if( _texture->getInternalFormat() == GL_DEPTH24_STENCIL8_OES ||
                _texture->getInternalFormat() == GL_DEPTH_STENCIL_OES)
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, _texture->getTarget(), _texture->getContext(), 0);
        #else
            if( _texture->getInternalFormat() == GL_DEPTH24_STENCIL8 ||
                _texture->getInternalFormat() == GL_DEPTH_STENCIL)
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, _texture->getTarget(), _texture->getContext(), 0);
        #endif
        mDepthAttachment.texture = _texture;
        return true;
    }

    inline bool isFrameBufferComplete(void)
    {
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        {
            Utils::error() << "Failed to make complete FrameBuffer object: " << (glCheckFramebufferStatus(GL_FRAMEBUFFER)) << std::endl;
            return false;
        }
        return true;
    }

	// ==================================================================================================== \/
	// ============================================================================================ METHODS \/
	// ==================================================================================================== \/
protected:
    void clean(void);

	// =================================================================================================== \/
	// ============================================================================================ FIELDS \/
	// =================================================================================================== \/
protected:
    GLuint        mContext;
    GLsizei       mWidth;
    GLsizei       mHeight;
    GLsizei       mDrawBuffers;
    AttachmentVec mColorAttachments;
    Attachment    mDepthAttachment;
};

} // Resource
} // ACGL

#endif // ACGL_RESOURCE_FRAMEBUFFER_HH