64 lines
1.5 KiB
C++
64 lines
1.5 KiB
C++
#include <assert.h>
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#include "render/rendertarget.h"
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#include "render/texturesmanager.h"
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#include "render/texture2d.h"
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#include "glad/glad.h"
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void RenderTarget::setDefaultFramebuffer()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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RenderTarget::RenderTarget()
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{
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m_framebuffer = -1;
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}
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RenderTarget::~RenderTarget()
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{
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m_framebuffer = -1;
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}
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void RenderTarget::create(const char* name /*= nullptr*/)
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{
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assert(g_texturesManager);
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////////////////////////
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// Create FBO
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// generate frame buffer
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glGenFramebuffers(1, &m_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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}
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void RenderTarget::destroy()
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{
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GLint drawFboId;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &drawFboId);
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if (drawFboId == (GLint)m_framebuffer)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &m_framebuffer);
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}
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void RenderTarget::finialize()
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{
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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assert(0 && "RenderTarget::finialize: failed to finialize framebuffer. Framebuffer is not complete");
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}
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}
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void RenderTarget::attachColorTexture(int slot, Texture2D* texture)
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{
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assert(texture && "Failed to assing nullptr texture");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + slot, GL_TEXTURE_2D, texture->GetHandle(), 0);
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}
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void RenderTarget::attachDepthTexture(Texture2D* texture)
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{
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assert(texture && "Failed to assing nullptr texture");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture->GetHandle(), 0);
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}
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