Files
unease/engine/render/rendertarget.cpp
2025-02-28 04:43:17 +03:00

64 lines
1.5 KiB
C++

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