640 lines
18 KiB
C++
640 lines
18 KiB
C++
/*
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Copyright (c) 2005,
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Aaron Lefohn (lefohn@cs.ucdavis.edu)
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Adam Moerschell (atmoerschell@ucdavis.edu)
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All rights reserved.
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This software is licensed under the BSD open-source license. See
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http://www.opensource.org/licenses/bsd-license.php for more detail.
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*************************************************************
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Redistribution and use in source and binary forms, with or
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without modification, are permitted provided that the following
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conditions are met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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Neither the name of the University of Californa, Davis nor the names of
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the contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
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THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
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THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
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OF SUCH DAMAGE.
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*/
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#ifndef __FRAMEBUFFERRENDERBUFFER_HPP__
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#define __FRAMEBUFFERRENDERBUFFER_HPP__
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#include <GL/glew.h>
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#include <iostream>
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/*!
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FramebufferObject Class. This class encapsulates the FramebufferObject
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(FBO) OpenGL spec. See the official spec at:
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http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
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for details.
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A framebuffer object (FBO) is conceptually a structure containing pointers
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to GPU memory. The memory pointed to is either an OpenGL texture or an
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OpenGL RenderBuffer. FBOs can be used to render to one or more textures,
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share depth buffers between multiple sets of color buffers/textures and
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are a complete replacement for pbuffers.
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Performance Notes:
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1) It is more efficient (but not required) to call Bind()
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on an FBO before making multiple method calls. For example:
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FramebufferObject fbo;
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fbo.Bind();
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fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
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fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
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fbo.IsValid();
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To provide a complete encapsulation, the following usage
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pattern works correctly but is less efficient:
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FramebufferObject fbo;
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// NOTE : No Bind() call
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fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
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fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
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fbo.IsValid();
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The first usage pattern binds the FBO only once, whereas
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the second usage binds/unbinds the FBO for each method call.
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2) Use FramebufferObject::Disable() sparingly. We have intentionally
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left out an "Unbind()" method because it is largely unnecessary
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and encourages rendundant Bind/Unbind coding. Binding an FBO is
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usually much faster than enabling/disabling a pbuffer, but is
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still a costly operation. When switching between multiple FBOs
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and a visible OpenGL framebuffer, the following usage pattern
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is recommended:
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FramebufferObject fbo1, fbo2;
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fbo1.Bind();
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... Render ...
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// NOTE : No Unbind/Disable here...
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fbo2.Bind();
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... Render ...
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// Disable FBO rendering and return to visible window
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// OpenGL framebuffer.
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FramebufferObject::Disable();
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*/
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class FramebufferObject
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{
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public:
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/// Ctor/Dtor
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FramebufferObject();
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virtual ~FramebufferObject();
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/// Bind this FBO as current render target
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void Bind();
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/// Bind a texture to the "attachment" point of this FBO
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virtual void AttachTexture( GLenum texTarget,
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GLuint texId,
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GLenum attachment = GL_COLOR_ATTACHMENT0_EXT,
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int mipLevel = 0,
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int zSlice = 0 );
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/// Bind an array of textures to multiple "attachment" points of this FBO
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/// - By default, the first 'numTextures' attachments are used,
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/// starting with GL_COLOR_ATTACHMENT0_EXT
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virtual void AttachTextures( int numTextures,
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GLenum texTarget[],
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GLuint texId[],
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GLenum attachment[] = NULL,
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int mipLevel[] = NULL,
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int zSlice[] = NULL );
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/// Bind a render buffer to the "attachment" point of this FBO
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virtual void AttachRenderBuffer( GLuint buffId,
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GLenum attachment = GL_COLOR_ATTACHMENT0_EXT );
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/// Bind an array of render buffers to corresponding "attachment" points
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/// of this FBO.
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/// - By default, the first 'numBuffers' attachments are used,
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/// starting with GL_COLOR_ATTACHMENT0_EXT
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virtual void AttachRenderBuffers( int numBuffers, GLuint buffId[],
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GLenum attachment[] = NULL );
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/// Free any resource bound to the "attachment" point of this FBO
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void Unattach( GLenum attachment );
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/// Free any resources bound to any attachment points of this FBO
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void UnattachAll();
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/// Is this FBO currently a valid render target?
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/// - Sends output to std::cerr by default but can
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/// be a user-defined C++ stream
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///
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/// NOTE : This function works correctly in debug build
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/// mode but always returns "true" if NDEBUG is
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/// is defined (optimized builds)
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#ifndef NDEBUG
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bool IsValid( std::ostream& ostr = std::cerr );
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#else
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bool IsValid( std::ostream& ostr = std::cerr ) {
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return true;
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}
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#endif
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/// BEGIN : Accessors
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/// Is attached type GL_RENDERBUFFER_EXT or GL_TEXTURE?
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GLenum GetAttachedType( GLenum attachment );
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/// What is the Id of Renderbuffer/texture currently
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/// attached to "attachement?"
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GLuint GetAttachedId( GLenum attachment );
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/// Which mipmap level is currently attached to "attachement?"
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GLint GetAttachedMipLevel( GLenum attachment );
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/// Which cube face is currently attached to "attachment?"
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GLint GetAttachedCubeFace( GLenum attachment );
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/// Which z-slice is currently attached to "attachment?"
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GLint GetAttachedZSlice( GLenum attachment );
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/// END : Accessors
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GLuint GetAttachedTextureID() const { return m_attachedTexture; }
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/// BEGIN : Static methods global to all FBOs
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/// Return number of color attachments permitted
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static int GetMaxColorAttachments();
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/// Disable all FBO rendering and return to traditional,
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/// windowing-system controlled framebuffer
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/// NOTE:
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/// This is NOT an "unbind" for this specific FBO, but rather
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/// disables all FBO rendering. This call is intentionally "static"
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/// and named "Disable" instead of "Unbind" for this reason. The
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/// motivation for this strange semantic is performance. Providing
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/// "Unbind" would likely lead to a large number of unnecessary
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/// FBO enablings/disabling.
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static void Disable();
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/// END : Static methods global to all FBOs
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protected:
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void _GuardedBind();
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void _GuardedUnbind();
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void _FramebufferTextureND( GLenum attachment, GLenum texTarget,
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GLuint texId, int mipLevel, int zSlice );
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static GLuint _GenerateFboId();
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private:
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GLuint m_fboId;
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GLint m_savedFboId;
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GLuint m_attachedTexture;
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};
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#include <iostream>
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using namespace std;
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FramebufferObject::FramebufferObject()
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: m_fboId(_GenerateFboId()),
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m_savedFboId(0)
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{
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// Bind this FBO so that it actually gets created now
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_GuardedBind();
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_GuardedUnbind();
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}
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FramebufferObject::~FramebufferObject()
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{
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glDeleteFramebuffersEXT(1, &m_fboId);
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}
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void FramebufferObject::Bind()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fboId);
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}
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void FramebufferObject::Disable()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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void
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FramebufferObject::AttachTexture( GLenum texTarget, GLuint texId,
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GLenum attachment, int mipLevel, int zSlice )
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{
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_GuardedBind();
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/*
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#ifndef NDEBUG
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if( GetAttachedId(attachment) != texId ) {
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#endif
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*/
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_FramebufferTextureND( attachment, texTarget,
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texId, mipLevel, zSlice );
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m_attachedTexture = texId;
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/*
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#ifndef NDEBUG
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}
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else {
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cerr << "FramebufferObject::AttachTexture PERFORMANCE WARNING:\n"
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<< "\tRedundant bind of texture (id = " << texId << ").\n"
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<< "\tHINT : Compile with -DNDEBUG to remove this warning.\n";
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}
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#endif
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*/
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_GuardedUnbind();
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}
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void
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FramebufferObject::AttachTextures( int numTextures, GLenum texTarget[], GLuint texId[],
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GLenum attachment[], int mipLevel[], int zSlice[] )
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{
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for(int i = 0; i < numTextures; ++i) {
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AttachTexture( texTarget[i], texId[i],
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attachment ? attachment[i] : (GL_COLOR_ATTACHMENT0_EXT + i),
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mipLevel ? mipLevel[i] : 0,
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zSlice ? zSlice[i] : 0 );
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}
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}
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void
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FramebufferObject::AttachRenderBuffer( GLuint buffId, GLenum attachment )
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{
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_GuardedBind();
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#ifndef NDEBUG
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if( GetAttachedId(attachment) != buffId ) {
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#endif
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment,
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GL_RENDERBUFFER_EXT, buffId);
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#ifndef NDEBUG
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}
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else {
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cerr << "FramebufferObject::AttachRenderBuffer PERFORMANCE WARNING:\n"
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<< "\tRedundant bind of Renderbuffer (id = " << buffId << ")\n"
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<< "\tHINT : Compile with -DNDEBUG to remove this warning.\n";
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}
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#endif
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_GuardedUnbind();
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}
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void
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FramebufferObject::AttachRenderBuffers( int numBuffers, GLuint buffId[], GLenum attachment[] )
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{
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for(int i = 0; i < numBuffers; ++i) {
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AttachRenderBuffer( buffId[i],
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attachment ? attachment[i] : (GL_COLOR_ATTACHMENT0_EXT + i) );
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}
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}
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void
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FramebufferObject::Unattach( GLenum attachment )
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{
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_GuardedBind();
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GLenum type = GetAttachedType(attachment);
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switch(type) {
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case GL_NONE:
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break;
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case GL_RENDERBUFFER_EXT:
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AttachRenderBuffer( 0, attachment );
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break;
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case GL_TEXTURE:
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AttachTexture( GL_TEXTURE_2D, 0, attachment );
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break;
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default:
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cerr << "FramebufferObject::unbind_attachment ERROR: Unknown attached resource type\n";
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}
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_GuardedUnbind();
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}
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void
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FramebufferObject::UnattachAll()
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{
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int numAttachments = GetMaxColorAttachments();
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for(int i = 0; i < numAttachments; ++i) {
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Unattach( GL_COLOR_ATTACHMENT0_EXT + i );
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}
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}
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GLint FramebufferObject::GetMaxColorAttachments()
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{
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GLint maxAttach = 0;
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glGetIntegerv( GL_MAX_COLOR_ATTACHMENTS_EXT, &maxAttach );
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return maxAttach;
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}
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GLuint FramebufferObject::_GenerateFboId()
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{
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GLuint id = 0;
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glGenFramebuffersEXT(1, &id);
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return id;
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}
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void FramebufferObject::_GuardedBind()
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{
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// Only binds if m_fboId is different than the currently bound FBO
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glGetIntegerv( GL_FRAMEBUFFER_BINDING_EXT, &m_savedFboId );
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if (m_fboId != (GLuint)m_savedFboId) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fboId);
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}
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}
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void FramebufferObject::_GuardedUnbind()
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{
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// Returns FBO binding to the previously enabled FBO
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if (m_fboId != (GLuint)m_savedFboId) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint)m_savedFboId);
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}
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}
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void
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FramebufferObject::_FramebufferTextureND( GLenum attachment, GLenum texTarget,
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GLuint texId, int mipLevel,
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int zSlice )
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{
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if (texTarget == GL_TEXTURE_1D) {
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glFramebufferTexture1DEXT( GL_FRAMEBUFFER_EXT, attachment,
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GL_TEXTURE_1D, texId, mipLevel );
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}
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else if (texTarget == GL_TEXTURE_3D) {
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glFramebufferTexture3DEXT( GL_FRAMEBUFFER_EXT, attachment,
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GL_TEXTURE_3D, texId, mipLevel, zSlice );
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}
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else {
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// Default is GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE_ARB, or cube faces
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachment,
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texTarget, texId, mipLevel );
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}
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}
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#ifndef NDEBUG
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bool FramebufferObject::IsValid( ostream& ostr )
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{
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_GuardedBind();
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bool isOK = false;
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GLenum status;
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status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT: // Everything's OK
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isOK = true;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT\n";
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isOK = false;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT\n";
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isOK = false;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\n";
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isOK = false;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\n";
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isOK = false;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT\n";
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isOK = false;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT\n";
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isOK = false;
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "GL_FRAMEBUFFER_UNSUPPORTED_EXT\n";
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isOK = false;
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break;
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default:
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ostr << "glift::CheckFramebufferStatus() ERROR:\n\t"
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<< "Unknown ERROR\n";
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isOK = false;
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}
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_GuardedUnbind();
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return isOK;
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}
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#endif // NDEBUG
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/// Accessors
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GLenum FramebufferObject::GetAttachedType( GLenum attachment )
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{
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// Returns GL_RENDERBUFFER_EXT or GL_TEXTURE
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_GuardedBind();
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GLint type = 0;
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glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT,
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&type);
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_GuardedUnbind();
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return GLenum(type);
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}
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GLuint FramebufferObject::GetAttachedId( GLenum attachment )
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{
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_GuardedBind();
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GLint id = 0;
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glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
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&id);
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_GuardedUnbind();
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return GLuint(id);
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}
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GLint FramebufferObject::GetAttachedMipLevel( GLenum attachment )
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{
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_GuardedBind();
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GLint level = 0;
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glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
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GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT,
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&level);
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_GuardedUnbind();
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return level;
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}
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GLint FramebufferObject::GetAttachedCubeFace( GLenum attachment )
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{
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_GuardedBind();
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GLint level = 0;
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glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
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GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT,
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&level);
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_GuardedUnbind();
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return level;
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}
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GLint FramebufferObject::GetAttachedZSlice( GLenum attachment )
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{
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_GuardedBind();
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GLint slice = 0;
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glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment,
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GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT,
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&slice);
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_GuardedUnbind();
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return slice;
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}
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/*!
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Renderbuffer Class. This class encapsulates the Renderbuffer OpenGL
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object described in the FramebufferObject (FBO) OpenGL spec.
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See the official spec at:
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http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
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for complete details.
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A "Renderbuffer" is a chunk of GPU memory used by FramebufferObjects to
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represent "traditional" framebuffer memory (depth, stencil, and color buffers).
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By "traditional," we mean that the memory cannot be bound as a texture.
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With respect to GPU shaders, Renderbuffer memory is "write-only." Framebuffer
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operations such as alpha blending, depth test, alpha test, stencil test, etc.
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read from this memory in post-fragement-shader (ROP) operations.
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The most common use of Renderbuffers is to create depth and stencil buffers.
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Note that as of 7/1/05, NVIDIA drivers to do not support stencil Renderbuffers.
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Usage Notes:
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1) "internalFormat" can be any of the following:
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Valid OpenGL internal formats beginning with:
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RGB, RGBA, DEPTH_COMPONENT
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or a stencil buffer format (not currently supported
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in NVIDIA drivers as of 7/1/05).
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STENCIL_INDEX1_EXT
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STENCIL_INDEX4_EXT
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STENCIL_INDEX8_EXT
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STENCIL_INDEX16_EXT
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*/
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class Renderbuffer
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{
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public:
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/// Ctors/Dtors
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Renderbuffer();
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Renderbuffer(GLenum internalFormat, int width, int height);
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~Renderbuffer();
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void Bind();
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void Unbind();
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void Set(GLenum internalFormat, int width, int height);
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GLuint GetId() const;
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static GLint GetMaxSize();
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private:
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GLuint m_bufId;
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static GLuint _CreateBufferId();
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};
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#include <iostream>
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using namespace std;
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Renderbuffer::Renderbuffer()
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: m_bufId(_CreateBufferId())
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{}
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Renderbuffer::Renderbuffer(GLenum internalFormat, int width, int height)
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: m_bufId(_CreateBufferId())
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{
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Set(internalFormat, width, height);
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}
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Renderbuffer::~Renderbuffer()
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{
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glDeleteRenderbuffersEXT(1, &m_bufId);
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}
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void Renderbuffer::Bind()
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{
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_bufId);
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}
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void Renderbuffer::Unbind()
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{
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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}
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void Renderbuffer::Set(GLenum internalFormat, int width, int height)
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{
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int maxSize = Renderbuffer::GetMaxSize();
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if (width > maxSize || height > maxSize ) {
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cerr << "Renderbuffer::Renderbuffer() ERROR:\n\t"
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<< "Size too big (" << width << ", " << height << ")\n";
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return;
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}
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// Guarded bind
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GLint savedId = 0;
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glGetIntegerv( GL_RENDERBUFFER_BINDING_EXT, &savedId );
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if (savedId != (GLint)m_bufId) {
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Bind();
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}
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// Allocate memory for renderBuffer
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalFormat, width, height );
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// Guarded unbind
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if (savedId != (GLint)m_bufId) {
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, savedId);
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}
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}
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GLuint Renderbuffer::GetId() const
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{
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return m_bufId;
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}
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GLint Renderbuffer::GetMaxSize()
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{
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GLint maxAttach = 0;
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glGetIntegerv( GL_MAX_RENDERBUFFER_SIZE_EXT, &maxAttach );
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return maxAttach;
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}
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GLuint Renderbuffer::_CreateBufferId()
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{
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GLuint id = 0;
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glGenRenderbuffersEXT(1, &id);
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return id;
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}
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#endif // __FRAMEBUFFERRENDERBUFFER_HPP__
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