Supermodel/Src/Graphics/FBO.cpp

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#include "FBO.h"
FBO::FBO() :
m_frameBufferID(0),
m_textureID(0)
{
}
bool FBO::Create(int width, int height)
{
CreateTexture(width, height);
glGenFramebuffers(1, &m_frameBufferID);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureID, 0);
auto frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0); //created FBO now disable it
return frameBufferStatus == GL_FRAMEBUFFER_COMPLETE;
}
void FBO::Destroy()
{
if (m_frameBufferID) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &m_frameBufferID);
}
if (m_textureID) {
glDeleteTextures(1, &m_textureID);
}
m_frameBufferID = 0;
m_textureID = 0;
}
void FBO::BindTexture()
{
glBindTexture(GL_TEXTURE_2D, m_textureID);
}
void FBO::Set()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
}
void FBO::Disable()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint FBO::GetFBOID()
{
return m_frameBufferID;
}
GLuint FBO::GetTextureID()
{
return m_textureID;
}
void FBO::CreateTexture(int width, int height)
{
glGenTextures (1, &m_textureID);
glBindTexture (GL_TEXTURE_2D, m_textureID);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}