VoxelEngine/src/graphics/Framebuffer.cpp
2022-12-08 01:03:12 +03:00

60 lines
2.6 KiB
C++

#include "Framebuffer.h"
#include <GL/glew.h>
#include "Texture.h"
Framebuffer::Framebuffer(int width, int height) : width(width), height(height) {
// glGenFramebuffers(1, &fbo);
// bind();
// GLuint tex;
// glGenTextures(1, &tex);
// // glBindTexture(GL_TEXTURE_2D, tex);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
// // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
// texture = new Texture(tex, width, height);
// glGenRenderbuffers(1, &depth);
// glBindRenderbuffer(GL_RENDERBUFFER, depth);
// glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT24, width, height);
// // glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
// unbind();
// bind();
// glGenFramebuffers(1, &fbo);
// // create a multisampled color attachment texture
// unsigned int textureColorBufferMultiSampled;
// glGenTextures(1, &textureColorBufferMultiSampled);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
// // create a (also multisampled) renderbuffer object for depth and stencil attachments
// unsigned int rbo;
// glGenRenderbuffers(1, &rbo);
// glBindRenderbuffer(GL_RENDERBUFFER, rbo);
// glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
// unbind();
}
Framebuffer::~Framebuffer() {
delete texture;
glDeleteFramebuffers(1, &fbo);
}
void Framebuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void Framebuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}