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#ifndef FBO_H
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#define FBO_H
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#include <map>
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#include <iostream>
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#include <stdexcept>
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#include "to_string.h"
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#import <OpenGLES/ES2/gl.h>
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#import <OpenGLES/ES2/glext.h>
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// TODO: more error checking in debug build.
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// TODO: make texture class? for easier switching between linear/nearest interpolation for example
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namespace J {
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class fbo {
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public:
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typedef std::map<GLenum, GLuint> RenderbuffersMap;
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int width, height;
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GLuint fbo_number;
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RenderbuffersMap renderbuffers;
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GLuint texture_id;
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public:
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fbo(int width, int height) : width(width), height(height), fbo_number(0), renderbuffers(), texture_id(0) {
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glGenFramebuffers(1, &fbo_number);
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bind();
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// generate texture
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glGenTextures(1, &texture_id);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_BYTE, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
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// attach depth
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create_attach_renderbuffer(GL_DEPTH_COMPONENT, GL_DEPTH_ATTACHMENT);
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// attach stencil
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//create_attach_renderbuffer(GL_STENCIL_INDEX, GL_STENCIL_ATTACHMENT);
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check_status();
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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unbind();
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}
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~fbo() {
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end();
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glDeleteFramebuffers(1, &fbo_number);
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for(RenderbuffersMap::const_iterator i = renderbuffers.begin(); i != renderbuffers.end(); ++i){
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RenderbuffersMap::value_type const & it = *i;
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glDeleteFramebuffers(1, &it.second);
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}
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glDeleteTextures(1, &texture_id);
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}
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void begin(){
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bind();
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// FIXME: this should be done, but also switching back should be done...
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//glPushAttrib(GL_VIEWPORT);
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//glViewport(0, 0, width, height);
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// NOTE: commented out, because we don't want fbo's to nest.
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/*GLint savedFramebuffer = -1;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &savedFramebuffer);
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std::cout << "sfb: " << savedFramebuffer << ", fbo: " << fbo_number << std::endl;*/
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}
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void end(){
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unbind();
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// FIXME: switch back to previous viewport.
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//glPopAttrib();
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}
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private:
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void bind(){
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_number);
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GLenum status = glGetError();
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if(status != GL_NO_ERROR)
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throw std::runtime_error("i has error" + std::to_string(status) + "with fbo: " + std::to_string(fbo_number));
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}
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void unbind(){
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void create_attach_renderbuffer(GLenum format, GLenum attachment_point) {
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GLuint buffer;
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glGenRenderbuffers(1, &buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment_point, GL_RENDERBUFFER, buffer);
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renderbuffers[format] = buffer;
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}
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void check_status() {
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE:
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std::cout << "FRAMEBUFFER_COMPLETE - OK" << std::endl;
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return;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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std::cout << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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std::cout << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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std::cout << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS" << std::endl;
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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std::cout << "FRAMEBUFFER_UNSUPPORTED" << std::endl;
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break;
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default:
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std::cout << "UNKNOWN FRAMEBUFFER ERROR" << std::endl;
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break;
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}
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//throw std::runtime_error("I will not continu..");
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}
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void check_error(){
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GLenum status = glGetError();
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if(status != GL_NO_ERROR){
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throw std::runtime_error("GL Error: " + std::to_string(status));
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}
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}
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};
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} // namespace J
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#endif // FBO_H
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