Very small OpenGL wrapper (before moggle was there)
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//
// fbo.h
// J
//
// Created by Joshua Moerman on 7/01/11.
// Copyright 2011 Vadovas. All rights reserved.
//
/*
Like the shader object, all work is done in the constructor and destructor. So copying a fbo object is impossible, use smart pointers instead. The standard constructor only takes a width and height. Texture settings and the presence of a depth buffer are preset and cannot be changed (since one probably wants those things, and there is not a lot of flexibility in ES2).
The other constructor (wich is defined in fbo.mm) is to make EAGLView more compact, it makes a fbo in a given context and with a given layer (no texture will be generated, so you cannot use this fbo for texture lookup).
Just like the shader, this class has begin() and end() functions.
*/
#ifndef FBO_H
#define FBO_H
#include <map>
#include <iostream>
#include <stdexcept>
#include "to_string.h"
#include "basic.h"
#include "texture.h"
@class EAGLContext;
@class CAEAGLLayer;
// TODO: more error checking in debug build.
// TODO: make texture class? for easier switching between linear/nearest interpolation for example. (also affects shader::set_texture).
// NOTE: stencil attachment is not supported
namespace J {
class fbo {
public:
typedef std::map<GLenum, GLuint> RenderbuffersMap;
int width, height;
GLuint fbo_number;
RenderbuffersMap renderbuffers;
GLuint texture_id;
public:
// standard ctor, makes use of textures
template <typename Texture = no_texture>
fbo(int width, int height, Texture const & texture = no_texture()) : width(width), height(height), fbo_number(0), renderbuffers(), texture_id(0) {
glGenFramebuffers(1, &fbo_number);
bind();
// generate texture
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
bool should_clear = !make_tex(texture);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
// attach depth
create_attach_renderbuffer(GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT);
check_error();
check_status();
if(should_clear){
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
unbind();
}
// ctor from EAGLContext, not using textures, so you cannot use it as lookup, only as renderer.
// this one is defined in fbo.mm, because it uses Quartz and objC / iOS stuff.
fbo(EAGLContext* context, CAEAGLLayer* layer);
~fbo() {
end();
glDeleteFramebuffers(1, &fbo_number);
for(RenderbuffersMap::const_iterator i = renderbuffers.begin(); i != renderbuffers.end(); ++i){
RenderbuffersMap::value_type const & it = *i;
glDeleteRenderbuffers(1, &it.second);
}
glDeleteTextures(1, &texture_id);
// NOTE: glDeleteTextures silently ignores 0's and names that do not correspond to existing textures.
}
void begin(){
bind();
glViewport(0, 0, width, height);
}
void end(){
unbind();
// NOTE: we don't set a viewport, because it will be always set (the 'main' fbo is also an J::fbo)
}
private:
template <typename Texture>
bool make_tex(Texture const & texture){
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, Texture::gl_format, Texture::gl_type, texture.data());
return true;
}
bool make_tex(no_texture const &){
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
return false;
}
void bind(){
glBindFramebuffer(GL_FRAMEBUFFER, fbo_number);
check_error();
}
void unbind(){
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void create_attach_renderbuffer(GLenum format, GLenum attachment_point) {
GLuint buffer;
glGenRenderbuffers(1, &buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment_point, GL_RENDERBUFFER, buffer);
renderbuffers[format] = buffer;
}
void check_status() {
#if defined(DEBUG)
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
std::cout << "FRAMEBUFFER_COMPLETE - OK" << std::endl;
return;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
std::cout << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT" << std::endl;
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
std::cout << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" << std::endl;
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
std::cout << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS" << std::endl;
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
std::cout << "FRAMEBUFFER_UNSUPPORTED" << std::endl;
break;
default:
std::cout << "UNKNOWN FRAMEBUFFER ERROR" << std::endl;
break;
}
throw std::runtime_error("I will not continu..");
#endif
}
};
} // namespace J
#endif // FBO_H