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#include "GLFramebuffer.h"
#include "GLRenderbuffer.h"
#include "GLTexture.h"
#include "GLDebug.h"
#include "../../../Main.h"
namespace nCine
{
std::uint32_t GLFramebuffer::readBoundBuffer_ = 0;
std::uint32_t GLFramebuffer::drawBoundBuffer_ = 0;
GLFramebuffer::GLFramebuffer()
: glHandle_(0), numDrawBuffers_(0)
{
glGenFramebuffers(1, &glHandle_);
GL_LOG_ERRORS();
}
GLFramebuffer::~GLFramebuffer()
{
if (readBoundBuffer_ == glHandle_) {
Unbind(GL_READ_FRAMEBUFFER);
}
if (drawBoundBuffer_ == glHandle_) {
Unbind(GL_DRAW_FRAMEBUFFER);
}
glDeleteFramebuffers(1, &glHandle_);
GL_LOG_ERRORS();
}
bool GLFramebuffer::Bind() const
{
return Bind(GL_FRAMEBUFFER);
}
bool GLFramebuffer::Unbind()
{
return Unbind(GL_FRAMEBUFFER);
}
bool GLFramebuffer::Bind(GLenum target) const
{
return BindHandle(target, glHandle_);
}
bool GLFramebuffer::Unbind(GLenum target)
{
return BindHandle(target, 0);
}
bool GLFramebuffer::DrawBuffers(std::uint32_t numDrawBuffers)
{
static const GLenum drawBuffers[MaxDrawbuffers] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7 };
if (numDrawBuffers < MaxDrawbuffers && numDrawBuffers_ != numDrawBuffers) {
glDrawBuffers(numDrawBuffers, drawBuffers);
GL_LOG_ERRORS();
numDrawBuffers_ = numDrawBuffers;
return true;
}
return false;
}
bool GLFramebuffer::AttachRenderbuffer(const char* label, GLenum internalFormat, GLsizei width, GLsizei height, GLenum attachment)
{
if (attachedRenderbuffers_.size() >= MaxRenderbuffers - 1) {
return false;
}
for (std::uint32_t i = 0; i < attachedRenderbuffers_.size(); i++) {
if (attachedRenderbuffers_[i]->GetAttachment() == attachment) {
return false;
}
}
std::unique_ptr<GLRenderbuffer>& buffer = attachedRenderbuffers_.emplace_back(std::make_unique<GLRenderbuffer>(internalFormat, width, height));
buffer->SetObjectLabel(label);
buffer->SetAttachment(attachment);
Bind(GL_FRAMEBUFFER);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, buffer->glHandle_);
GL_LOG_ERRORS();
return true;
}
bool GLFramebuffer::AttachRenderbuffer(GLenum internalFormat, GLsizei width, GLsizei height, GLenum attachment)
{
return AttachRenderbuffer(nullptr, internalFormat, width, height, attachment);
}
bool GLFramebuffer::DetachRenderbuffer(GLenum attachment)
{
for (std::uint32_t i = 0; i < attachedRenderbuffers_.size(); i++) {
if (attachedRenderbuffers_[i]->GetAttachment() == attachment) {
Bind(GL_FRAMEBUFFER);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, 0);
GL_LOG_ERRORS();
attachedRenderbuffers_.eraseUnordered(i);
return true;
}
}
return false;
}
void GLFramebuffer::AttachTexture(GLTexture& texture, GLenum attachment)
{
Bind(GL_FRAMEBUFFER);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, texture.target_, texture.glHandle_, 0);
GL_LOG_ERRORS();
}
void GLFramebuffer::DetachTexture(GLenum attachment)
{
Bind(GL_FRAMEBUFFER);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
GL_LOG_ERRORS();
}
#if !(defined(DEATH_TARGET_APPLE) && defined(DEATH_TARGET_ARM))
void GLFramebuffer::Invalidate(GLsizei numAttachments, const GLenum* attachments)
{
Bind(GL_FRAMEBUFFER);
glInvalidateFramebuffer(GL_FRAMEBUFFER, numAttachments, attachments);
GL_LOG_ERRORS();
}
#endif
bool GLFramebuffer::IsStatusComplete()
{
Bind(GL_FRAMEBUFFER);
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
Unbind(GL_FRAMEBUFFER);
return (status == GL_FRAMEBUFFER_COMPLETE);
}
void GLFramebuffer::SetObjectLabel(StringView label)
{
GLDebug::SetObjectLabel(GLDebug::LabelTypes::FrameBuffer, glHandle_, label);
}
bool GLFramebuffer::BindHandle(GLenum target, GLuint glHandle)
{
FATAL_ASSERT(target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER);
if (target == GL_FRAMEBUFFER && (readBoundBuffer_ != glHandle || drawBoundBuffer_ != glHandle)) {
glBindFramebuffer(target, glHandle);
GL_LOG_ERRORS();
readBoundBuffer_ = glHandle;
drawBoundBuffer_ = glHandle;
return true;
} else if (target == GL_READ_FRAMEBUFFER && readBoundBuffer_ != glHandle) {
glBindFramebuffer(target, glHandle);
GL_LOG_ERRORS();
readBoundBuffer_ = glHandle;
return true;
} else if (target == GL_DRAW_FRAMEBUFFER && drawBoundBuffer_ != glHandle) {
glBindFramebuffer(target, glHandle);
GL_LOG_ERRORS();
drawBoundBuffer_ = glHandle;
return true;
}
return false;
}
GLuint GLFramebuffer::GetBoundHandle(GLenum target)
{
FATAL_ASSERT(target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER);
if (target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER)
return readBoundBuffer_;
else
return drawBoundBuffer_;
}
void GLFramebuffer::SetBoundHandle(GLenum target, GLuint glHandle)
{
FATAL_ASSERT(target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER);
if (target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER)
readBoundBuffer_ = glHandle;
if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER)
drawBoundBuffer_ = glHandle;
}
}
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