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NazaraEngine/src/Nazara/OpenGLRenderer/OpenGLFboFramebuffer.cpp
2022-01-01 15:30:09 +01:00

93 lines
2.9 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - OpenGL renderer"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
#include <Nazara/OpenGLRenderer/OpenGLTexture.hpp>
#include <stdexcept>
#include <Nazara/OpenGLRenderer/Debug.hpp>
namespace Nz
{
OpenGLFboFramebuffer::OpenGLFboFramebuffer(OpenGLDevice& device, const std::vector<std::shared_ptr<Texture>>& attachments) :
OpenGLFramebuffer(FramebufferType::Texture)
{
if (!m_framebuffer.Create(device.GetReferenceContext()))
throw std::runtime_error("failed to create framebuffer object");
std::size_t colorAttachmentCount = 0;
bool hasDepth = false;
bool hasStencil = false;
for (std::size_t i = 0; i < attachments.size(); ++i)
{
assert(attachments[i]);
const OpenGLTexture& glTexture = static_cast<const OpenGLTexture&>(*attachments[i]);
PixelFormat textureFormat = glTexture.GetFormat();
GLenum attachment;
switch (PixelFormatInfo::GetContent(textureFormat))
{
case PixelFormatContent::ColorRGBA:
attachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + colorAttachmentCount);
colorAttachmentCount++;
break;
case PixelFormatContent::Depth:
if (hasDepth)
throw std::runtime_error("a framebuffer can only have one depth attachment");
attachment = GL_DEPTH_ATTACHMENT;
hasDepth = true;
break;
case PixelFormatContent::DepthStencil:
if (hasDepth)
throw std::runtime_error("a framebuffer can only have one depth attachment");
if (hasStencil)
throw std::runtime_error("a framebuffer can only have one stencil attachment");
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
hasDepth = true;
hasStencil = true;
break;
case PixelFormatContent::Stencil:
if (hasStencil)
throw std::runtime_error("a framebuffer can only have one stencil attachment");
attachment = GL_STENCIL_ATTACHMENT;
hasStencil = true;
break;
case PixelFormatContent::Undefined:
default:
throw std::runtime_error("unhandled pixel format " + PixelFormatInfo::GetName(textureFormat));
}
m_framebuffer.Texture2D(attachment, ToOpenGL(OpenGLTexture::ToTextureTarget(glTexture.GetType())), glTexture.GetTexture().GetObjectId());
}
GLenum status = m_framebuffer.Check();
if (status != GL_FRAMEBUFFER_COMPLETE)
throw std::runtime_error("invalid framebuffer: 0x" + NumberToString(status, 16));
m_colorAttachmentCount = colorAttachmentCount;
}
void OpenGLFboFramebuffer::Activate() const
{
const GL::Context& context = m_framebuffer.EnsureContext();
context.BindFramebuffer(GL::FramebufferTarget::Draw, m_framebuffer.GetObjectId());
}
std::size_t OpenGLFboFramebuffer::GetColorBufferCount() const
{
return m_colorAttachmentCount;
}
}