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milek7/sim branch opengl 3.3 renderer import
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103
gl/framebuffer.cpp
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103
gl/framebuffer.cpp
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#include "stdafx.h"
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#include "framebuffer.h"
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gl::framebuffer::framebuffer()
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{
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glGenFramebuffers(1, *this);
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}
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gl::framebuffer::~framebuffer()
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{
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glDeleteFramebuffers(1, *this);
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}
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void gl::framebuffer::bind(GLuint id)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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}
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void gl::framebuffer::attach(const opengl_texture &tex, GLenum location)
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{
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bind();
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glFramebufferTexture2D(GL_FRAMEBUFFER, location, tex.target, tex.id, 0);
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}
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void gl::framebuffer::attach(const cubemap &tex, int face, GLenum location)
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{
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bind();
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glFramebufferTexture2D(GL_FRAMEBUFFER, location, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, *tex, 0);
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}
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void gl::framebuffer::attach(const renderbuffer &rb, GLenum location)
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{
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bind();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, location, GL_RENDERBUFFER, *rb);
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}
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void gl::framebuffer::detach(GLenum location)
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{
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bind();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, location, GL_RENDERBUFFER, 0);
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}
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bool gl::framebuffer::is_complete()
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{
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bind();
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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return status == GL_FRAMEBUFFER_COMPLETE;
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}
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void gl::framebuffer::clear(GLbitfield mask)
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{
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bind();
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if (mask & GL_DEPTH_BUFFER_BIT)
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glDepthMask(GL_TRUE);
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glClear(mask);
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}
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void gl::framebuffer::blit_to(framebuffer *other, int w, int h, GLbitfield mask, GLenum attachment)
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{
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blit(this, other, 0, 0, w, h, mask, attachment);
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}
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void gl::framebuffer::blit_from(framebuffer *other, int w, int h, GLbitfield mask, GLenum attachment)
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{
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blit(other, this, 0, 0, w, h, mask, attachment);
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}
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void gl::framebuffer::blit(framebuffer *src, framebuffer *dst, int sx, int sy, int w, int h, GLbitfield mask, GLenum attachment)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src ? *src : 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst ? *dst : 0);
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if (mask & GL_COLOR_BUFFER_BIT)
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{
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int attachment_n = attachment - GL_COLOR_ATTACHMENT0;
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GLenum outputs[8] = { GL_NONE };
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outputs[attachment_n] = attachment;
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glReadBuffer(attachment);
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glDrawBuffers(attachment_n + 1, outputs);
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}
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glBlitFramebuffer(sx, sy, sx + w, sy + h, 0, 0, w, h, mask, GL_NEAREST);
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unbind();
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}
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void gl::framebuffer::setup_drawing(int attachments)
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{
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bind();
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GLenum a[8] =
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{
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3,
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GL_COLOR_ATTACHMENT4,
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GL_COLOR_ATTACHMENT5,
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GL_COLOR_ATTACHMENT6,
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GL_COLOR_ATTACHMENT7
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};
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glDrawBuffers(std::min(attachments, 8), &a[0]);
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}
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