psemek/libs/gfx/source/framebuffer.cpp

219 lines
5.7 KiB
C++

#include <psemek/gfx/framebuffer.hpp>
#include <psemek/util/to_string.hpp>
#include <psemek/util/exception.hpp>
namespace psemek::gfx
{
static std::string framebuffer_status_string(GLenum status)
{
switch (status)
{
case gl::FRAMEBUFFER_UNDEFINED: return "GL_FRAMEBUFFER_UNDEFINED";
case gl::FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
case gl::FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
case gl::FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
case gl::FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
}
return "(unknown)";
}
framebuffer::framebuffer()
{
gl::GenFramebuffers(1, &id_);
}
framebuffer::framebuffer(framebuffer && other)
: id_{other.id_}
{
other.id_ = 0;
}
framebuffer & framebuffer::operator = (framebuffer && other)
{
if (this == &other) return *this;
reset();
std::swap(id_, other.id_);
return *this;
}
framebuffer::~framebuffer()
{
reset();
}
framebuffer const & framebuffer::null()
{
static framebuffer f(nullptr);
return f;
}
void framebuffer::bind() const
{
gl::BindFramebuffer(gl::DRAW_FRAMEBUFFER, id_);
}
void framebuffer::bind_read() const
{
gl::BindFramebuffer(gl::READ_FRAMEBUFFER, id_);
}
void framebuffer::reset()
{
if (id_ != 0)
gl::DeleteFramebuffers(1, &id_);
id_ = 0;
}
#ifndef PSEMEK_GLES
void framebuffer::color(texture_1d const & tex, int attachment)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0);
}
#endif
void framebuffer::color(texture_2d const & tex, int attachment)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0);
}
#ifndef PSEMEK_GLES
void framebuffer::color(texture_2d_multisample const & tex, int attachment)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0);
}
void framebuffer::color(texture_3d const & tex, int layer, int attachment)
{
bind();
gl::FramebufferTexture3D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0, layer);
}
#endif
void framebuffer::color(texture_2d_array const & tex, int layer, int attachment)
{
bind();
gl::FramebufferTextureLayer(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.id(), 0, layer);
}
void framebuffer::color(texture_cubemap const & tex, int attachment)
{
bind();
gl::FramebufferTexture(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.id(), 0);
}
void framebuffer::color(texture_cubemap const & tex, int face, int attachment)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, texture_cubemap::face_to_gl(face), tex.id(), 0);
}
void framebuffer::color(renderbuffer const & rb, int attachment)
{
bind();
gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, rb.target, rb.id());
}
void framebuffer::depth(texture_2d const & tex)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, tex.target, tex.id(), 0);
}
#ifndef PSEMEK_GLES
void framebuffer::depth(texture_2d_multisample const & tex)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, tex.target, tex.id(), 0);
}
#endif
void framebuffer::depth(texture_2d_array const & tex, int layer)
{
bind();
gl::FramebufferTextureLayer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, tex.id(), 0, layer);
}
void framebuffer::depth(texture_cubemap const & tex)
{
bind();
gl::FramebufferTexture(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, tex.id(), 0);
}
void framebuffer::depth(texture_cubemap const & tex, int face)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, texture_cubemap::face_to_gl(face), tex.id(), 0);
}
void framebuffer::depth(renderbuffer const & rb)
{
bind();
gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, rb.target, rb.id());
}
void framebuffer::depth_stencil(texture_2d const & tex)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, tex.target, tex.id(), 0);
}
#ifndef PSEMEK_GLES
void framebuffer::depth_stencil(texture_2d_multisample const & tex)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, tex.target, tex.id(), 0);
}
#endif
void framebuffer::depth_stencil(texture_2d_array const & tex, int layer)
{
bind();
gl::FramebufferTextureLayer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, tex.id(), 0, layer);
}
void framebuffer::depth_stencil(texture_cubemap const & tex)
{
bind();
gl::FramebufferTexture(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, tex.id(), 0);
}
void framebuffer::depth_stencil(texture_cubemap const & tex, int face)
{
bind();
gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, texture_cubemap::face_to_gl(face), tex.id(), 0);
}
void framebuffer::depth_stencil(renderbuffer const & rb)
{
bind();
gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, rb.target, rb.id());
}
GLenum framebuffer::status() const
{
bind();
return gl::CheckFramebufferStatus(gl::DRAW_FRAMEBUFFER);
}
bool framebuffer::complete() const
{
return status() == gl::FRAMEBUFFER_COMPLETE;
}
void framebuffer::assert_complete(std::string_view name) const
{
if (auto s = status(); s != gl::FRAMEBUFFER_COMPLETE)
throw util::exception(util::to_string("Framebuffer ", name, name.empty() ? "" : " ", "incomplete: ", framebuffer_status_string(s)));
}
framebuffer::framebuffer(std::nullptr_t)
{}
}