Common: Optionally create framebuffer with GL textures
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c97089b775
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@ -1,11 +1,12 @@
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#include "gl_texture.h"
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#include "gl_texture.h"
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#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
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#include "YBaseLib/Log.h"
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Log_SetChannel(GL);
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Log_SetChannel(GL);
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namespace GL {
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namespace GL {
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Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data /* = nullptr */,
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Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data /* = nullptr */,
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bool linear_filter /* = false */)
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bool linear_filter /* = false */, bool create_framebuffer /* = false */)
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: m_width(width), m_height(height)
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: m_width(width), m_height(height)
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{
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{
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glGenTextures(1, &m_id);
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glGenTextures(1, &m_id);
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@ -14,10 +15,21 @@ Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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if (create_framebuffer)
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{
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glGenFramebuffers(1, &m_fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0);
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Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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}
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}
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Texture::~Texture()
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Texture::~Texture()
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{
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{
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if (m_fbo_id != 0)
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glDeleteFramebuffers(1, &m_fbo_id);
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glDeleteTextures(1, &m_id);
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glDeleteTextures(1, &m_id);
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}
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}
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@ -26,6 +38,12 @@ void Texture::Bind()
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glBindTexture(GL_TEXTURE_2D, m_id);
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glBindTexture(GL_TEXTURE_2D, m_id);
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}
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}
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void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/)
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{
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DebugAssert(m_fbo_id != 0);
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glBindFramebuffer(target, m_fbo_id);
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}
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void Texture::Unbind()
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void Texture::Unbind()
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{
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -6,20 +6,27 @@ namespace GL {
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class Texture
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class Texture
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{
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{
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public:
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public:
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Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data = nullptr, bool linear_filter = false);
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Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data = nullptr, bool linear_filter = false,
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bool create_framebuffer = false);
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~Texture();
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~Texture();
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GLuint GetGLId() const { return m_id; }
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GLuint GetGLId() const { return m_id; }
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u32 GetWidth() const { return m_width; }
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u32 GetWidth() const { return m_width; }
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u32 GetHeight() const { return m_height; }
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u32 GetHeight() const { return m_height; }
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GLuint GetGLFramebufferID() const { return m_fbo_id; }
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void Bind();
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void Bind();
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void BindFramebuffer(GLenum target = GL_DRAW_FRAMEBUFFER);
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static void Unbind();
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static void Unbind();
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private:
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private:
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GLuint m_id;
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GLuint m_id;
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u32 m_width;
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u32 m_width;
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u32 m_height;
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u32 m_height;
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GLuint m_fbo_id = 0;
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};
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};
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} // namespace GL
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} // namespace GL
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