Beispiel #1
0
void Cube::bindColor(vec3 color)
{
    bindColor(color, color, color, color, color, color);
}
	void GLframebuffer::bind(GLtarget* target) {
		m_boundTarget = target;

		if (!target) {
			unbind();
			return;
		}

		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_object);    
		if (m_boundTarget->isColorFormat()) {
			Sequence<GLenum> buffers;

			GLenum b = bindColor(m_boundTarget);
			buffers.push_back(b + GL_COLOR_ATTACHMENT0_EXT);

			for (int i = 0; i < Target::MAX_COLOR_ATTACHMENT; i++) {
				GLtarget* attached = m_boundTarget->getColorAttachedGL(i);
				if (!attached) {
					continue;
				}

				b = bindColor(attached);
				buffers.push_back(b + GL_COLOR_ATTACHMENT0_EXT);
			}
			if (buffers.size() == 1) {
				glDrawBuffer(buffers[0]);
			} else {
				glDrawBuffers(s2i(buffers.size()), &buffers[0]);
			}

			// attach depth and stencil
			GLtarget* depth = m_boundTarget->getDepthAttachedGL();
			if (!depth) {
				depth = allocTarget(Target::TemporalAlloc, TexFormat::D24);
			}

			TexFormat tf = depth->getTextureGL()->getFormat();

			bindDepth(depth);

			if (tf.isStencil()) {
				bindStencil(depth);
			} else {
				bindStencil(0);
			}
#if 0
			// attach color0
			GLtexture* tex = m_boundTarget->getTextureGL();
			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, tex->getTarget(), tex->getObject(), 0);

			buffers.push_back(GL_COLOR_ATTACHMENT0_EXT);
			// attach color0~N
			for (int i = 0; i < Target::MAX_COLOR_ATTACHMENT; i++) {
				GLtarget* attached = m_boundTarget->getColorAttachedGL(i);
				if (!attached) {
					continue;
				}

				buffers.push_back(GL_COLOR_ATTACHMENT0_EXT + i + 1);
				GLtexture* tex = attached->getTextureGL();
				glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i + 1, tex->getTarget(), tex->getObject(), 0);
			}

			glDrawBuffers(s2i(buffers.size()), &buffers[0]);

			// attach depth and stencil
			m_boundDepth = m_boundTarget->getDepthAttachedGL();
			if (!m_boundDepth) {
				m_boundDepth = allocTarget(Target::TemporalAlloc, TexFormat::D24S8);
			}

			tex = m_boundDepth->getTextureGL();
			TexFormat tf = tex->getFormat();

			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, tex->getTarget(), tex->getObject(), 0);

			if (tf.isStencil()) {
				glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, tex->getTarget(), tex->getObject(), 0);
			} else {
				glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, tex->getTarget(), 0, 0);
			}
#endif
		} else {
			// no color attach
			glDrawBuffer(GL_NONE);
			glReadBuffer(GL_NONE);

			// attach depth and stencil
			GLtarget* depth = m_boundTarget;
			TexFormat tf = depth->getTextureGL()->getFormat();

			bindDepth(depth);

			if (tf.isStencil()) {
				bindStencil(depth);
			} else {
				bindStencil(0);
			}
		}

//		checkStatus(GL_FRAMEBUFFER_EXT);
	}