bool initFramebuffer() { glCreateFramebuffers(1, &FramebufferName); glNamedFramebufferTexture(FramebufferName, GL_COLOR_ATTACHMENT0, TextureName[texture::COLORBUFFER], 0); glNamedFramebufferTexture(FramebufferName, GL_DEPTH_ATTACHMENT, TextureName[texture::RENDERBUFFER], 0); return glCheckNamedFramebufferStatus(FramebufferName, GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; }
kit::PixelBuffer::Ptr kit::PixelBuffer::create(glm::uvec2 resolution, kit::PixelBuffer::AttachmentList colorattachments) { kit::PixelBuffer::Ptr returner = std::make_shared<kit::PixelBuffer>(); returner->m_resolution = resolution; if(colorattachments.size() == 0) { KIT_GL(glNamedFramebufferDrawBuffer(returner->m_glHandle, GL_NONE)); } else { // Keep track of attachments and create a drawbuffers std::vector<GLenum> drawBuffers(colorattachments.size()); uint32_t currAttachment = 0; // Add/create color attachments for(auto & info : colorattachments) { // Fill the drawbuffer GLenum currEnum = GL_COLOR_ATTACHMENT0+ currAttachment; drawBuffers[currAttachment] = currEnum; currAttachment++; // Add texture if exists, otherwise create it if(info.texture != nullptr) { // Assert resolution if(info.texture->getResolution().x != resolution.x || info.texture->getResolution().y != resolution.y) { KIT_THROW("Pixelbuffer attachments must be of the same size"); } returner->m_colorAttachments.push_back(info.texture); KIT_GL(glNamedFramebufferTexture(returner->m_glHandle, currEnum, info.texture->getHandle(), 0)); } else { kit::Texture::Ptr adder = kit::Texture::create2D(resolution, info.format, info.edgeSamplingMode, info.minFilteringMode, info.magFilteringMode); returner->m_colorAttachments.push_back(adder); KIT_GL(glNamedFramebufferTexture(returner->m_glHandle, currEnum, adder->getHandle(), 0)); } } // Set drawbuffers KIT_GL(glNamedFramebufferDrawBuffers(returner->m_glHandle, (GLsizei)drawBuffers.size(), &drawBuffers[0])); } return returner; }
bool initFramebuffer() { glCreateFramebuffers(framebuffer::MAX, &FramebufferName[0]); glNamedFramebufferTexture(FramebufferName[framebuffer::RENDER], GL_COLOR_ATTACHMENT0, TextureName[texture::MULTISAMPLE], 0); glNamedFramebufferTexture(FramebufferName[framebuffer::RESOLVE], GL_COLOR_ATTACHMENT0, TextureName[texture::COLORBUFFER], 0); if(glCheckNamedFramebufferStatus(FramebufferName[framebuffer::RENDER], GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; if(glCheckNamedFramebufferStatus(FramebufferName[framebuffer::RESOLVE], GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; return true; }
void __init_frame_buffer()try { isOK=true; if (width_<=0) { throw QString("width is null"); } if (height_<=0) {throw QString("height is null");} glCreateFramebuffers(1,&fbo_); glCreateTextures(GL_TEXTURE_2D,1,&depth_texture_); glCreateTextures(GL_TEXTURE_2D,1,&color1_texture_); glCreateTextures(GL_TEXTURE_2D,1,&color0_texture_); glTextureStorage2D(depth_texture_,1,GL_DEPTH_COMPONENT32,width_,height_); glTextureStorage2D(color1_texture_,1,GL_RGB16F,width_,height_); glTextureStorage2D(color0_texture_,1,GL_RGB16F,width_,height_); glNamedFramebufferTexture(fbo_,GL_DEPTH_ATTACHMENT,depth_texture_,0); glNamedFramebufferTexture(fbo_,GL_COLOR_ATTACHMENT0,color0_texture_, 0 ); glNamedFramebufferTexture(fbo_,GL_COLOR_ATTACHMENT1,color1_texture_, 0 ); #if defined(_DEBUG) /*check*/ GLenum fboStatus = glCheckNamedFramebufferStatus( fbo_,GL_DRAW_FRAMEBUFFER); if (fboStatus!=GL_FRAMEBUFFER_COMPLETE){ isOK=false; switch ( fboStatus ) { case GL_FRAMEBUFFER_UNDEFINED: qDebug() << "GL_FRAMEBUFFER_UNDEFINED"; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:qDebug() << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:qDebug() << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:qDebug() << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:qDebug() << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break; case GL_FRAMEBUFFER_UNSUPPORTED:qDebug() << "GL_FRAMEBUFFER_UNSUPPORTED"; break; case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:qDebug() << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break; case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:qDebug() << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break; default: break; } return ; } #endif }/*__init_frame_buffer*/ catch (const QString & error) { isOK=false; qDebug().noquote()<<error; }
void GLFramebufferObject::detach( GLenum attachment ) { GLenum type = getAttachedType( attachment ); switch( type ) { case GL_NONE: break; case GL_FRAMEBUFFER_DEFAULT: break; case GL_RENDERBUFFER: // 0 ==> detach glNamedFramebufferRenderbuffer( m_id, attachment, GL_RENDERBUFFER, 0 ); break; case GL_TEXTURE: glNamedFramebufferTexture( m_id, attachment, 0, // texture id, 0 ==> detach 0 ); // mipmap level break; default: fprintf( stderr, "GLFramebufferObject::detach() ERROR: Unknown attached resource type\n" ); assert( false ); break; } }
bool initFramebuffer() { glCreateFramebuffers(1, &FramebufferName); glNamedFramebufferTexture(FramebufferName, GL_COLOR_ATTACHMENT0, TextureName[texture::COLORBUFFER], 0); return this->checkFramebuffer(FramebufferName); }
Framebuffer& attachColorBuffer(Texture2D& texture,GLint level=0) noexcept { // API defect?: Limited compile-time range, but the spec sais unlimited... static_assert(N>=0,""); static_assert((N<32 && GL_COLOR_ATTACHMENT0 + 32==GL_DEPTH_ATTACHMENT) || (GL_COLOR_ATTACHMENT0 + 32!=GL_DEPTH_ATTACHMENT),""); glNamedFramebufferTexture(m_handle,N+GL_COLOR_ATTACHMENT0,texture.handle(),level); return *this; }
bool OGLCoreFramebuffer::bindRenderTexture(GraphicsTexturePtr renderTexture, GLenum attachment, GLint level, GLint layer) noexcept { assert(renderTexture); auto texture = renderTexture->downcast<OGLCoreTexture>(); auto textureID = texture->getInstanceID(); auto& textureDesc = renderTexture->getGraphicsTextureDesc(); if (textureDesc.getTexDim() == GraphicsTextureDim::GraphicsTextureDim2DArray || textureDesc.getTexDim() == GraphicsTextureDim::GraphicsTextureDimCube || textureDesc.getTexDim() == GraphicsTextureDim::GraphicsTextureDimCubeArray) { glNamedFramebufferTextureLayer(_fbo, attachment, textureID, level, layer); } else { glNamedFramebufferTexture(_fbo, attachment, textureID, level); } return OGLCheck::checkError(); }
void FramebufferAttachment(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) { glNamedFramebufferTexture(framebuffer, attachment, texture, level); }
void update() override { gl::GLTexture* gltexture = nullptr; TexturePointer surface; if (_gpuObject.getColorStamps() != _colorStamps) { if (_gpuObject.hasColor()) { _colorBuffers.clear(); static const GLenum colorAttachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, GL_COLOR_ATTACHMENT8, GL_COLOR_ATTACHMENT9, GL_COLOR_ATTACHMENT10, GL_COLOR_ATTACHMENT11, GL_COLOR_ATTACHMENT12, GL_COLOR_ATTACHMENT13, GL_COLOR_ATTACHMENT14, GL_COLOR_ATTACHMENT15 }; int unit = 0; for (auto& b : _gpuObject.getRenderBuffers()) { surface = b._texture; if (surface) { gltexture = gl::GLTexture::sync<GL45Backend::GL45Texture>(*_backend.lock().get(), surface, false); // Grab the gltexture and don't transfer } else { gltexture = nullptr; } if (gltexture) { glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0); _colorBuffers.push_back(colorAttachments[unit]); } else { glNamedFramebufferTexture(_id, colorAttachments[unit], 0, 0); } unit++; } } _colorStamps = _gpuObject.getColorStamps(); } GLenum attachement = GL_DEPTH_STENCIL_ATTACHMENT; if (!_gpuObject.hasStencil()) { attachement = GL_DEPTH_ATTACHMENT; } else if (!_gpuObject.hasDepth()) { attachement = GL_STENCIL_ATTACHMENT; } if (_gpuObject.getDepthStamp() != _depthStamp) { auto surface = _gpuObject.getDepthStencilBuffer(); if (_gpuObject.hasDepthStencil() && surface) { gltexture = gl::GLTexture::sync<GL45Backend::GL45Texture>(*_backend.lock().get(), surface, false); // Grab the gltexture and don't transfer } if (gltexture) { glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0); } else { glNamedFramebufferTexture(_id, attachement, 0, 0); } _depthStamp = _gpuObject.getDepthStamp(); } // Last but not least, define where we draw if (!_colorBuffers.empty()) { glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data()); } else { glNamedFramebufferDrawBuffer(_id, GL_NONE); } // Now check for completness _status = glCheckNamedFramebufferStatus(_id, GL_DRAW_FRAMEBUFFER); // restore the current framebuffer checkStatus(GL_DRAW_FRAMEBUFFER); }
void GLFramebufferObject::attachTexture( GLenum attachment, GLTextureRectangle* pTexture, int mipmapLevel ) { glNamedFramebufferTexture( m_id, attachment, pTexture->id(), mipmapLevel ); }
void Framebuffer::attachTexture(Attachment attachment, u32 textureId, u32 level) const { glNamedFramebufferTexture(m_id, (u32)attachment, textureId, level); }
void update() override { gl::GLTexture* gltexture = nullptr; TexturePointer surface; if (_gpuObject.getColorStamps() != _colorStamps) { if (_gpuObject.hasColor()) { _colorBuffers.clear(); static const GLenum colorAttachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, GL_COLOR_ATTACHMENT8, GL_COLOR_ATTACHMENT9, GL_COLOR_ATTACHMENT10, GL_COLOR_ATTACHMENT11, GL_COLOR_ATTACHMENT12, GL_COLOR_ATTACHMENT13, GL_COLOR_ATTACHMENT14, GL_COLOR_ATTACHMENT15 }; int unit = 0; auto backend = _backend.lock(); for (auto& b : _gpuObject.getRenderBuffers()) { surface = b._texture; if (surface) { Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType()); gltexture = backend->syncGPUObject(surface); } else { gltexture = nullptr; } if (gltexture) { if (gltexture->_target == GL_TEXTURE_2D) { glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0); } else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) { glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0); } else { glNamedFramebufferTextureLayer(_id, colorAttachments[unit], gltexture->_texture, 0, b._subresource); } _colorBuffers.push_back(colorAttachments[unit]); } else { glNamedFramebufferTexture(_id, colorAttachments[unit], 0, 0); } unit++; } } _colorStamps = _gpuObject.getColorStamps(); } GLenum attachement = GL_DEPTH_STENCIL_ATTACHMENT; if (!_gpuObject.hasStencil()) { attachement = GL_DEPTH_ATTACHMENT; } else if (!_gpuObject.hasDepth()) { attachement = GL_STENCIL_ATTACHMENT; } if (_gpuObject.getDepthStamp() != _depthStamp) { auto surface = _gpuObject.getDepthStencilBuffer(); auto backend = _backend.lock(); if (_gpuObject.hasDepthStencil() && surface) { Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType()); gltexture = backend->syncGPUObject(surface); } if (gltexture) { if (gltexture->_target == GL_TEXTURE_2D) { glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0); } else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) { glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0); } else { glNamedFramebufferTextureLayer(_id, attachement, gltexture->_texture, 0, _gpuObject.getDepthStencilBufferSubresource()); } } else { glNamedFramebufferTexture(_id, attachement, 0, 0); } _depthStamp = _gpuObject.getDepthStamp(); } // Last but not least, define where we draw if (!_colorBuffers.empty()) { glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data()); } else { glNamedFramebufferDrawBuffer(_id, GL_NONE); } // Now check for completness _status = glCheckNamedFramebufferStatus(_id, GL_DRAW_FRAMEBUFFER); // restore the current framebuffer checkStatus(); }
Framebuffer& attachStencilBuffer(Texture2D& texture,GLint level) noexcept { glNamedFramebufferTexture(m_handle,GL_STENCIL_ATTACHMENT,texture.handle(),level); return *this; }
Framebuffer& attachDepthBuffer(Texture2D& texture,GLint level) noexcept { glNamedFramebufferTexture(m_handle,GL_DEPTH_ATTACHMENT,texture.handle(),level); return *this; }