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main.cpp
713 lines (520 loc) · 20 KB
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main.cpp
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// STD
#include <stdio.h>
#include <iostream>
#include <time.h>
#include <algorithm>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
#include <GL/glext.h>
// SOIL
#include <GL/SOIL/SOIL.h>
// OpenGL
#include <GL/GL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// SDL
#include <SDL.h>
#include <SDL_opengl.h>
#include <SDL_syswm.h>
// Utils
#include <Utils\ShaderUtils.h>
// OVR
#define OVR_OS_WIN32
#include <OVR.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
// Main Header
#include "main.h"
// Model (Vertices)
#include "Model.h"
int main(int argc, char *argv[])
{
if (argc > 1){
if (strcmp(argv[1], "-debug") == 0 )
mode = MODE_DEBUG;
else if ( strcmp(argv[1], "-oculus") == 0 )
mode = MODE_OCULUS;
else if ( strcmp(argv[1], "-oculus-debug") == 0 )
mode = MODE_OCULUS_DEBUG;
else return 100;
}else
mode = MODE_DEBUG;
int err;
// Init OVR library, hardware and sensors.
err = init_ovr();
if ( err != 0 )
exit( 10 + err );
//Init windows and OpenGL context
err = init_SDL_GL();
if ( err != 0 )
exit( 0 + err );
// Load and Init shader and shaders Program
err = load_init_shaders();
if ( err != 0 )
exit( 20 + err );
// Load the Vertices, vertex arrays, etc... And bind them, along with the shaders.
err = load_vertex();
if ( err != 0 )
exit( 30 + err );
// Loads the texture from files and bien them as uniform in the frag shader
err = load_textures();
if ( err != 0 )
exit( 40 + err );
if (mode != MODE_DEBUG){
// Inits the frame buffer, usefull for rendering the scene in a texture to send it to Oculus
err = init_framebuffers();
if ( err != 0 )
exit( 50 + err );
err = init_render_ovr();
if ( err != 0 )
exit( 60 + err );
}
std::cout << "Recommended w " << recommendedTex0Size.w << std::endl << "Recommended h " << recommendedTex0Size.h << std::endl;
// Tansformations
//---------------------------------------------
// ---- Transfo
glm::mat4 trans;
GLuint uniTrans = glGetUniformLocation(shaderProgram, "trans");
// ---- View
glm::mat4 view;
// ---- Projection
glm::mat4 proj;
// Render in Texture, and display
//-------------------------------------------------
if (mode == MODE_OCULUS_DEBUG ){
load_init_passthrough_shaders();
GLuint passthroughOB;
glGenBuffers(1, &passthroughOB);
glBindBuffer(GL_ARRAY_BUFFER, passthroughOB);
glBufferData(GL_ARRAY_BUFFER, sizeof(passthroughScreen), passthroughScreen, GL_STATIC_DRAW);
// Binding the fragment Shader output to the current buffer
glBindFragDataLocation(passthroughShadersProgram, 0, "passthroughColor");
errorCode = glGetError();
// Link and Use Program
glLinkProgram(passthroughShadersProgram);
glUseProgram(passthroughShadersProgram);
// Store the attributes for the shaders
glGenVertexArrays(1, &passthroughVAO);
glBindVertexArray(passthroughVAO);
// Attributes Locations for Shaders and Enable
GLint posAttrib = glGetAttribLocation(passthroughShadersProgram, "position");
glVertexAttribPointer(posAttrib, 0, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*) 2 );
glEnableVertexAttribArray(posAttrib);
GLint colorAttrib = glGetAttribLocation(passthroughShadersProgram, "texCoords");
glVertexAttribPointer(colorAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2) );
glEnableVertexAttribArray(colorAttrib);
glUseProgram(passthroughShadersProgram);
glUniform1i(glGetUniformLocation(passthroughShadersProgram, "renderedTex"), 0);
}
// Event Loop
//--------------------------------------------------
SDL_Event windowEvent;
while (true)
{
if (SDL_PollEvent(&windowEvent))
{
// Quit events
if (windowEvent.type == SDL_QUIT) break;
else if (windowEvent.type == SDL_KEYUP && windowEvent.key.keysym.sym == SDLK_ESCAPE) break;
}
// Enabling ressources to draw the cube
// Before entering the rendering loop
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
// ---- View
view = glm::lookAt(
glm::vec3(5.0f, 5.0f, 5.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f)
);
GLint uniView = glGetUniformLocation(shaderProgram, "view");
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
// ---- Projection
if ( mode == MODE_DEBUG ){
proj = glm::perspective(45.0f, 1280.0f / 720.0f, 1.0f, 10.0f);
}else{
proj = glm::perspective(45.0f, 640.0f / 720.0f, 1.0f, 10.0f);
}
GLint uniProj = glGetUniformLocation(shaderProgram, "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
//Turn around Z
trans = glm::rotate(
trans,
0.7f,
glm::vec3(0.0f, 0.0f, 1.0f)
);
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));
if ( mode == MODE_OCULUS || mode == MODE_OCULUS_DEBUG ){
hdmFrameTiming = ovrHmd_BeginFrame(hmd, 0);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++){
ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex];
headPose[eye] = ovrHmd_GetEyePose(hmd, eye);
if (eye == ovrEye_Right){
glScissor(renderTargetSize.w / 2, 0, renderTargetSize.w / 2, renderTargetSize.h);
glViewport(renderTargetSize.w / 2, 0, renderTargetSize.w / 2, renderTargetSize.h);
}else{
glScissor(0, 0, renderTargetSize.w / 2, renderTargetSize.h);
glViewport(0, 0, renderTargetSize.w / 2, renderTargetSize.h);
}
if (eye == ovrEye_Right)
glClearColor(0.0f, 0.3f, 0.0f, 1.0f);
else
glClearColor(0.3f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Drawing
glDrawArrays(GL_TRIANGLES, 0, 36);
}
if (mode == MODE_OCULUS ){
glScissor(0, 0, renderTargetSize.w, renderTargetSize.h);
glViewport(0, 0, renderTargetSize.w, renderTargetSize.h);
ovrHmd_EndFrame(hmd, headPose, eyeTex);
Sleep(1);
}else if ( mode == MODE_OCULUS_DEBUG ){
glBindBuffer(GL_FRAMEBUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(passthroughVAO);
glDisable(GL_DEPTH_TEST);
glUseProgram(passthroughShadersProgram);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}else if (mode == MODE_DEBUG){
// Clear the screen and the depth buffer (as it is filled with 0 initially,
// nothing will be draw (0 = on top);
glClearColor(0.0f, 0.3f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Drawing
glDrawArrays(GL_TRIANGLES, 0, 36);
}
if ( mode != MODE_OCULUS )
SDL_GL_SwapWindow(window);
}
// Destoy the HMD and shutdown the library
ovrHmd_Destroy(hmd);
ovr_Shutdown();
// Quite SDL and OpenGL
glDeleteFramebuffers(1, &frameBuffer);
SDL_GL_DeleteContext(context);
SDL_Quit();
return 0;
}
/**
* ERRORCODE 0 => OK
* ERRORCODE 1 => No HMD found
* ERRORCODE 2 => Sensor Start failed
*/
int init_ovr(){
// Init the OVR library
ovr_Initialize();
// Create the software device and connect the physical device
hmd = ovrHmd_Create(0);
//if (!hmd) hmd = ovrHmd_CreateDebug(ovrHmd_DK1);
if (!hmd)
return 1;
// Starts the sensor input with check required Capabilities
if ( !ovrHmd_ConfigureTracking(hmd, hmd->TrackingCaps, hmd->TrackingCaps) )
return 2;
if ( mode == MODE_DEBUG ){
recommendedTex0Size = OVR::Sizei ( 1280, 720 );
recommendedTex1Size = OVR::Sizei ( 1280, 720 );
renderTargetSize.w = 1280;
renderTargetSize.h = 720;
}else{
//Configuring the Texture size (bigger than screen for barreldistortion)
recommendedTex0Size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0f);
recommendedTex1Size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0f);
renderTargetSize.w = recommendedTex0Size.w + recommendedTex1Size.w;
renderTargetSize.h = std::max( recommendedTex0Size.h, recommendedTex1Size.h );
}
return 0;
}
/**
* ERRORODE 0 => OK
* ERRORCODE 1 => Unable to configure OVR Render
*/
int init_render_ovr(){
// Configure and Init rendering using the OVR render Core.
// Input => rendered 3D texture (Two passes: 1 Left, 1 Right)
// Output auto, on defined window
// Configure rendering with OpenGL
ovrGLConfig cfg;
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
cfg.OGL.Header.RTSize = OVR::Sizei( hmd->Resolution.w, hmd->Resolution.h );
cfg.OGL.Header.Multisample = 1;
cfg.OGL.Window = sdl_window_info.info.win.window;
cfg.OGL.DC = GetWindowDC(sdl_window_info.info.win.window);
ovrFovPort eyesFov[2] = { hmd->DefaultEyeFov[0], hmd->DefaultEyeFov[1] };
if ( mode == MODE_OCULUS ){
if ( !ovrHmd_ConfigureRendering(hmd, &cfg.Config, hmd->DistortionCaps, eyesFov, eyesRenderDesc) )
return 1;
// Direct OVR SDK output to Oculus Display
ovrHmd_AttachToWindow(hmd, sdl_window_info.info.win.window, nullptr, nullptr);
}
EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
EyeTexture[0].OGL.Header.TextureSize = renderTargetSize;
EyeTexture[0].OGL.Header.RenderViewport.Size = recommendedTex0Size;
EyeTexture[0].OGL.Header.RenderViewport.Pos.x = 0;
EyeTexture[0].OGL.Header.RenderViewport.Pos.y = 0;
EyeTexture[0].OGL.TexId = renderedTex;
EyeTexture[1].OGL.Header.API = ovrRenderAPI_OpenGL;
EyeTexture[1].OGL.Header.TextureSize = renderTargetSize;
EyeTexture[1].OGL.Header.RenderViewport.Size = recommendedTex1Size;
EyeTexture[1].OGL.Header.RenderViewport.Pos.x = recommendedTex0Size.w;
EyeTexture[1].OGL.Header.RenderViewport.Pos.y = 0;
EyeTexture[1].OGL.TexId = renderedTex;
eyeTex[0] = EyeTexture[0].Texture;
eyeTex[1] = EyeTexture[1].Texture;
return 0;
}
/**
* ERRORCODE 0 => Success
* ERRORCODE 1 => SDL_Init error
* ERRORCODE 2 => Create Window Error
* ERRORCODE 3 => GLEW init error
* ERRORCODE 4 => Unable to query HWND from SDL2
*/
int init_SDL_GL(){
// SDL Init
if ( SDL_Init(SDL_INIT_EVERYTHING) != 0 )
return 1;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
// Setup to be able to get the HWND out of SDL2 for OVR Rendering
SDL_VERSION(&sdl_window_info.version);
sdl_window_info.subsystem = SDL_SYSWM_WINDOWS;
// GL Context
if (mode == MODE_DEBUG)
window = SDL_CreateWindow("OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1280, 720, SDL_WINDOW_OPENGL);
else if (mode == MODE_OCULUS)
window = SDL_CreateWindow("OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, hmd->Resolution.w, hmd->Resolution.h, SDL_WINDOW_OPENGL);
else if (mode == MODE_OCULUS_DEBUG)
window = SDL_CreateWindow("OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderTargetSize.w, renderTargetSize.h, SDL_WINDOW_OPENGL);
if (!window)
return 2;
context = SDL_GL_CreateContext(window);
if (!SDL_GetWindowWMInfo( window, &sdl_window_info ))
return 4;
// GLEW Init
glewExperimental = GL_TRUE;
if ( glewInit() != GLEW_OK )
return 3;
errorCode = glGetError();
std::cout << "OpenGL version " << glGetString(GL_VERSION) << std::endl;
// Enable the depth Buffer to prevent overlaping
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
return 0;
}
/**
* ERRORCODE 0 => OK
* ERRORCODE 1 => Shader loading error
* ERRORCODE 2 => Shader compilation error
*/
int load_init_passthrough_shaders(){
// ---- Vertex
char * vertexShaderSourceFile = load_shader("Shaders/passthrough.vxs.glsl");
if ( vertexShaderSourceFile == "FILE_ER" || vertexShaderSourceFile == "MEM_ER" || vertexShaderSourceFile == "READ_ER" )
return 1;
// Conversion char * -> GLchar *
const GLchar * vertexShaderSource = vertexShaderSourceFile;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Get Compilation status
GLint vStatus;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vStatus);
if (vStatus == GL_TRUE)
std::cout << "Vertex shader load OK" << std::endl;
else
return 2;
char vBuffer[512];
glGetShaderInfoLog(vertexShader, 512, NULL, vBuffer);
std::cout << "Log:" << std::endl << vBuffer << std::endl;
// ---- Fragment
char * fragmentShaderSourceFile = load_shader("Shaders/passthrough.fgs.glsl");
if ( fragmentShaderSourceFile == "FILE_ER" || fragmentShaderSourceFile == "MEM_ER" || fragmentShaderSourceFile == "READ_ER" )
return 1;
const GLchar * fragmentShaderSource = fragmentShaderSourceFile;
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLint fStatus;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fStatus);
if (fStatus == GL_TRUE)
std::cout << "Fragment shader load OK" << std::endl;
else
return 2;
char fBuffer[512];
glGetShaderInfoLog(fragmentShader, 512, NULL, fBuffer);
std::cout << "Log:" << std::endl << fBuffer << std::endl;
// ---- Create Program for shaders
passthroughShadersProgram = glCreateProgram();
glAttachShader(passthroughShadersProgram, vertexShader);
glAttachShader(passthroughShadersProgram, fragmentShader);
return 0;
}
/**
* ERRORCODE 0 => OK
* ERRORCODE 1 => Shader loading error
* ERRORCODE 2 => Shader compilation error
*/
int load_init_shaders(){
// ---- Vertex
char * vertexShaderSourceFile = load_shader("Shaders/basic.vxs.glsl");
if ( vertexShaderSourceFile == "FILE_ER" || vertexShaderSourceFile == "MEM_ER" || vertexShaderSourceFile == "READ_ER" )
return 1;
// Conversion char * -> GLchar *
const GLchar * vertexShaderSource = vertexShaderSourceFile;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Get Compilation status
GLint vStatus;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vStatus);
if (vStatus == GL_TRUE)
std::cout << "Vertex shader load OK" << std::endl;
else
return 2;
char vBuffer[512];
glGetShaderInfoLog(vertexShader, 512, NULL, vBuffer);
std::cout << "Log:" << std::endl << vBuffer << std::endl;
// ---- Fragment
char * fragmentShaderSourceFile = load_shader("Shaders/white.fgs.glsl");
if ( fragmentShaderSourceFile == "FILE_ER" || fragmentShaderSourceFile == "MEM_ER" || fragmentShaderSourceFile == "READ_ER" )
return 1;
const GLchar * fragmentShaderSource = fragmentShaderSourceFile;
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLint fStatus;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fStatus);
if (fStatus == GL_TRUE)
std::cout << "Fragment shader load OK" << std::endl;
else
return 2;
char fBuffer[512];
glGetShaderInfoLog(fragmentShader, 512, NULL, fBuffer);
std::cout << "Log:" << std::endl << fBuffer << std::endl;
// ---- Create Program for shaders
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
return 0;
}
int load_vertex(){
// Vertexbuffer and Attributes for shaders
//------------------------------------------------------
// Création du vertex buffer
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
// Binding the fragment Shader output to the current buffer
glBindFragDataLocation(shaderProgram, 0, "outColor");
// Link and Use Program
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Store the attributes for the shaders
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
// Attributes Locations for Shaders and Enable
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(posAttrib, indexColors - indexCoords, GL_FLOAT, GL_FALSE, sizeof(float) * vColumns, (void*) indexCoords );
glEnableVertexAttribArray(posAttrib);
GLint colorAttrib = glGetAttribLocation(shaderProgram, "color");
glVertexAttribPointer(colorAttrib, indexUV - indexColors, GL_FLOAT, GL_FALSE, sizeof(float) * vColumns, (void*)(sizeof(float) * indexColors) );
glEnableVertexAttribArray(colorAttrib);
GLint texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
glVertexAttribPointer(texAttrib, vColumns - indexUV, GL_FLOAT, GL_FALSE, sizeof(float) * vColumns, (void*)(sizeof(float) * indexUV) );
glEnableVertexAttribArray(texAttrib);
/*
// Element Buffer Array
GLuint ebo;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
*/
return 0;
}
/**
* ERRORCODE 0 => OK
* ERRORCODE 1 => Failed to load the texture
*/
int load_textures(){
// Texture
//-----------------------------------------------
// Creating Texture
glGenTextures(2, textures);
// ---- Grid
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
// Loading the image Grid
int width, height;
unsigned char * image = SOIL_load_image("img_grid.bmp", &width, &height, 0, SOIL_LOAD_RGB);
if ( image == NULL )
return 1;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glUniform1i(glGetUniformLocation(shaderProgram, "texGrid"), 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// ---- Star
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
// Loading the image Star
image = SOIL_load_image("img_star.bmp", &width, &height, 0, SOIL_LOAD_RGB);
if ( image == NULL )
return 1;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glUniform1i(glGetUniformLocation(shaderProgram, "texStar"), 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return 0;
}
int init_framebuffers(){
// Framebuffers
//-----------------------------------------------
// In order to display, it has to be "complete" (at least 1 color/depth/stencil buffer attached, 1color attachement, same number of multisamples, attachement completes)
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// ---- Texture "Color Buffer"
glGenTextures(1, &renderedTex);
glBindTexture(GL_TEXTURE_2D, renderedTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, renderTargetSize.w , renderTargetSize.h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
// Attaching the color buffer to the frame Buffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTex, 0);
// ---- RenderBuffer
// Render Buffer (to be able to render Depth calculation)
glGenRenderbuffers(1, &rboDepthStencil);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, renderTargetSize.w , renderTargetSize.h);
// Attaching the render buffer to the framebuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers
GLenum l_Check = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (l_Check!=GL_FRAMEBUFFER_COMPLETE)
{
printf("There is a problem with the FBO.\n");
exit(199);
}
return 0;
}