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fb.cpp
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186 lines (145 loc) · 5.56 KB
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#include <GL/glew.h>
#include <GL/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <memory.h>
#include "fb.h"
struct Framebuffer {
GLuint fbo;
GLuint tex_id;
int w,h;
GLenum fmt;
};
// Function to check framebuffer status
static bool checkFramebufferStatus(GLuint fbo) {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("Framebuffer is not complete: ");
switch (status) {
case GL_FRAMEBUFFER_UNDEFINED:
printf("GL_FRAMEBUFFER_UNDEFINED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
printf("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
printf("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
printf("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
printf("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
printf("GL_FRAMEBUFFER_UNSUPPORTED\n");
break;
default:
printf("Unknown error 0x%x\n", status);
}
return false;
} else {
return true;
}
}
Framebuffer* FB_Create(int w, int h) {
Framebuffer* pfb = (Framebuffer*)malloc(sizeof(Framebuffer));
Framebuffer& fb = *pfb;
fb.w = w;
fb.h = h;
glGenFramebuffers(1, &fb.fbo);
glGenTextures(1, &fb.tex_id);
glBindTexture(GL_TEXTURE_2D, fb.tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// attach texture to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fb.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb.tex_id, 0);
if(!checkFramebufferStatus(fb.fbo)) {
fprintf(stderr, "Failed to create Framebuffer\n");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return pfb;
}
void FB_Draw(const Framebuffer& fb, FB_DrawCB_t cb, void* puserdata) {
glBindFramebuffer(GL_FRAMEBUFFER, fb.fbo);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // we're not using the stencil buffer now
glEnable(GL_DEPTH_TEST);
cb(puserdata);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FB_Destroy(Framebuffer* fb) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fb->fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &fb->tex_id);
free(fb);
}
//--------------------------------------------------------------------------------------------------------------------------------
struct DynamicTexture {
GLuint tex_id;
GLuint pbo_id;
GLenum fmt;
int w, h;
};
DynamicTexture* DT_Create(int w, int h) {
DynamicTexture* pdt = (DynamicTexture*)malloc(sizeof(DynamicTexture));
DynamicTexture& dt = *pdt;
dt.w = w;
dt.h = h;
dt.fmt = GL_BGRA;
glGenTextures(1, &dt.tex_id);
glBindTexture(GL_TEXTURE_2D, dt.tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, dt.fmt, GL_UNSIGNED_BYTE, (GLvoid*)0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenBuffers(1, &dt.pbo_id);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dt.pbo_id);
GLsizeiptr pboSize = w * h * 4 * sizeof(unsigned char);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pboSize, NULL, GL_STREAM_DRAW);
return pdt;
}
// TODO: use 2 PBO: https://www.songho.ca/opengl/gl_pbo.html
void DT_Update(const DynamicTexture* dt, void* data, int size) {
assert(size == dt->w*dt->h*4);
glBindTexture(GL_TEXTURE_2D, dt->tex_id);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dt->pbo_id);
// copy pixels from PBO to texture object. Use offset instead of ponter.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dt->w, dt->h, dt->fmt, GL_UNSIGNED_BYTE, 0);
// bind PBO to update pixel values
//glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pboIds[nextIndex]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, size, 0, GL_STREAM_DRAW);
GLubyte* ptr = (GLubyte*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
if(ptr)
{
memcpy(ptr, data, size);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); // release pointer to mapping buffer
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
void DT_Update(const struct DynamicTexture* dt, void* puserdata, DT_UpdateCB_t cb) {
glBindTexture(GL_TEXTURE_2D, dt->tex_id);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dt->pbo_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dt->w, dt->h, dt->fmt, GL_UNSIGNED_BYTE, 0);
glBufferData(GL_PIXEL_UNPACK_BUFFER, dt->w*dt->h*4, 0, GL_STREAM_DRAW);
GLubyte* ptr = (GLubyte*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
cb(ptr, puserdata);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
unsigned int DT_GetTextureID(DynamicTexture* dt) {
return dt->tex_id;
}
unsigned int DT_GetWidth(DynamicTexture* dt) {
return dt->w;
}
unsigned int DT_GetHeight(DynamicTexture* dt) {
return dt->h;
}
void DT_Destroy(DynamicTexture* dt) {
glDeleteTextures(1, &dt->tex_id);
glDeleteBuffers(1, &dt->pbo_id);
}