Render: Make Framebuffer class more flexible
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@@ -53,10 +53,19 @@ Application::Application()
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Input::initialize();
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RenderCommand::initialize();
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m_framebuffer = std::make_unique<Framebuffer>(
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Framebuffer::Properties { .type = Framebuffer::Type::Color | Framebuffer::Type::Depth | Framebuffer::Type::Stencil,
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.width = m_window->getWidth(),
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.height = m_window->getHeight() });
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m_framebuffer = Framebuffer::create({
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.attachments = { Framebuffer::Type::Color, Framebuffer::Type::Depth },
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.width = m_window->getWidth(),
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.height = m_window->getHeight(),
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.clearColor = { 0.2f, 0.3f, 0.3f, 1.0f },
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.clearBit = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
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});
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m_screenFramebuffer = Framebuffer::create({
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.renderToScreen = true,
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.clearColor = { 1.0f, 1.0f, 1.0f, 1.0f },
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.clearBit = GL_COLOR_BUFFER_BIT,
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});
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m_scene = std::make_shared<Scene>();
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m_scene->initialize();
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@@ -175,10 +184,10 @@ int Application::run()
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m_framebuffer->bind();
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render();
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RenderCommand::clearColor(m_framebuffer->clearColor());
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RenderCommand::clearBit(m_framebuffer->clearBit());
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RenderCommand::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f });
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RenderCommand::clearBit(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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render();
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std::pair<glm::mat4, glm::mat4> projectionView = m_scene->cameraProjectionView();
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RendererCubemap::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
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@@ -199,8 +208,10 @@ int Application::run()
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// ---------------------------------
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// Framebuffer
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RenderCommand::clearColor({ 1.0f, 1.0f, 1.0f, 1.0f });
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RenderCommand::clearBit(GL_COLOR_BUFFER_BIT);
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m_screenFramebuffer->bind();
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RenderCommand::clearColor(m_screenFramebuffer->clearColor());
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RenderCommand::clearBit(m_screenFramebuffer->clearBit());
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Renderer2D::the().setEnableDepthBuffer(false);
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Renderer2D::the().beginScene(matIdentity, matIdentity);
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@@ -208,6 +219,8 @@ int Application::run()
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Renderer2D::the().endScene();
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Renderer2D::the().setEnableDepthBuffer(true);
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m_screenFramebuffer->unbind();
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m_window->render();
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}
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@@ -1,5 +1,5 @@
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/*
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* Copyright (C) 2022 Riyyi
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* Copyright (C) 2022,2024 Riyyi
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*
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* SPDX-License-Identifier: MIT
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*/
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@@ -51,8 +51,9 @@ private:
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float m_lastFrameTime { 0.0f };
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std::unique_ptr<Window> m_window;
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std::shared_ptr<Framebuffer> m_framebuffer;
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std::shared_ptr<Framebuffer> m_screenFramebuffer;
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std::shared_ptr<Scene> m_scene;
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std::unique_ptr<Framebuffer> m_framebuffer;
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//
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std::shared_ptr<Font> m_font;
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@@ -14,18 +14,13 @@
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namespace Inferno {
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Framebuffer::Framebuffer(const Properties& init)
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: m_type(init.type)
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, m_width(init.width)
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, m_height(init.height)
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std::shared_ptr<Framebuffer> Framebuffer::create(const Properties& properties)
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{
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VERIFY(static_cast<int8_t>(init.type) != 0,
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"malformed framebuffer type: {}", init.type);
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auto result = std::shared_ptr<Framebuffer>(new Framebuffer(properties));
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m_id = UINT_MAX;
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glGenFramebuffers(1, &m_id);
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result->createTextures();
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createTextures();
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return result;
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}
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Framebuffer::~Framebuffer()
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@@ -35,13 +30,6 @@ Framebuffer::~Framebuffer()
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// -----------------------------------------
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bool Framebuffer::check() const
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{
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VERIFY(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
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"malformed framebuffer: {:#x}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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return true;
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}
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void Framebuffer::bind() const
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_id);
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@@ -52,6 +40,13 @@ void Framebuffer::unbind() const
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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bool Framebuffer::check() const
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{
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VERIFY(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
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"malformed framebuffer: {:#x}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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return true;
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}
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void Framebuffer::resize(uint32_t width, uint32_t height)
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{
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if (m_width == width && m_height == height) {
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@@ -68,40 +63,55 @@ void Framebuffer::resize(uint32_t width, uint32_t height)
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void Framebuffer::createTextures()
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{
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if (m_renderToScreen) {
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return;
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}
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if (m_id) {
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glDeleteFramebuffers(1, &m_id);
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m_textures.clear();
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}
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m_id = UINT_MAX;
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glGenFramebuffers(1, &m_id);
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bind();
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m_textures[0] = AssetManager::the().remove(FRAMEBUFFER_TEXTURE_COLOR);
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m_textures[1] = AssetManager::the().remove(FRAMEBUFFER_TEXTURE_DEPTH);
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m_textures[2] = AssetManager::the().remove(FRAMEBUFFER_TEXTURE_STENCIL);
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m_textures[3] = AssetManager::the().remove(FRAMEBUFFER_TEXTURE_DEPTH_STENCIL);
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auto it = m_attachments.begin();
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uint8_t color_attachment = 0;
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if (m_type & Type::Color) {
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// Set color attachment 0 out of 32
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m_textures[0] = AssetManager::the().load<TextureFramebuffer>(
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FRAMEBUFFER_TEXTURE_COLOR, m_width, m_height, GL_RGB, GL_RGB);
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m_textures[0]->bind(0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textures[0]->id(), 0);
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m_textures[0]->unbind();
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}
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// This combined texture is required for older GPUs
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if (m_type & Type::Depth && m_type & Stencil) {
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m_textures[3] = AssetManager::the().load<TextureFramebuffer>(
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FRAMEBUFFER_TEXTURE_DEPTH_STENCIL, m_width, m_height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_textures[3]->id(), 0);
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}
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else if (m_type & Type::Depth) {
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m_textures[1] = AssetManager::the().load<TextureFramebuffer>(
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FRAMEBUFFER_TEXTURE_DEPTH, m_width, m_height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[1]->id(), 0);
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}
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else if (m_type & Type::Stencil) {
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m_textures[2] = AssetManager::the().load<TextureFramebuffer>(
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FRAMEBUFFER_TEXTURE_STENCIL, m_width, m_height, GL_STENCIL_INDEX, GL_STENCIL_INDEX);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_textures[2]->id(), 0);
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size_t size = m_attachments.size();
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m_textures.resize(size);
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for (size_t i = 0; i < size; ++i) {
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TypeProperties type = *(it + i);
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if (type.type == Type::Color) {
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// Set color attachment 0 out of 32
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m_textures[i] = (TextureFramebuffer::create(
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"", m_width, m_height, GL_RGB, GL_RGB));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + color_attachment, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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}
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// This combined texture is required for older GPUs
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if (type.type == Type::Depth24Stencil8) {
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m_textures[i] = (TextureFramebuffer::create(
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"", m_width, m_height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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continue;
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}
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if (type.type == Type::Depth32F) {
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// FIXME: This isnt a 32-bit float texture
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m_textures[i] = (TextureFramebuffer::create(
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"", m_width, m_height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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continue;
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}
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}
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VERIFY(color_attachment <= 32, "maximum color attachments was exceeded: {}/32", color_attachment);
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check();
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unbind();
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}
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@@ -6,67 +6,95 @@
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#pragma once
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#include <cstdint> // int8_t
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#include <memory> // std::shared_ptr
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#include <cstddef> //size_t
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#include <cstdint> // uint8_t
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#include <initializer_list>
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#include <memory> // std::shared_ptr
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#include "glm/ext/vector_float4.hpp" // glm::vec4
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#include "inferno/asset/texture.h"
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#include "ruc/meta/core.h"
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// AssetManager paths to the global framebuffer textures
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#define FRAMEBUFFER_TEXTURE_COLOR "@framebuffer-color"
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#define FRAMEBUFFER_TEXTURE_DEPTH "@framebuffer-depth"
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#define FRAMEBUFFER_TEXTURE_STENCIL "@framebuffer-stencil"
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#define FRAMEBUFFER_TEXTURE_DEPTH_STENCIL "@framebuffer-depth-stencil"
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#include "ruc/format/log.h"
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namespace Inferno {
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class Framebuffer final { // Frame Buffer Object, FBO
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public:
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enum Type : int8_t {
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enum Type : uint8_t {
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None = 0,
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Color = BIT(0),
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Depth = BIT(1),
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Stencil = BIT(2),
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// Color
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RGBA8 = 1,
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// Depth/stencil
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Depth32F = 2,
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Depth24Stencil8 = 3,
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// Defaults
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Color = RGBA8,
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Depth = Depth24Stencil8,
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};
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struct TypeProperties {
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TypeProperties() = default;
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TypeProperties(Type type)
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: type(type)
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{
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}
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~TypeProperties() {};
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Type type;
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};
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struct Properties {
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Type type { None };
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std::initializer_list<TypeProperties> attachments {};
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bool renderToScreen { false }; // (dummy framebuffer)
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uint32_t width { 1280 };
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uint32_t height { 720 };
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glm::vec4 clearColor { 1.0f, 0.0f, 1.0f, 1.0f }; // magenta
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uint32_t clearBit { 0 };
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};
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Framebuffer(const Properties& init);
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~Framebuffer();
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bool check() const;
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// Factory function
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static std::shared_ptr<Framebuffer> create(const Properties& properties);
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void bind() const;
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void unbind() const;
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bool check() const;
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void resize(uint32_t width, uint32_t height);
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Type type() const { return m_type; }
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uint32_t id() const { return m_id; }
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uint32_t width() const { return m_width; }
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uint32_t height() const { return m_height; }
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uint32_t id() const { return m_id; }
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std::shared_ptr<TextureFramebuffer> texture(uint8_t index) const { return m_textures[index]; }
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uint32_t clearBit() const { return m_clearBit; }
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glm::vec4 clearColor() const { return m_clearColor; }
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const std::vector<TypeProperties>& attachments() const { return m_attachments; }
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std::shared_ptr<TextureFramebuffer> texture(size_t index) const { return m_textures[index]; }
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private:
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Framebuffer(const Properties& properties)
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: m_renderToScreen(properties.renderToScreen)
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, m_width(properties.width)
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, m_height(properties.height)
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, m_clearBit(properties.clearBit)
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, m_clearColor(properties.clearColor)
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, m_attachments(properties.attachments)
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{
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}
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void createTextures();
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private:
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Type m_type { None };
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bool m_renderToScreen { false };
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uint32_t m_id { 0 };
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uint32_t m_width { 0 };
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uint32_t m_height { 0 };
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uint32_t m_id { 0 };
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std::shared_ptr<TextureFramebuffer> m_textures[4] { nullptr, nullptr, nullptr, nullptr };
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uint32_t m_clearBit { 0 };
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glm::vec4 m_clearColor;
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std::vector<TypeProperties> m_attachments;
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std::vector<std::shared_ptr<TextureFramebuffer>> m_textures;
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};
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// Make bitwise OR '|' return the enum type instead of int
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inline Framebuffer::Type operator|(Framebuffer::Type lhs, Framebuffer::Type rhs)
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{
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return static_cast<Framebuffer::Type>(
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static_cast<int8_t>(lhs) | static_cast<int8_t>(rhs));
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}
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} // namespace Inferno
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