generated from Persson-dev/OpenGLComputeShader
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61
App/Source/Renderer.cpp
Normal file
61
App/Source/Renderer.cpp
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#include "Renderer.h"
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#include <iostream>
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Texture CreateTexture(int width, int height)
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{
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Texture result;
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result.Width = width;
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result.Height = height;
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glCreateTextures(GL_TEXTURE_2D, 1, &result.Handle);
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glTextureStorage2D(result.Handle, 1, GL_RGBA32F, width, height);
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glTextureParameteri(result.Handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(result.Handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(result.Handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTextureParameteri(result.Handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return result;
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}
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Framebuffer CreateFramebufferWithTexture(const Texture texture)
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{
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Framebuffer result;
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glCreateFramebuffers(1, &result.Handle);
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if (!AttachTextureToFramebuffer(result, texture))
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{
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glDeleteFramebuffers(1, &result.Handle);
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return {};
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}
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return result;
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}
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bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture)
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{
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glNamedFramebufferTexture(framebuffer.Handle, GL_COLOR_ATTACHMENT0, texture.Handle, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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std::cerr << "Framebuffer is not complete!" << std::endl;
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return false;
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}
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framebuffer.ColorAttachment = texture;
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return true;
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}
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void BlitFramebufferToSwapchain(const Framebuffer framebuffer)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.Handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // swapchain
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glBlitFramebuffer(0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Source rect
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0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Destination rect
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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