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WaterFramebuffer.cpp
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105 lines (93 loc) · 3.67 KB
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#include "WaterFramebuffer.h"
WaterFramebuffer::WaterFramebuffer(int width, int height)
{
screenWidth = width;
screenHeight = height;
initialiseReflectionFrameBuffer();
initialiseRefractionFrameBuffer();
}
void WaterFramebuffer::setScreenViewport(int width, int height)
{
screenWidth = width;
screenHeight = height;
}
void WaterFramebuffer::initialiseReflectionFrameBuffer()
{
reflectionFrameBuffer = createFrameBuffer();
reflectionTexture = createTextureAttachment(REFLECTION_WIDTH, REFLECTION_HEIGHT);
reflectionDepthBuffer = createDepthBufferAttachment(REFLECTION_WIDTH, REFLECTION_HEIGHT);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
printf("Error while initialising Reflection Framebuffer");
unbindCurrentFramebuffer();
}
void WaterFramebuffer::initialiseRefractionFrameBuffer()
{
refractionFrameBuffer = createFrameBuffer();
refractionTexture = createTextureAttachment(REFRACTION_WIDTH, REFRACTION_HEIGHT);
refractionDepthTexture = createDepthTextureAttachment(REFRACTION_WIDTH, REFRACTION_HEIGHT);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
printf("Error while initialising Reflection Framebuffer");
unbindCurrentFramebuffer();
}
GLuint WaterFramebuffer::createFrameBuffer()
{
GLuint framebuffer = 0;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
return framebuffer;
}
GLuint WaterFramebuffer::createDepthBufferAttachment(int width, int height)
{
GLuint depthrenderbuffer;
glGenRenderbuffers(1, &depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer);
return depthrenderbuffer;
}
GLuint WaterFramebuffer::createTextureAttachment(int width, int height)
{
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
return renderedTexture;
}
GLuint WaterFramebuffer::createDepthTextureAttachment(int width, int height)
{
GLuint depthTexture;
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0);
return depthTexture;
}
void WaterFramebuffer::bindFramebuffer(GLuint frameBuffer, int width, int height)
{
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glViewport(0, 0, width, height);
}
void WaterFramebuffer::bindReflectionFrameBuffer()
{
bindFramebuffer(reflectionFrameBuffer, REFLECTION_WIDTH, REFLECTION_HEIGHT);
}
void WaterFramebuffer::bindRefractionFrameBuffer()
{
bindFramebuffer(refractionFrameBuffer, REFRACTION_WIDTH, REFRACTION_HEIGHT);
}
void WaterFramebuffer::unbindCurrentFramebuffer()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glViewport(0, 0, screenWidth, screenHeight);
}