#include "Framebuffer.hpp" #include "OpenGL.hpp" bool CFramebuffer::alloc(int w, int h) { bool firstAlloc = false; if (m_iFb == (uint32_t)-1) { firstAlloc = true; glGenFramebuffers(1, &m_iFb); } if (m_cTex.m_iTexID == 0) { firstAlloc = true; glGenTextures(1, &m_cTex.m_iTexID); glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID); 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_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } if (firstAlloc || m_Size != Vector2D(w, h)) { glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0); // TODO: Allow this with gles2 #ifndef GLES2 if (m_pStencilTex) { glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0); glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0); } #endif auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER); RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: %i)", status); Debug::log(LOG, "Framebuffer created, status %i", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb); m_Size = Vector2D(w, h); return true; } void CFramebuffer::bind() { #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); #endif glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y); } void CFramebuffer::release() { if (m_iFb != (uint32_t)-1 && m_iFb) { glDeleteFramebuffers(1, &m_iFb); } if (m_cTex.m_iTexID) { glDeleteTextures(1, &m_cTex.m_iTexID); } m_cTex.m_iTexID = 0; m_iFb = -1; }