Hyprland/src/render/Framebuffer.cpp
2022-04-11 16:39:48 +02:00

73 lines
2.4 KiB
C++

#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);
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);
}
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() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.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;
}