Files
cyberarm_engine/lib/cyberarm_engine/opengl/renderer/g_buffer.rb

166 lines
4.7 KiB
Ruby

module CyberarmEngine
class GBuffer
attr_reader :screen_vbo, :vertices, :uvs
attr_reader :width, :height
def initialize(width:, height:)
@width = width
@height = height
@framebuffer = nil
@buffers = %i[position diffuse normal texcoord]
@textures = {}
@screen_vbo = nil
@ready = false
@vertices = [
-1.0, -1.0, 0,
1.0, -1.0, 0,
-1.0, 1.0, 0,
-1.0, 1.0, 0,
1.0, -1.0, 0,
1.0, 1.0, 0
].freeze
@uvs = [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1
].freeze
create_framebuffer
create_screen_vbo
end
def create_framebuffer
buffer = " " * 4
glGenFramebuffers(1, buffer)
@framebuffer = buffer.unpack1("L2")
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, @framebuffer)
create_textures
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE
message = ""
message = case status
when GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
"GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"
when GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
"GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"
when GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
"GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"
when GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
"GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"
when GL_FRAMEBUFFER_UNSUPPORTED
"GL_FRAMEBUFFER_UNSUPPORTED"
else
"Unknown error!"
end
puts "Incomplete framebuffer: #{status}\nError: #{message}"
else
@ready = true
end
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
end
def create_textures
@buffers.size.times do |i|
buffer = " " * 4
glGenTextures(1, buffer)
texture_id = buffer.unpack1("L2")
@textures[@buffers[i]] = texture_id
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, @width, @height, 0, GL_RGBA, GL_FLOAT, nil)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
end
buffer = " " * 4
glGenTextures(1, buffer)
texture_id = buffer.unpack1("L2")
@textures[:depth] = texture_id
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, @width, @height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
draw_buffers = [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3]
glDrawBuffers(draw_buffers.size, draw_buffers.pack("I*"))
end
def create_screen_vbo
buffer = " " * 4
glGenVertexArrays(1, buffer)
@screen_vbo = buffer.unpack1("L2")
buffer = " " * 4
glGenBuffers(1, buffer)
@positions_buffer_id = buffer.unpack1("L2")
buffer = " " * 4
glGenBuffers(1, buffer)
@uvs_buffer_id = buffer.unpack1("L2")
glBindVertexArray(@screen_vbo)
glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id)
glBufferData(GL_ARRAY_BUFFER, @vertices.size * Fiddle::SIZEOF_FLOAT, @vertices.pack("f*"), GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id)
glBufferData(GL_ARRAY_BUFFER, @uvs.size * Fiddle::SIZEOF_FLOAT, @uvs.pack("f*"), GL_STATIC_DRAW)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nil)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glBindVertexArray(0)
end
def bind_for_writing
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, @framebuffer)
end
def bind_for_reading
glBindFramebuffer(GL_READ_FRAMEBUFFER, @framebuffer)
end
def set_read_buffer(buffer)
glReadBuffer(GL_COLOR_ATTACHMENT0 + @textures.keys.index(buffer))
end
def set_read_buffer_depth
glReadBuffer(GL_DEPTH_ATTACHMENT)
end
def unbind_framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0)
end
def texture(type)
@textures[type]
end
def clean_up
glDeleteFramebuffers(1, [@framebuffer].pack("L"))
glDeleteTextures(@textures.values.size, @textures.values.pack("L*"))
glDeleteBuffers(2, [@positions_buffer_id, @uvs_buffer_id].pack("L*"))
glDeleteVertexArrays(1, [@screen_vbo].pack("L"))
gl_error?
end
end
end