Files
i-mic-fps/lib/renderer/g_buffer.rb

83 lines
2.5 KiB
Ruby

class IMICFPS
class GBuffer
include CommonMethods
def initialize
@framebuffer = nil
@buffers = [:position, :diffuse, :normal, :texcoord]
@textures = {}
@ready = false
create_framebuffer
end
def create_framebuffer
buffer = ' ' * 8
glGenFramebuffers(1, buffer)
@framebuffer = buffer.unpack('L2').first
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, @framebuffer)
create_textures
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE
message = ""
case status
when GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
message = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"
when GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
message = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"
when GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
message = "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"
when GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
message = "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"
when GL_FRAMEBUFFER_UNSUPPORTED
message = "GL_FRAMEBUFFER_UNSUPPORTED"
else
message = "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 = ' ' * 8
glGenTextures(1, buffer)
texture_id = buffer.unpack('L2').first
@textures[@buffers[i]] = texture_id
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, window.width, window.height, 0, GL_RGB, GL_FLOAT, nil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
end
buffer = ' ' * 8
glGenTextures(1, buffer)
texture_id = buffer.unpack('L2').first
@textures[:depth] = texture_id
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, window.width, window.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 clean_up
glDeleteFramebuffers(@framebuffer)
@textures.values.each do |id|
glDeleteTextures(id)
end
end
end
end