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  • render_target.cpp 3.28 KiB
    //------------------------------------------------------------------------------
    // Project Phoenix
    //
    // Copyright (c) 2017-2018 RWTH Aachen University, Germany,
    // Virtual Reality & Immersive Visualization Group.
    //------------------------------------------------------------------------------
    //                                 License
    //
    // Licensed under the 3-Clause BSD License (the "License");
    // you may not use this file except in compliance with the License.
    // See the file LICENSE for the full text.
    // You may obtain a copy of the License at
    //
    //     https://opensource.org/licenses/BSD-3-Clause
    //
    // Unless required by applicable law or agreed to in writing, software
    // distributed under the License is distributed on an "AS IS" BASIS,
    // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    // See the License for the specific language governing permissions and
    // limitations under the License.
    //------------------------------------------------------------------------------
    
    #include "phx/rendering/backend/render_target.hpp"
    
    #include <memory>
    
    #include "gl/command_execution.hpp"
    #include "gl/viewport.hpp"
    
    #include "phx/core/entity.hpp"
    #include "phx/core/logger.hpp"
    #include "phx/rendering/components/projection.hpp"
    #include "phx/rendering/components/transform.hpp"
    
    namespace phx {
    phx::RenderTarget::RenderTarget(const glm::uvec2 dimensions)
        : framebuffer(), dimensions_(dimensions) {
      bind();
    
      color_texture_ = std::make_unique<gl::texture_2d>();
      color_texture_->bind();
      const GLint width = static_cast<GLint>(dimensions.x);
      const GLint height = static_cast<GLint>(dimensions.y);
      color_texture_->set_storage(1, GL_RGB8, width, height);
    
      attach_texture<GL_TEXTURE_2D>(GL_COLOR_ATTACHMENT0, *color_texture_, 0);
      color_texture_->unbind();
    
      depth_texture_ = std::make_unique<gl::texture_2d>();
      depth_texture_->bind();
      depth_texture_->set_storage(1, GL_DEPTH_COMPONENT24, width, height);
    
      attach_texture<GL_TEXTURE_2D>(GL_DEPTH_ATTACHMENT, *depth_texture_, 0);
      depth_texture_->unbind();
    
      if (!is_valid() || !is_complete()) {
        error(
            "[RenderTarget] Unable to create render target, status: {}, valid: {}",
            status(), is_valid());
        throw std::runtime_error("Framebuffer creation failed.");
      }
    
      unbind();
    }
    
    const glm::uvec2& RenderTarget::GetDimensions() const { return dimensions_; }
    
    gl::texture_2d* RenderTarget::GetColorTexture() const {
      return color_texture_.get();
    }
    
    const glm::mat4 RenderTarget::GetProjection() const {
      auto projection = GetEntity()->GetFirstComponent<Projection>();
      if (projection) {
        return projection->GetMatrix();
      } else {
        error(
            "RenderTarget component may not be added to an Entity without a "
            "Projection component!");
        return glm::mat4();
      }
    }
    
    const glm::mat4 RenderTarget::GetView() const {
      auto transform = GetEntity()->GetFirstComponent<Transform>();
      if (transform) {
        return inverse(transform->GetGlobalMatrix());
      } else {
        error(
            "RenderTarget component may not be added to an Entity without a "
            "Transform component!");
        return glm::mat4();
      }
    }
    
    void RenderTarget::SetViewport() const {
      gl::set_viewport({{0, 0}}, {{static_cast<GLsizei>(dimensions_[0]),
                                   static_cast<GLsizei>(dimensions_[1])}});
    }
    
    }  // namespace phx