implemented SDL3 as an option for window manager
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119
TSE_OpenGlImpl/src/buffer/FrameBuffer.cpp
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119
TSE_OpenGlImpl/src/buffer/FrameBuffer.cpp
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#include "FrameBuffer.hpp"
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#include "Debug.hpp"
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TSE::OpenGL::FrameBuffer::FrameBuffer(const Vector2 &size, uint textureCount)
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{
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textureOutputCount = textureCount;
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width = size.x;
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height = size.y;
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CreateFBTexture();
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for (auto const& i : objectsToResize)
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{
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i->OnResize(size.x, size.y, this);
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}
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Initialize();
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}
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void TSE::OpenGL::FrameBuffer::Bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, bufferID);
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}
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void TSE::OpenGL::FrameBuffer::Unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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TSE::OpenGL::FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1,&bufferID);
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for (int i = 0; i < textureOutputCount; i++)
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{
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glDeleteTextures(1, &(textureIDs[i]));
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}
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glDeleteRenderbuffers(1, &depthRboID);
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}
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void TSE::OpenGL::FrameBuffer::Resize(Vector2 size)
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{
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width = size.x;
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height = size.y;
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shouldResize = true;
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}
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void TSE::OpenGL::FrameBuffer::Update()
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{
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if (!shouldResize) return;
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shouldResize = false;
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CreateFBTexture();
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for (auto const& i : objectsToResize)
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{
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i->OnResize(width, height, this);
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}
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}
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TSE::uint TSE::OpenGL::FrameBuffer::GetTextureId(uint id) const
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{
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return textureIDs[id];
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}
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TSE::Vector2 TSE::OpenGL::FrameBuffer::GetSize() const
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{
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return {width, height};
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}
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void TSE::OpenGL::FrameBuffer::Initialize()
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{
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glGenFramebuffers(1, &bufferID);
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Bind();
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uint bufs[32];
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for (int i = 0; i < textureOutputCount; i++)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textureIDs[i], 0);
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bufs[i] = GL_COLOR_ATTACHMENT0 + i;
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRboID);
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if(textureOutputCount > 1)
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glDrawBuffers(textureOutputCount, bufs);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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TSE_ERROR("Failed to create OpenGL FBO.");
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TSE_LOG(std::to_string(glGetError()));
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}
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Unbind();
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}
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void TSE::OpenGL::FrameBuffer::LoadFBTexture()
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{
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for (int i = 0; i < textureOutputCount; i++)
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{
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glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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}
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}
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void TSE::OpenGL::FrameBuffer::CreateFBTexture()
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{
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glViewport(0,0, width, height);
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//resize
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for (int i = 0; i < textureOutputCount; i++)
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{
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if(textureIDs[i] == 0)
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glGenTextures(1, &(textureIDs[i]));
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}
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if(depthRboID == 0)
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glGenRenderbuffers(1, &depthRboID);
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LoadFBTexture();
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}
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