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-rw-r--r--src/buffer/frame/texture_framebuffer.h62
-rw-r--r--src/buffer/vertex/particle_vertex_buffer.h44
-rw-r--r--src/buffer/vertex/texture_display_vertex_buffer.h57
3 files changed, 163 insertions, 0 deletions
diff --git a/src/buffer/frame/texture_framebuffer.h b/src/buffer/frame/texture_framebuffer.h
new file mode 100644
index 0000000..31153ff
--- /dev/null
+++ b/src/buffer/frame/texture_framebuffer.h
@@ -0,0 +1,62 @@
+#pragma once
+
+class TextureFramebuffer {
+private:
+ GLuint _id;
+ GLuint _texture;
+
+ bool _good = false;
+
+public:
+ struct Guard {
+ const GLuint _id;
+
+ Guard(GLuint id): _id(id) {
+ glBindFramebuffer(GL_FRAMEBUFFER, _id);
+ }
+ ~Guard() {
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+ };
+
+ Guard use() const {
+ return Guard(_id);
+ }
+
+ TextureFramebuffer(std::size_t width, std::size_t height) {
+ glGenFramebuffers(1, &_id);
+
+ auto guard = use();
+
+ glGenTextures(1, &_texture);
+ glBindTexture(GL_TEXTURE_2D, _texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0);
+ 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, GL_TEXTURE_2D, _texture, 0);
+
+ if ( glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE ) {
+ _good = true;
+ }
+ }
+
+ ~TextureFramebuffer() {
+ glDeleteFramebuffers(1, &_id);
+ }
+
+ bool isGood() const {
+ return _good;
+ }
+
+ void resize(std::size_t width, std::size_t height) const {
+ auto guard = use();
+
+ glViewport(0, 0, width, height);
+ glBindTexture(GL_TEXTURE_2D, _texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0);
+ }
+
+ GLuint getTexture() const {
+ return _texture;
+ }
+};
diff --git a/src/buffer/vertex/particle_vertex_buffer.h b/src/buffer/vertex/particle_vertex_buffer.h
new file mode 100644
index 0000000..25855a2
--- /dev/null
+++ b/src/buffer/vertex/particle_vertex_buffer.h
@@ -0,0 +1,44 @@
+#pragma once
+
+#include <vector>
+
+class ParticleVertexBuffer {
+private:
+ std::vector<GLfloat> _data;
+
+ GLuint _array;
+ GLuint _buffer;
+
+public:
+ ParticleVertexBuffer(std::vector<GLfloat>&& data):
+ _data{ std::move(data) } {
+ glGenVertexArrays(1, &_array);
+ glGenBuffers(1, &_buffer);
+
+ glBindVertexArray(_array);
+ glBindBuffer(GL_ARRAY_BUFFER, _buffer);
+ glBufferData(
+ GL_ARRAY_BUFFER,
+ _data.size() * sizeof(GLfloat),
+ _data.data(),
+ GL_STATIC_DRAW
+ );
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
+ }
+
+ ~ParticleVertexBuffer() {
+ glDeleteBuffers(1, &_buffer);
+ glDeleteVertexArrays(1, &_array);
+ }
+
+ void draw() const {
+ glBindVertexArray(_array);
+ glDrawArrays(GL_POINTS, 0, 3*_data.size());
+ }
+
+ GLuint getBuffer() const {
+ return _buffer;
+ }
+};
diff --git a/src/buffer/vertex/texture_display_vertex_buffer.h b/src/buffer/vertex/texture_display_vertex_buffer.h
new file mode 100644
index 0000000..6d4eec2
--- /dev/null
+++ b/src/buffer/vertex/texture_display_vertex_buffer.h
@@ -0,0 +1,57 @@
+#pragma once
+
+#include <vector>
+
+class TextureDisplayVertexBuffer {
+private:
+ const std::vector<GLfloat> _data;
+
+ GLuint _array;
+ GLuint _buffer;
+
+public:
+ TextureDisplayVertexBuffer():
+ _data{
+ -1.f, 1.f, 0.f, 1.f,
+ -1.f, -1.f, 0.f, 0.f,
+ 1.f, -1.f, 1.f, 0.f,
+
+ -1.f, 1.f, 0.f, 1.f,
+ 1.f, -1.f, 1.f, 0.f,
+ 1.f, 1.f, 1.f, 1.f
+ } {
+ glGenVertexArrays(1, &_array);
+ glGenBuffers(1, &_buffer);
+
+ glBindVertexArray(_array);
+ glBindBuffer(GL_ARRAY_BUFFER, _buffer);
+ glBufferData(
+ GL_ARRAY_BUFFER,
+ _data.size() * sizeof(GLfloat),
+ _data.data(),
+ GL_STATIC_DRAW
+ );
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(
+ 0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(
+ 1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
+ }
+
+ ~TextureDisplayVertexBuffer() {
+ glDeleteBuffers(1, &_buffer);
+ glDeleteVertexArrays(1, &_array);
+ }
+
+ void draw(const std::vector<GLuint>& textures) const {
+ glBindVertexArray(_array);
+ glBindTextures(textures[0], textures.size(), textures.data());
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+
+ GLuint getBuffer() const {
+ return _buffer;
+ }
+};