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 | #include <GL/glew.h>
#include "FBO.h"
#include "mesh.h"
#include "Vertex_buffer_object.h"
#include "loader.h"
#include <iostream>
FBO::FBO(const Mesh& m): Object(m)
{
    this->initTex();
    this->initFBO();
    this->mesh = m;
}
FBO::~FBO()
{
    //dtor
}
void FBO::initTex()
{
    Texture* tex = new Texture("data/test.png");
    textId = tex->genTexture();
}
void FBO::initFBO()
{
    glGenFramebuffers(1, &_fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
    // attach a texture to FBO color attachment point
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textId, 0);
    checkFramebufferStatus();
}
void FBO::draw()
{
    // set the rendering destination to FBO
    glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
    // clear buffer
    glClearColor(1, 1, 1, 1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    std::cout << "creating VBO mode" << std::endl;
    Object* vbo = new Vertex_buffer_object(this->mesh);
    vbo->translate(Vec3(8, 0, 0));
    vbo->color(Vec3(0, 1, 0));
    vbo->rotate(-90, Vec3(1, 0, 0));
    vbo->draw();
    std::cout << "\t\t\tend." << std::endl;
    // back to normal window-system-provided framebuffer
    glBindFramebuffer(GL_FRAMEBUFFER, 0); // unbind
}
void FBO::checkFramebufferStatus()
{
    // check FBO status
    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    switch(status)
    {
    case GL_FRAMEBUFFER_COMPLETE:
        std::cout << "Framebuffer complete." << std::endl;
        break;
    case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
        std::cout << "[ERROR] Framebuffer incomplete: Attachment is NOT complete." << std::endl;
        break;
    case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
        std::cout << "[ERROR] Framebuffer incomplete: No image is attached to FBO." << std::endl;
        break;
    case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
        std::cout << "[ERROR] Framebuffer incomplete: Draw buffer." << std::endl;
        break;
    case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
        std::cout << "[ERROR] Framebuffer incomplete: Read buffer." << std::endl;
        break;
    case GL_FRAMEBUFFER_UNSUPPORTED:
        std::cout << "[ERROR] Framebuffer incomplete: Unsupported by FBO implementation." << std::endl;
        break;
    default:
        std::cout << "[ERROR] Framebuffer incomplete: Unknown error." << std::endl;
        break;
    }
}
 |