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#include "fboutils.h"
#include <iostream>
GLuint fbo_create(GLsizei width, GLsizei height)
{
// Test if framebuffer objects are supported
// FIXME: Use GLEW
const GLubyte* strExt = glGetString(GL_EXTENSIONS);
GLboolean fboSupported = gluCheckExtension((const GLubyte*)"GL_EXT_framebuffer_object", strExt);
if (!fboSupported) {
std::cerr << "Your system does not support framebuffer extension - unable to render scene\n";
return 0;
}
// Create an FBO
GLuint fbo = 0;
GLuint renderBuffer = 0;
GLuint depthBuffer = 0;
// Depth buffer to use for depth testing - optional if you're not using depth testing
glGenRenderbuffersEXT(1, &depthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
REPORTGLERROR("creating depth render buffer");
// Render buffer to use for imaging
glGenRenderbuffersEXT(1, &renderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, width, height);
REPORTGLERROR("creating color render buffer");
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
REPORTGLERROR("binding framebuffer");
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, renderBuffer);
REPORTGLERROR("specifying color render buffer");
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
std::cerr << "Problem with OpenGL framebuffer after specifying color render buffer.\n";
return 0;
}
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthBuffer);
REPORTGLERROR("specifying depth render buffer");
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
std::cerr << "Problem with OpenGL framebuffer after specifying depth render buffer.\n";
return 0;
}
return fbo;
}
void fbo_bind(GLuint fbo)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
}
void fbo_unbind()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
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