opengl-deferred/types/gbuffer/gbuffer.go

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2024-10-12 02:03:59 +00:00
package gbuffer
import (
"errors"
"github.com/go-gl/gl/v4.6-core/gl"
)
type GBuffer struct {
framebuffer uint32
depth uint32
colorAttachments [4]uint32 // albedo, normal, material, position
}
var attachments = []uint32{
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
}
func (b *GBuffer) Bind() {
gl.BindFramebuffer(gl.FRAMEBUFFER, b.framebuffer)
gl.DrawBuffers(int32(len(b.colorAttachments)), &attachments[0])
}
func (b *GBuffer) BindTextures() {
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[0])
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, b.depth)
gl.ActiveTexture(gl.TEXTURE2)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[1])
gl.ActiveTexture(gl.TEXTURE3)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[2])
gl.ActiveTexture(gl.TEXTURE4)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[3])
}
func (b *GBuffer) Delete() {
gl.DeleteFramebuffers(1, &b.framebuffer)
for i, _ := range b.colorAttachments {
gl.DeleteTextures(1, &b.colorAttachments[i])
}
gl.DeleteTextures(1, &b.depth)
}
func New(width int, height int) (buffer GBuffer, _ error) {
gl.GenFramebuffers(1, &buffer.framebuffer)
gl.BindFramebuffer(gl.FRAMEBUFFER, buffer.framebuffer)
// albedo
gl.GenTextures(1, &buffer.colorAttachments[0])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[0])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, buffer.colorAttachments[0], 0)
// depth
gl.GenTextures(1, &buffer.depth)
gl.BindTexture(gl.TEXTURE_2D, buffer.depth)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(width), int32(height), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, buffer.depth, 0)
// normal
gl.GenTextures(1, &buffer.colorAttachments[1])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[1])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, buffer.colorAttachments[1], 0)
// material
gl.GenTextures(1, &buffer.colorAttachments[2])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[2])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, buffer.colorAttachments[2], 0)
// position
gl.GenTextures(1, &buffer.colorAttachments[3])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[3])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.TEXTURE_2D, buffer.colorAttachments[3], 0)
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
return buffer, errors.New("failed to create framebuffer")
}
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
return buffer, nil
}