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 }