Move framebuffer initialization to a helper function
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parent
163cdd63d4
commit
03d1a2c9f4
3 changed files with 39 additions and 18 deletions
19
src/main.c
19
src/main.c
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@ -56,28 +56,11 @@ int main(int argc, char *argv[]) {
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glUseProgram(buffer_shader);
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glUniform1i(glGetUniformLocation(buffer_shader, "u_texture"), 0);
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/* Framebuffer */
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* color attachment texture */
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glGenTextures(1, &texture_color_buffer);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WINDOW_WIDTH, WINDOW_HEIGHT, 0,
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GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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texture_color_buffer, 0);
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/* check that the framebuffer is complete */
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer is not complete");
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if (initialize_framebuffer(&framebuffer, &texture_color_buffer, WINDOW_WIDTH, WINDOW_HEIGHT)) {
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glfwDestroyWindow(window);
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glfwTerminate();
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return EXIT_FAILURE;
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} else {
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log_debug("Framebuffer initialized and complete");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/* Drawing loop */
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@ -100,6 +100,40 @@ unsigned int initialize_vertices() {
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return VAO;
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}
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/**
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* @brief Initialize a framebuffer and the associated texture.
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*
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* @param framebuffer The framebuffer ID to be initialized.
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* @param texture_color_buffer The texture ID to be initialized.
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* @param texture_width The width of the desired texture image.
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* @param texture_height The height of the desired texture image.
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* @return 0 on success, 1 on failure.
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*/
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unsigned int initialize_framebuffer(unsigned int *framebuffer,
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unsigned int *texture_color_buffer,
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unsigned int texture_width,
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unsigned int texture_height) {
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glGenFramebuffers(1, framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, *framebuffer);
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/* color attachment texture */
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glGenTextures(1, texture_color_buffer);
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glBindTexture(GL_TEXTURE_2D, *texture_color_buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_width, texture_height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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*texture_color_buffer, 0);
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/* check that the framebuffer is complete */
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer is not complete");
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return 1;
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}
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log_debug("Framebuffer initialized and complete");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return 0;
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}
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/**
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* @brief Callback to adjust the size of the viewport when the window
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* is resized.
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@ -5,6 +5,10 @@
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GLFWwindow *initialize_window(int width, int height);
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unsigned int initialize_vertices();
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unsigned int initialize_framebuffer(unsigned int *framebuffer,
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unsigned int *texture_color_buffer,
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unsigned int texture_width,
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unsigned int texture_height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void capture_screenshot();
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void process_input(GLFWwindow *window, unsigned int *screen_shader,
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