Create the frame buffer object
| 42 | |
| 43 | // Create the frame buffer object |
| 44 | bool FrameBufferObject::create(uint width, uint height, bool needRenderBuffer) { |
| 45 | |
| 46 | // Destroy the current FBO |
| 47 | destroy(); |
| 48 | |
| 49 | // Check that the needed OpenGL extensions are available |
| 50 | bool isExtensionOK = checkOpenGLExtensions(); |
| 51 | if (!isExtensionOK) { |
| 52 | std::cerr << "Error : Impossible to use Framebuffer Object on this platform" << std::endl; |
| 53 | assert(false); |
| 54 | return false; |
| 55 | } |
| 56 | |
| 57 | // Generate a new FBO |
| 58 | glGenFramebuffers(1, &mFrameBufferID); |
| 59 | assert(mFrameBufferID != 0); |
| 60 | |
| 61 | // If we also need to create a render buffer |
| 62 | if (needRenderBuffer) { |
| 63 | |
| 64 | // Generate the render buffer |
| 65 | glGenRenderbuffers(1, &mRenderBufferID); |
| 66 | assert(mRenderBufferID != 0); |
| 67 | |
| 68 | glBindRenderbuffer(GL_RENDERBUFFER, mRenderBufferID); |
| 69 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height); |
| 70 | glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferID); |
| 71 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, |
| 72 | mRenderBufferID); |
| 73 | glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| 74 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 75 | } |
| 76 | |
| 77 | // Check the FBO status |
| 78 | GLenum statusFBO = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| 79 | if(statusFBO != GL_FRAMEBUFFER_COMPLETE) { |
| 80 | std::cerr << "Error : An error occured while creating the Frame Buffer Object !" << endl; |
| 81 | assert(false); |
| 82 | return false; |
| 83 | } |
| 84 | |
| 85 | return true; |
| 86 | } |
| 87 | |
| 88 | // Destroy the FBO |
| 89 | void FrameBufferObject::destroy() { |
nothing calls this directly
no outgoing calls
no test coverage detected