Now have separate FrameBuffer and Screen structs to manage the framebuffer/screen dance.

This commit is contained in:
Zed A. Shaw 2026-09-02 14:17:58 -04:00
parent 27e34a18c9
commit 6ef367c305
7 changed files with 125 additions and 75 deletions

View file

@ -81,6 +81,8 @@ sources = [
'src/model.cpp',
'src/scene.cpp',
'src/camera.cpp',
'src/framebuffer.cpp',
'src/screen.cpp',
]
subdir('tests')

View file

@ -0,0 +1,59 @@
#include "framebuffer.hpp"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void FrameBuffer::init() {
// target_fb config
glGenFramebuffers(1, &target_fb);
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
// target_fb configuration
// -------------------------
glGenFramebuffers(1, &target_fb);
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
// create a color attachment texture
glGenTextures(1, &texture_buffer);
glBindTexture(GL_TEXTURE_2D, texture_buffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_buffer, 0);
// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
glGenRenderbuffers(1, &target_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, target_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, target_rbo); // now actually attach it
// now that we actually created the target_fb and added all attachments we want to check if it is actually complete now
dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::begin() {
// target_fb stuff here
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FrameBuffer::commit() {
// disable the frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::draw(Screen& screen) {
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// render the screen quad
screen.shader.use();
glBindVertexArray(screen.target_VAO);
glBindTexture(GL_TEXTURE_2D, texture_buffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
}

View file

@ -0,0 +1,15 @@
#pragma once
#include "shader.hpp"
#include "screen.hpp"
struct FrameBuffer {
unsigned int target_fb = 0;
unsigned int target_rbo = 0;
unsigned int texture_buffer = 0;
void init();
void begin();
void commit();
void draw(Screen& screen);
};

View file

@ -40,12 +40,7 @@ void Scene::render(GLFWwindow* window) {
// fov, aspect, near plane, far plane
projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// framebuffer stuff here
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
framebuffer.begin();
// render the scene
shader.use();
@ -56,18 +51,9 @@ void Scene::render(GLFWwindow* window) {
draw_thing(shader, thing);
}
// disable the frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
framebuffer.commit();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// render the screen quad
screen_shader.use();
glBindVertexArray(quadVAO);
glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
framebuffer.draw(screen);
}
void Scene::cleanup() {

View file

@ -11,6 +11,7 @@
#include "model.hpp"
#include "camera.hpp"
#include "components.hpp"
#include "framebuffer.hpp"
#include <vector>
#include <unordered_map>
@ -26,7 +27,8 @@ struct Thing {
struct Scene {
Shader shader;
Shader screen_shader;
Screen screen;
FrameBuffer framebuffer;
std::unordered_map<std::string, components::Material> materials;
Camera camera;
@ -36,27 +38,10 @@ struct Scene {
float deltaTime = 0.0f;
float lastFrame = 0.0f;
unsigned int framebuffer = 0;
unsigned int textureColorBuffer = 0;
unsigned int quadVAO = 0;
unsigned int quadVBO = 0;
unsigned int rbo = 0;
float quadVertices[24] = {
// vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
// positions // texCoords
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
Scene(components::Scene& config):
shader{config.shader.vertex_path, config.shader.frag_path},
screen_shader{config.screen_shader.vertex_path, config.shader.frag_path},
screen{.shader={config.screen_shader.vertex_path, config.shader.frag_path}},
materials{config.materials},
camera{
.position=config.camera.position,
@ -81,49 +66,12 @@ struct Scene {
thing.scale);
}
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
shader.use();
shader.setInt("texture1", 0);
shader.apply_lighting(light);
screen_shader.use();
screen_shader.setInt("screenTexture", 0);
// framebuffer config
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// framebuffer configuration
// -------------------------
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// create a color attachment texture
glGenTextures(1, &textureColorBuffer);
glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorBuffer, 0);
// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // now actually attach it
// now that we actually created the framebuffer and added all attachments we want to check if it is actually complete now
dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
framebuffer.init();
screen.init();
}
void update();

View file

@ -0,0 +1,18 @@
#include "screen.hpp"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void Screen::init() {
shader.use();
shader.setInt("screenTexture", 0);
glGenVertexArrays(1, &target_VAO);
glGenBuffers(1, &target_VBO);
glBindVertexArray(target_VAO);
glBindBuffer(GL_ARRAY_BUFFER, target_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
}

View file

@ -0,0 +1,22 @@
#pragma once
#include "shader.hpp"
struct Screen {
Shader shader;
unsigned int target_VAO = 0;
unsigned int target_VBO = 0;
float vertices[24] = {
// vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
// positions // texCoords
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
void init();
};