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Texture.inl
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Texture.inl
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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
#include "Texture.h"
namespace fagl {
using std::string;
using std::vector;
using std::cout;
using std::endl;
FAGLtexture CreateCubeMap(const string right, const string left, const string top, const string bottom, const string front, const string back)
{
FAGLtexture textureID;
faglGenTexture(&textureID);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_CUBE_MAP, textureID);
int rWidth, lWidth, tWidth, bWidth, fWidth, baWidth;
int rHeight, lHeight, tHeight, bHeight, fHeight, baHeight;
int rChannels, lChannels, tChannels, bChannels, fChannels, baChannels;
unsigned char* rData = stbi_load(right.c_str(), &rWidth, &rHeight, &rChannels, 0);
unsigned char* lData = stbi_load(left.c_str(), &lWidth, &lHeight, &lChannels, 0);
unsigned char* tData = stbi_load(top.c_str(), &tWidth, &tHeight, &tChannels, 0);
unsigned char* bData = stbi_load(bottom.c_str(), &bWidth, &bHeight, &bChannels, 0);
unsigned char* fData = stbi_load(front.c_str(), &fWidth, &fHeight, &fChannels, 0);
unsigned char* baData = stbi_load(back.c_str(), &baWidth, &baHeight, &baChannels, 0);
if (rData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_X, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, rWidth, rHeight, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, rData);
else
cout << "Could not load right texture" << endl;
if (lData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_X, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, lWidth, lHeight, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, lData);
else
cout << "Could not load left texture" << endl;
if (tData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Y, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, tWidth, tHeight, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, tData);
else
cout << "Could not load top texture" << endl;
if (bData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, bWidth, bHeight, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, bData);
else
cout << "Could not load bottom texture" << endl;
if (fData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Z, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, fWidth, fHeight, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, fData);
else
cout << "Could not load front texture" << endl;
if (baData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, baWidth, baHeight, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, baData);
else
cout << "Could not load right texture" << endl;
stbi_image_free(rData);
stbi_image_free(lData);
stbi_image_free(tData);
stbi_image_free(bData);
stbi_image_free(fData);
stbi_image_free(baData);
faglEnable(ENABLE_CAPABILITY::TEXTURE_CUBE_MAP_SEAMLESS);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
FAGLtexture CreateCubeMap(const vector<string> paths)
{
return CreateCubeMap(paths[0], paths[1], paths[2], paths[3], paths[4], paths[5]);
}
FAGLtexture CreateTexture(const string path)
{
FAGLtexture texture;
faglGenTexture(&texture);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_2D, texture);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_REPEAT);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_REPEAT);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
faglPixelStorei(PIXEL_STORE_NAME::UNPACK_ALIGNMENT, 1);
int width, height, nrChannels;
unsigned char* data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
if (data)
{
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_2D, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::RGB, width, height, TEXTURE_IMAGE_FORMAT::RGB, TEXTURE_IMAGE_TYPE::UNSIGNED_BYTE, data);
faglGenerateMipmap(MIPMAP_TARGET::TEXTURE_2D);
}
else
{
cout << "Failed to load texture" << endl;
}
stbi_image_free(data);
return texture;
}
FAGLtexture CreateCubeMap(const std::string right, const std::string left, const std::string top, const std::string bottom, const std::string front, const std::string back, const TEXTURE_IMAGE_INTERNAL_FORMAT internalformat, const TEXTURE_IMAGE_FORMAT format, const TEXTURE_IMAGE_TYPE type)
{
FAGLtexture textureID;
faglGenTexture(&textureID);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_CUBE_MAP, textureID);
int rWidth, lWidth, tWidth, bWidth, fWidth, baWidth;
int rHeight, lHeight, tHeight, bHeight, fHeight, baHeight;
int rChannels, lChannels, tChannels, bChannels, fChannels, baChannels;
unsigned char* rData = stbi_load(right.c_str(), &rWidth, &rHeight, &rChannels, 0);
unsigned char* lData = stbi_load(left.c_str(), &lWidth, &lHeight, &lChannels, 0);
unsigned char* tData = stbi_load(top.c_str(), &tWidth, &tHeight, &tChannels, 0);
unsigned char* bData = stbi_load(bottom.c_str(), &bWidth, &bHeight, &bChannels, 0);
unsigned char* fData = stbi_load(front.c_str(), &fWidth, &fHeight, &fChannels, 0);
unsigned char* baData = stbi_load(back.c_str(), &baWidth, &baHeight, &baChannels, 0);
if (rData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, rWidth, rHeight, format, type, rData);
else
cout << "Could not load right texture" << endl;
if (lData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, lWidth, lHeight, format, type, lData);
else
cout << "Could not load left texture" << endl;
if (tData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tWidth, tHeight, format, type, tData);
else
cout << "Could not load top texture" << endl;
if (bData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, bWidth, bHeight, format, type, bData);
else
cout << "Could not load bottom texture" << endl;
if (fData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, fWidth, fHeight, format, type, fData);
else
cout << "Could not load front texture" << endl;
if (baData)
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, baWidth, baHeight, format, type, baData);
else
cout << "Could not load right texture" << endl;
stbi_image_free(rData);
stbi_image_free(lData);
stbi_image_free(tData);
stbi_image_free(bData);
stbi_image_free(fData);
stbi_image_free(baData);
faglEnable(ENABLE_CAPABILITY::TEXTURE_CUBE_MAP_SEAMLESS);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
FAGLtexture CreateCubeMap(const std::vector<std::string> paths, const TEXTURE_IMAGE_INTERNAL_FORMAT internalformat, const TEXTURE_IMAGE_FORMAT format, const TEXTURE_IMAGE_TYPE type)
{
return CreateCubeMap(paths[0], paths[1], paths[2], paths[3], paths[4], paths[5], internalformat, format, type);
}
FAGLtexture CreateTexture(const std::string path, const TEXTURE_IMAGE_INTERNAL_FORMAT internalformat, const TEXTURE_IMAGE_FORMAT format, const TEXTURE_IMAGE_TYPE type)
{
FAGLtexture texture;
faglGenTexture(&texture);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_2D, texture);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_REPEAT);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_REPEAT);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
faglPixelStorei(PIXEL_STORE_NAME::UNPACK_ALIGNMENT, 1);
int width, height, nrChannels;
unsigned char* data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
if (data)
{
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_2D, 0, internalformat, width, height, format, type, data);
faglGenerateMipmap(MIPMAP_TARGET::TEXTURE_2D);
}
else
{
cout << "Failed to load texture" << endl;
}
stbi_image_free(data);
return texture;
}
void CreatePlainFrameBuffer(FAGLframebuffer* framebuffer, FAGLtexture* texture, const TEXTURE_IMAGE_INTERNAL_FORMAT internalformat, const GLsizei width, const GLsizei height, const TEXTURE_IMAGE_FORMAT format, const TEXTURE_IMAGE_TYPE type)
{
faglGenFramebuffer(framebuffer);
faglGenTexture(texture);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_2D, *texture);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_2D, 0, internalformat, width, height, format, type, NULL);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
FAGLrenderbuffer renderbuffer;
faglGenRenderbuffer(&renderbuffer);
faglBindRenderbuffer(renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
faglBindFramebuffer(*framebuffer);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT0, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_2D, *texture);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
faglUnbindFramebuffer();
}
void CreateCubeFrameBuffer(FAGLframebuffer* framebuffer, FAGLtexture* texture, const TEXTURE_IMAGE_INTERNAL_FORMAT internalformat, const GLsizei width, const GLsizei height, const TEXTURE_IMAGE_FORMAT format, const TEXTURE_IMAGE_TYPE type)
{
faglGenFramebuffer(framebuffer);
faglBindFramebuffer(*framebuffer);
faglGenTexture(texture);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_CUBE_MAP, *texture);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, width, height, format, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, width, height, format, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, width, height, format, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, width, height, format, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, width, height, format, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, width, height, format, type, NULL);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT0, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_CUBE_MAP_POSITIVE_X, *texture);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT1, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_X, *texture);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT2, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Y, *texture);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT3, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Y, *texture);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT4, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Z, *texture);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::COLOR_ATTACHMENT5, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Z, *texture);
FAGLrenderbuffer renderbuffer;
faglGenRenderbuffer(&renderbuffer);
faglBindRenderbuffer(renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
faglUnbindRenderbuffer();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
faglUnbindFramebuffer();
}
void CreatePlainDepthBuffer(FAGLframebuffer* framebuffer, FAGLtexture* texture, const GLsizei width, const GLsizei height, const TEXTURE_IMAGE_TYPE type)
{
faglGenTexture(texture);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_2D, *texture);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_2D, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_NEAREST);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_NEAREST);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_REPEAT);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_2D, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_REPEAT);
faglGenFramebuffer(framebuffer);
faglBindFramebuffer(*framebuffer);
faglFramebufferTexture2D(FRAMEBUFFER_TEXTURE_ATTACHMENT::DEPTH_ATTACHMENT, FRAMEBUFFER_TEXTURE_2D_TEXTURE_TARGET::TEXTURE_2D, *texture);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
faglUnbindFramebuffer();
}
void CreateCubeDepthBuffer(FAGLframebuffer* framebuffer, FAGLtexture* texture, const GLsizei width, const GLsizei height, const TEXTURE_IMAGE_TYPE type)
{
faglGenFramebuffer(framebuffer);
faglBindFramebuffer(*framebuffer);
faglGenTexture(texture);
faglBindTexture(BIND_TEXTURE_TARGET::TEXTURE_CUBE_MAP, *texture);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_X, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_X, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Y, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_POSITIVE_Z, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexImage2D(TEXTURE_IMAGE_2D_TARGET::TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, TEXTURE_IMAGE_INTERNAL_FORMAT::DEPTH_COMPONENT, width, height, TEXTURE_IMAGE_FORMAT::DEPTH_COMPONENT, type, NULL);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MIN_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_MAG_FILTER, GL_LINEAR);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
faglTexParameteri(TEXTURE_PARAMETER_TARGET::TEXTURE_CUBE_MAP, TEXTURE_PARAMETER_NAME::TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
faglFramebufferTexture(FRAMEBUFFER_TEXTURE_ATTACHMENT::DEPTH_ATTACHMENT, *texture);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
faglUnbindFramebuffer();
}
void WriteFrameBufferToFile(FAGLframebuffer framebuffer, string filename, int width, int height)
{
GLsizei nrChannels = 3;
GLsizei stride = nrChannels * width;
stride += (stride % 4) ? (4 - stride % 4) : 0;
GLsizei bufferSize = stride * height;
std::vector<char> buffer(bufferSize);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
faglNamedFramebufferReadBuffer(framebuffer, READ_BUFFER_MODE::FRONT);
faglReadPixels(width, height, READ_PIXEL_FORMAT::RGB, READ_PIXEL_TYPE::UNSIGNED_BYTE, buffer.data());
stbi_flip_vertically_on_write(true);
stbi_write_png(filename.c_str(), width, height, nrChannels, buffer.data(), stride);
}
}