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/* ... */
// Texture konfigurieren:
GLDimension_ = GL_TEXTURE_CUBE_MAP;
CubeMapFace_ = 0;
Size_.Width = 256;
Size_.Height = 256 * 6; // Der ImageBuffer ist auch bei CubeMaps als 2D Texture gespeichert, aber der interessiert bei FBOs ja eh nicht.
Depth_ = 6;
isRenderTarget_ = true;
// Cubemap erstellen:
glGenTextures(1, &OrigID_);
glBindTexture(GLDimension_, OrigID_);
for (s32 i = 0; i < 6; ++i)
{
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB8, Size_.Width, Size.Height / Depth_, 0, GLFormat, GL_UNSIGNED_BYTE, 0
);
}
/* ... */
// FBO erstellen:
if (isRenderTarget_)
{
glGenFramebuffersEXT(1, &FrameBufferID_);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FrameBufferID_);
if (Format_ == PIXELFORMAT_DEPTH)
{
glDrawBuffer(GL_NONE);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GLDimension_, OrigID_, 0);
}
else
{
/* Bind texture */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
if (DimensionType_ == TEXTURE_CUBEMAP)
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + CubeMapFace_, OrigID_, 0);
else
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GLDimension_, OrigID_, 0);
checkFrameBufferErrors(); // Hier kommt: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT und das darf nicht passieren. Bei 2D Texturen tritt das nicht auf.
/* Bind depth buffer */
glGenRenderbuffersEXT(1, &DepthBufferID_);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthBufferID_);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, Size_.Width, Size_.Height / Depth_);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, DepthBufferID_);
}
checkFrameBufferErrors();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
/* ... */
// Zum Einstellen, in welche CubeMap-Face gerade gerendert werden soll:
CubeMapFace_ = Face;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FrameBufferID_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + CubeMapFace_, OrigID_, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
/* ... */
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