Files
fn_registry/cpp/functions/gfx/gl_framebuffer.cpp
T
egutierrez 3008b56e76 feat(shaders_lab): scaffold C++ app with GLSL live-reload canvas
- cpp/functions/gfx: gl_shader, gl_framebuffer, fullscreen_quad, shader_canvas
- cpp/apps/shaders_lab: main + 3 seed shaders (plasma, circle, checker)
- ImGui docking layout: Code | Canvas | Controls

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-24 20:33:36 +02:00

50 lines
1.5 KiB
C++

#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include "gfx/gl_framebuffer.h"
namespace fn::gfx {
static void create_tex(Framebuffer& f) {
glGenTextures(1, &f.tex);
glBindTexture(GL_TEXTURE_2D, f.tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, f.width, f.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
}
void fb_init(Framebuffer& f) {
f.width = 1;
f.height = 1;
create_tex(f);
glGenFramebuffers(1, &f.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, f.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, f.tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void fb_resize(Framebuffer& f, int w, int h) {
if (w == f.width && h == f.height) return;
f.width = w;
f.height = h;
if (f.tex) glDeleteTextures(1, &f.tex);
f.tex = 0;
create_tex(f);
glBindFramebuffer(GL_FRAMEBUFFER, f.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, f.tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void fb_destroy(Framebuffer& f) {
if (f.fbo) { glDeleteFramebuffers(1, &f.fbo); f.fbo = 0; }
if (f.tex) { glDeleteTextures(1, &f.tex); f.tex = 0; }
f.width = 0;
f.height = 0;
}
} // namespace fn::gfx