I'm making a Cube map render target class. I already have a 2D one that works fine. But for this cube map render target class I want to be able to render to a specific face as i wish. Maybe I want to render circles on the "X+" face but triangles in the "Y+" face.
This is what my class looks like
class CRenderTarget
{
private:
//frame buffer to render on
unsigned m_uifboHandle;
//depth stencil
unsigned m_uiDepthStencilHandle;
//the texture we will render on
unsigned m_uiTextureHandle;
public:
CCubeRenderTarget( void );
~CCubeRenderTarget( void );
void Create( unsigned uiHeightWidth = 512,
int iInternalFormat = 0x1908 ); //GL_RGBA
void Bind( void );
void UnBind( void );
}
This is how my create function looks like
void Create( unsigned uiHeightWidth, int iInternalFormat )
{
//generate our variables
glGenFramebuffers(1, &m_uifboHandle);
glGenRenderbuffers(1, &m_uiDepthStencilHandle);
glGenTextures(1, &m_uiTextureHandle);
// Initialize FBO
glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle);
glBindTexture( GL_TEXTURE_CUBE_MAP, m_uiTextureHandle);
// Pre-allocate the correct sized cube map
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// Must attach texture to framebuffer. Has Stencil and depth
glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthStencilHandle);
glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, uiHeightWidth, uiHeightWidth );
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
this is what my bind function looks like
void Bind( void )
{
glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle );
}
//this is what my unbind function looks like
void Unbind( void )
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
I done tons of research for the past week. I can't seem to find a way that i can just some how instead of binding my entire cube map just bind maybe 1 face of my cube map. which is my overall goal. I know that in DirectX you can by just grabbing the 6 faces and manually handling them but how can i manually handle each face on an openGL cube map?