SFML/src/SFML/Graphics/RenderImageImplFBO.cpp

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/RenderImageImplFBO.hpp>
#include <SFML/Graphics/Image.hpp>
#include <SFML/Graphics/GLCheck.hpp>
#include <SFML/System/Err.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
RenderImageImplFBO::RenderImageImplFBO() :
myFrameBuffer(0),
myDepthBuffer(0)
{
}
////////////////////////////////////////////////////////////
RenderImageImplFBO::~RenderImageImplFBO()
{
// Destroy the depth buffer
if (myDepthBuffer)
{
GLuint depthBuffer = static_cast<GLuint>(myDepthBuffer);
GLCheck(glDeleteFramebuffersEXT(1, &depthBuffer));
}
// Destroy the frame buffer
if (myFrameBuffer)
{
GLuint frameBuffer = static_cast<GLuint>(myFrameBuffer);
GLCheck(glDeleteFramebuffersEXT(1, &frameBuffer));
}
}
////////////////////////////////////////////////////////////
bool RenderImageImplFBO::IsSupported()
{
// Make sure that GLEW is initialized
priv::EnsureGlewInit();
return GLEW_EXT_framebuffer_object != 0;
}
////////////////////////////////////////////////////////////
bool RenderImageImplFBO::Create(unsigned int width, unsigned int height, unsigned int textureId, bool depthBuffer)
{
// Create the framebuffer object
GLuint frameBuffer = 0;
GLCheck(glGenFramebuffersEXT(1, &frameBuffer));
myFrameBuffer = static_cast<unsigned int>(frameBuffer);
if (!myFrameBuffer)
{
Err() << "Impossible to create render image (failed to create the frame buffer object)" << std::endl;
return false;
}
GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, myFrameBuffer));
// Create the depth buffer if requested
if (depthBuffer)
{
GLuint depth = 0;
GLCheck(glGenRenderbuffersEXT(1, &depth));
myDepthBuffer = static_cast<unsigned int>(depth);
if (!myDepthBuffer)
{
Err() << "Impossible to create render image (failed to create the attached depth buffer)" << std::endl;
return false;
}
GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, myDepthBuffer));
GLCheck(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height));
GLCheck(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, myDepthBuffer));
}
// Link the image to the frame buffer
GLCheck(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureId, 0));
// A final check, just to be sure...
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
Err() << "Impossible to create render image (failed to link the target image to the frame buffer)" << std::endl;
return false;
}
return true;
}
////////////////////////////////////////////////////////////
bool RenderImageImplFBO::Activate(bool active)
{
myContext.SetActive(active);
return true;
}
////////////////////////////////////////////////////////////
void RenderImageImplFBO::UpdateTexture(unsigned int)
{
glFlush();
}
} // namespace priv
} // namespace sf