147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/RenderTextureImplFBO.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/System/Err.hpp>
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namespace sf
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{
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namespace priv
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{
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////////////////////////////////////////////////////////////
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RenderTextureImplFBO::RenderTextureImplFBO() :
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m_frameBuffer(0),
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m_depthBuffer(0)
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{
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}
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////////////////////////////////////////////////////////////
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RenderTextureImplFBO::~RenderTextureImplFBO()
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{
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ensureGlContext();
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// Destroy the depth buffer
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if (m_depthBuffer)
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{
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GLuint depthBuffer = static_cast<GLuint>(m_depthBuffer);
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glCheck(glDeleteRenderbuffers(1, &depthBuffer));
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}
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// Destroy the frame buffer
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if (m_frameBuffer)
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{
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GLuint frameBuffer = static_cast<GLuint>(m_frameBuffer);
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glCheck(glDeleteFramebuffers(1, &frameBuffer));
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}
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// Delete the context
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delete m_context;
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}
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////////////////////////////////////////////////////////////
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bool RenderTextureImplFBO::isAvailable()
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{
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ensureGlContext();
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// Make sure that extensions are initialized
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priv::ensureExtensionsInit();
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return GL_framebuffer_object != 0;
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}
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////////////////////////////////////////////////////////////
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bool RenderTextureImplFBO::create(unsigned int width, unsigned int height, unsigned int textureId, bool depthBuffer)
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{
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// Create the context
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m_context = new Context;
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// Create the framebuffer object
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GLuint frameBuffer = 0;
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glCheck(glGenFramebuffers(1, &frameBuffer));
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m_frameBuffer = static_cast<unsigned int>(frameBuffer);
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if (!m_frameBuffer)
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{
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err() << "Impossible to create render texture (failed to create the frame buffer object)" << std::endl;
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return false;
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}
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer));
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// Create the depth buffer if requested
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if (depthBuffer)
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{
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GLuint depth = 0;
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glCheck(glGenRenderbuffers(1, &depth));
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m_depthBuffer = static_cast<unsigned int>(depth);
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if (!m_depthBuffer)
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{
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err() << "Impossible to create render texture (failed to create the attached depth buffer)" << std::endl;
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return false;
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}
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glCheck(glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer));
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glCheck(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height));
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glCheck(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer));
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}
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// Link the texture to the frame buffer
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glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
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// A final check, just to be sure...
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
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err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
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return false;
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}
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return true;
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}
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////////////////////////////////////////////////////////////
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bool RenderTextureImplFBO::activate(bool active)
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{
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return m_context->setActive(active);
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}
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////////////////////////////////////////////////////////////
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void RenderTextureImplFBO::updateTexture(unsigned int)
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{
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glFlush();
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}
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} // namespace priv
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} // namespace sf
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