SFML/src/SFML/Graphics/RenderTextureImplFBO.cpp
2014-04-20 12:48:00 +02:00

147 lines
4.6 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2014 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/RenderTextureImplFBO.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/GLCheck.hpp>
#include <SFML/System/Err.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
RenderTextureImplFBO::RenderTextureImplFBO() :
m_frameBuffer(0),
m_depthBuffer(0)
{
}
////////////////////////////////////////////////////////////
RenderTextureImplFBO::~RenderTextureImplFBO()
{
ensureGlContext();
// Destroy the depth buffer
if (m_depthBuffer)
{
GLuint depthBuffer = static_cast<GLuint>(m_depthBuffer);
glCheck(glDeleteRenderbuffers(1, &depthBuffer));
}
// Destroy the frame buffer
if (m_frameBuffer)
{
GLuint frameBuffer = static_cast<GLuint>(m_frameBuffer);
glCheck(glDeleteFramebuffers(1, &frameBuffer));
}
// Delete the context
delete m_context;
}
////////////////////////////////////////////////////////////
bool RenderTextureImplFBO::isAvailable()
{
ensureGlContext();
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
return GL_framebuffer_object != 0;
}
////////////////////////////////////////////////////////////
bool RenderTextureImplFBO::create(unsigned int width, unsigned int height, unsigned int textureId, bool depthBuffer)
{
// Create the context
m_context = new Context;
// Create the framebuffer object
GLuint frameBuffer = 0;
glCheck(glGenFramebuffers(1, &frameBuffer));
m_frameBuffer = static_cast<unsigned int>(frameBuffer);
if (!m_frameBuffer)
{
err() << "Impossible to create render texture (failed to create the frame buffer object)" << std::endl;
return false;
}
glCheck(glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer));
// Create the depth buffer if requested
if (depthBuffer)
{
GLuint depth = 0;
glCheck(glGenRenderbuffers(1, &depth));
m_depthBuffer = static_cast<unsigned int>(depth);
if (!m_depthBuffer)
{
err() << "Impossible to create render texture (failed to create the attached depth buffer)" << std::endl;
return false;
}
glCheck(glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer));
glCheck(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height));
glCheck(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer));
}
// Link the texture to the frame buffer
glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
// A final check, just to be sure...
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
return false;
}
return true;
}
////////////////////////////////////////////////////////////
bool RenderTextureImplFBO::activate(bool active)
{
return m_context->setActive(active);
}
////////////////////////////////////////////////////////////
void RenderTextureImplFBO::updateTexture(unsigned int)
{
glFlush();
}
} // namespace priv
} // namespace sf