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legacy/rts_glRenderToTexture.cpp 1.89 KB
f1402849   dmayerich   renewed commit
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  #include "rts_glRenderToTexture.h"

  

  void rts_glRenderToTexture::Clean()

  {

  	//clean up the fbo

  	glDeleteFramebuffersEXT(1, &fbo);

  	int num_tex = textures.size();

  

  	//clean up all textures associated with the fbo

  	for(int i=0; i<num_tex; i++)

  		textures[i].Clean();

  	textures.clear();

  

  	fbo = 0;

  }

  

  void rts_glRenderToTexture::Init(int w, int h)

  {

  	CHECK_OPENGL_ERROR

  	if(fbo != 0)

  		Clean();

  	CHECK_OPENGL_ERROR

  	glGenFramebuffersEXT(1, &fbo);	//create the framebuffer object

  	CHECK_OPENGL_ERROR

  	width = w;

  	height = h;

  

  }

  

  void rts_glRenderToTexture::AddTexture(GLenum target,

  									   GLint internalformat,

  									   GLenum format,

  									   GLenum datatype,

  									   GLint interpolation)

  {

  

  	//create the new texture

  	rts_glTextureMap new_texture;

  	new_texture.Init(NULL, 

  					 target, 

  					 width, 

  					 height, 

  					 0, 

  					 internalformat, 

  					 format, 

  					 datatype,

  					 interpolation);

  	//push it into the texture vector

  	textures.push_back(new_texture);

  	cout<<"Texture Name: "<<new_texture.name<<endl;

  	

  	//bind it to the frame buffer

  	

  	glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);

  	CHECK_OPENGL_ERROR

  	glFramebufferTexture2DEXT(GL_FRAMEBUFFER,

  							  GL_COLOR_ATTACHMENT0 + textures.size() - 1,

  							  target,

  							  new_texture.name,

  							  0);

  

  	CHECK_OPENGL_ERROR

  	GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);

  	CHECK_OPENGL_ERROR

  	if(status != GL_FRAMEBUFFER_COMPLETE)

  		cout<<"Framebuffer status invalid!"<<endl;

  

  	//restore normal rendering

  	glBindFramebufferEXT(GL_FRAMEBUFFER, 0);

  	

  }

  

  void rts_glRenderToTexture::BeginRender(int texture)

  {

  	

  	//bind the framebuffer

  	glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);

  	glDrawBuffer(GL_COLOR_ATTACHMENT0+texture);

  }

  

  void rts_glRenderToTexture::EndRender()

  {

  	//glFinish();

  	//bind the screen buffer

  	glBindFramebufferEXT(GL_FRAMEBUFFER, 0);

  }