BitmapPtr BmpTextureMover::moveTextureToBmp(GLTexture& tex, int mipmapLevel)
{
    GLContext* pContext = GLContext::getCurrent();
    unsigned fbo = pContext->genFBO();
    glproc::BindFramebuffer(GL_FRAMEBUFFER, fbo);
    glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                 tex.getID(), mipmapLevel);
    FBO::checkError("BmpTextureMover::moveTextureToBmp");
    IntPoint size = tex.getMipmapSize(mipmapLevel);
    BitmapPtr pBmp(new Bitmap(size, getPF()));
    if (GLContext::getMain()->isGLES() && getPF() == B5G6R5) {
        BitmapPtr pTmpBmp(new Bitmap(size, R8G8B8));
        glReadPixels(0, 0, size.x, size.y, GL_RGB, GL_UNSIGNED_BYTE, pTmpBmp->getPixels());
        FilterFlipRGB().applyInPlace(pTmpBmp);
        pBmp->copyPixels(*pTmpBmp);
    } else {
        int glPixelFormat = tex.getGLFormat(getPF());
        glReadPixels(0, 0, size.x, size.y, glPixelFormat, tex.getGLType(getPF()),
                     pBmp->getPixels());
    }
    GLContext::checkError("BmpTextureMover::moveTextureToBmp: glReadPixels()");
    glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                 0, 0);
    pContext->returnFBOToCache(fbo);
    glproc::BindFramebuffer(GL_FRAMEBUFFER, 0);
    return pBmp;

}
Beispiel #2
0
	void GLFramebuffer::attach(const string &attachment, GLenum txrFormat)
	{
		GLenum colorFormat, datatype;
		if((colorFormat = getColorFormat(txrFormat)) == GL_NONE || (datatype = getDatatype(txrFormat)) == GL_NONE)
		{
			cerr << "Invalid texture format specified." << endl;
			cerr << "Should be one of: GL_RGB32(F/UI), GL_RGBA32(F/UI), GL_DEPTH_COMPONENT32F." << endl;
			return;
		}

		// Get FBO attachment slot for the new texture
		GLenum slot = findAttachmentSlot(txrFormat);

		GLTexture *pTexture = new GLTexture();
		GLTexture::bind(0, *pTexture);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	    glTexImage2D(GL_TEXTURE_2D, 0, txrFormat, m_width, m_height, 0, colorFormat, datatype, nullptr);
		glFramebufferTexture2D(GL_FRAMEBUFFER, slot, GL_TEXTURE_2D, pTexture->getID(), 0);
		GLTexture::unbind(0);

		// Construct new FBO attachment
		GLFramebufferAttachment fboAttachment;
		fboAttachment.name = attachment;
		fboAttachment.pTexture = pTexture;
		fboAttachment.textureFormat = txrFormat;
		fboAttachment.colorFormat = colorFormat;
		fboAttachment.datatype = datatype;
		fboAttachment.attachmentSlot = slot;

		m_attachments.insert({attachment, fboAttachment});

		// Increment color attachment count if neccessary
		if(txrFormat != GL_DEPTH_COMPONENT32F) m_colorAttachmentCount++;
	}