Example #1
0
void GLFramebuffer::setWidthAndHeight(unsigned int width, unsigned int height)
{
    mWidth = std::max(width, 1u);
    mHeight = std::max(height, 1u);

    if (not mFinished)
    {
        return;
    }

    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);

    if (mDepthTexture != NULL)
    {
        GLTexture *glDepthTex = (GLTexture *)mDepthTexture;

        glBindTexture(GL_TEXTURE_2D, glDepthTex->mTexture);

        glDepthTex->allocData2D(mWidth, mHeight, mDepthFormat, Texture::Depth32F_Format, NULL);

        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, glDepthTex->mTexture, 0);
    }

    if (glIsRenderbuffer(mDepthRBO) and mDepthTexture == NULL)
    {
        glBindRenderbuffer(GL_RENDERBUFFER, mDepthRBO);

        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight);

        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRBO);
    }

    unsigned int i=0;
    GLenum drawBuffers[mColorTextures.size()];

    for (std::vector<ColorTexture>::iterator it = mColorTextures.begin();
         it != mColorTextures.end(); ++it)
    {
        GLTexture *glTexture = (GLTexture *)it->texture;

        glBindTexture(GL_TEXTURE_2D, glTexture->mTexture);

        glTexture->allocData2D(mWidth*it->scale.x, mHeight*it->scale.y, it->format, Texture::RGBU8_Format, NULL);

        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_TEXTURE_2D, glTexture->mTexture, 0);
        drawBuffers[i] = GL_COLOR_ATTACHMENT0+i;

        ++i;
    }

    glDrawBuffers(mColorTextures.size(), drawBuffers);
}