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DrawBuffer.cpp
67 lines (54 loc) · 1.88 KB
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DrawBuffer.cpp
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#include "DrawBuffer.h"
#include "ShaderManager.h"
#include <GL/glew.h>
DrawBuffer::DrawBuffer(int x, int y)
{
if (gShaderManager()->IsShadersSupported())
{
glGenFramebuffersEXT(1, &m_dwFrameBuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_dwFrameBuffer);
glGenRenderbuffersEXT(1, &m_dwDepthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_dwDepthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, x, y);
glGenTextures(1, &m_dwTexture);
glBindTexture(GL_TEXTURE_2D, m_dwTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_dwTexture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_dwDepthBuffer);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
DrawBuffer::BindDefault();
}
}
DrawBuffer::~DrawBuffer()
{
if (gShaderManager()->IsShadersSupported())
{
glDeleteFramebuffersEXT(1, &m_dwFrameBuffer);
glDeleteRenderbuffersEXT(1, &m_dwDepthBuffer);
glDeleteTextures(1, &m_dwTexture);
}
}
void DrawBuffer::Bind()
{
if (gShaderManager()->IsShadersSupported())
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_dwFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_dwDepthBuffer);
}
}
void DrawBuffer::BindDefault()
{
if (gShaderManager()->IsShadersSupported())
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
}
void DrawBuffer::Print(int indent) const
{
printf("%*sDrawBuffer 0x%p\n", indent, " ", this);
}