#include "texture_framebuffer.h" TextureFramebuffer::Guard::Guard(GLuint id): _id(id) { glBindFramebuffer(GL_FRAMEBUFFER, _id); } TextureFramebuffer::Guard::~Guard() { glBindFramebuffer(GL_FRAMEBUFFER, 0); } TextureFramebuffer::Guard TextureFramebuffer::use() const { return Guard(_id); } TextureFramebuffer::TextureFramebuffer(std::size_t width, std::size_t height) { glGenFramebuffers(1, &_id); auto guard = use(); glGenTextures(1, &_texture); glBindTexture(GL_TEXTURE_2D, _texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0); if ( glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE ) { _good = true; } } TextureFramebuffer::~TextureFramebuffer() { glDeleteFramebuffers(1, &_id); } bool TextureFramebuffer::isGood() const { return _good; } void TextureFramebuffer::resize(std::size_t width, std::size_t height) const { auto guard = use(); glViewport(0, 0, width, height); glBindTexture(GL_TEXTURE_2D, _texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0); } GLuint TextureFramebuffer::getTexture() const { return _texture; }