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#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;
}
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