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#pragma once
class TextureBuffer {
private:
GLuint _id;
GLuint _texture;
public:
struct Guard {
const GLuint _id;
Guard(GLuint id): _id(id) {
glBindFramebuffer(GL_FRAMEBUFFER, _id);
}
~Guard() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
};
Guard use() const {
return Guard(_id);
}
TextureBuffer(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 ) {
std::cerr << "Texture framebuffer error" << std::endl;
}
}
~TextureBuffer() {
glDeleteFramebuffers(1, &_id);
}
void 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 getTexture() const {
return _texture;
}
};
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