108 lines
3.9 KiB
C++
108 lines
3.9 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#include "RenderTarget.h"
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// -------------------------------------------------------------------------------------------
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RenderTarget::RenderTarget(int width, int height)
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{
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mColorTexId = 0;
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mDepthTexId = 0;
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mFBO = NULL;
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resize(width, height);
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}
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// -------------------------------------------------------------------------------------------
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void RenderTarget::clear()
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{
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if (mColorTexId > 0) {
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glDeleteTextures(1, &mColorTexId);
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mColorTexId = 0;
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}
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if (mDepthTexId > 0) {
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glDeleteTextures(1, &mDepthTexId);
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mDepthTexId = 0;
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}
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if (mFBO)
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delete mFBO;
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mFBO = NULL;
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}
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// -------------------------------------------------------------------------------------------
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RenderTarget::~RenderTarget()
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{
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clear();
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}
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// -------------------------------------------------------------------------------------------
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GLuint RenderTarget::createTexture(GLenum target, int width, int height, GLint internalFormat, GLenum format)
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{
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GLuint texid;
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glGenTextures(1, &texid);
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glBindTexture(target, texid);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(target, 0, internalFormat, width, height, 0, format, GL_FLOAT, 0);
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return texid;
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}
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// -------------------------------------------------------------------------------------------
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void RenderTarget::resize(int width, int height)
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{
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clear();
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mFBO = new FrameBufferObject();
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mColorTexId = createTexture(GL_TEXTURE_RECTANGLE_ARB, width, height, GL_RGBA8, GL_RGBA);
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mDepthTexId = createTexture(GL_TEXTURE_RECTANGLE_ARB, width, height, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT);
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}
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// -------------------------------------------------------------------------------------------
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void RenderTarget::beginCapture()
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{
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mFBO->Bind();
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mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, mColorTexId, GL_COLOR_ATTACHMENT0_EXT);
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mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, mDepthTexId, GL_DEPTH_ATTACHMENT_EXT);
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mFBO->IsValid();
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}
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// -------------------------------------------------------------------------------------------
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void RenderTarget::endCapture()
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{
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mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, 0, GL_COLOR_ATTACHMENT0_EXT);
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mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_ATTACHMENT_EXT);
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mFBO->Disable();
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}
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