86 lines
2.7 KiB
C++
86 lines
2.7 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#include "init_render_to_texture.h"
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#include "gl.h"
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#include <cassert>
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IGL_INLINE void igl::opengl::init_render_to_texture(
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const size_t width,
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const size_t height,
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const bool depth_texture,
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GLuint & tex_id,
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GLuint & fbo_id,
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GLuint & d_id)
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{
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using namespace std;
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// http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
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const auto & gen_tex = [](GLuint & tex_id)
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{
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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};
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gen_tex(tex_id);
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//NULL means reserve texture memory, but texels are undefined
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_BGRA, GL_FLOAT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_id);
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//Attach 2D texture to this FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_id, 0);
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if(depth_texture)
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{
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// Generate a depth texture
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gen_tex(d_id);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_DEPTH_COMPONENT32,
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width,
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height,
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0,
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GL_DEPTH_COMPONENT,
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GL_FLOAT,
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NULL);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,d_id,0);
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}else
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{
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// Attach a depth buffer
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glGenRenderbuffers(1, &d_id);
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glBindRenderbuffer(GL_RENDERBUFFER, d_id);
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glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24,width,height);
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glFramebufferRenderbuffer(
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GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,d_id);
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}
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//Does the GPU support current FBO configuration?
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GLenum status;
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(status == GL_FRAMEBUFFER_COMPLETE);
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// Unbind to clean up
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if(!depth_texture)
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{
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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IGL_INLINE void igl::opengl::init_render_to_texture(
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const size_t width,
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const size_t height,
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GLuint & tex_id,
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GLuint & fbo_id,
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GLuint & dfbo_id)
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{
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return init_render_to_texture(width,height,false,tex_id,fbo_id,dfbo_id);
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}
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