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+<h1>RenderImageImplFBO.cpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
+<a name="l00002"></a>00002 <span class="comment">//</span>
+<a name="l00003"></a>00003 <span class="comment">// SFML - Simple and Fast Multimedia Library</span>
+<a name="l00004"></a>00004 <span class="comment">// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)</span>
+<a name="l00005"></a>00005 <span class="comment">//</span>
+<a name="l00006"></a>00006 <span class="comment">// This software is provided 'as-is', without any express or implied warranty.</span>
+<a name="l00007"></a>00007 <span class="comment">// In no event will the authors be held liable for any damages arising from the use of this software.</span>
+<a name="l00008"></a>00008 <span class="comment">//</span>
+<a name="l00009"></a>00009 <span class="comment">// Permission is granted to anyone to use this software for any purpose,</span>
+<a name="l00010"></a>00010 <span class="comment">// including commercial applications, and to alter it and redistribute it freely,</span>
+<a name="l00011"></a>00011 <span class="comment">// subject to the following restrictions:</span>
+<a name="l00012"></a>00012 <span class="comment">//</span>
+<a name="l00013"></a>00013 <span class="comment">// 1. The origin of this software must not be misrepresented;</span>
+<a name="l00014"></a>00014 <span class="comment">// you must not claim that you wrote the original software.</span>
+<a name="l00015"></a>00015 <span class="comment">// If you use this software in a product, an acknowledgment</span>
+<a name="l00016"></a>00016 <span class="comment">// in the product documentation would be appreciated but is not required.</span>
+<a name="l00017"></a>00017 <span class="comment">//</span>
+<a name="l00018"></a>00018 <span class="comment">// 2. Altered source versions must be plainly marked as such,</span>
+<a name="l00019"></a>00019 <span class="comment">// and must not be misrepresented as being the original software.</span>
+<a name="l00020"></a>00020 <span class="comment">//</span>
+<a name="l00021"></a>00021 <span class="comment">// 3. This notice may not be removed or altered from any source distribution.</span>
+<a name="l00022"></a>00022 <span class="comment">//</span>
+<a name="l00024"></a>00024 <span class="comment"></span>
+<a name="l00026"></a>00026 <span class="comment">// Headers</span>
+<a name="l00028"></a>00028 <span class="comment"></span><span class="preprocessor">#include &lt;SFML/Graphics/RenderImageImplFBO.hpp&gt;</span>
+<a name="l00029"></a>00029 <span class="preprocessor">#include &lt;SFML/Graphics/Image.hpp&gt;</span>
+<a name="l00030"></a>00030 <span class="preprocessor">#include &lt;SFML/Graphics/GraphicsContext.hpp&gt;</span>
+<a name="l00031"></a>00031 <span class="preprocessor">#include &lt;iostream&gt;</span>
+<a name="l00032"></a>00032
+<a name="l00033"></a>00033
+<a name="l00034"></a>00034 <span class="keyword">namespace </span>sf
+<a name="l00035"></a>00035 {
+<a name="l00036"></a>00036 <span class="keyword">namespace </span>priv
+<a name="l00037"></a>00037 {
+<a name="l00041"></a>00041 RenderImageImplFBO::RenderImageImplFBO(Image&amp; TargetImage) :
+<a name="l00042"></a>00042 RenderImageImpl(TargetImage),
+<a name="l00043"></a>00043 myFrameBuffer (0),
+<a name="l00044"></a>00044 myDepthBuffer (0)
+<a name="l00045"></a>00045 {
+<a name="l00046"></a>00046
+<a name="l00047"></a>00047 }
+<a name="l00048"></a>00048
+<a name="l00049"></a>00049
+<a name="l00053"></a>00053 RenderImageImplFBO::~RenderImageImplFBO()
+<a name="l00054"></a>00054 {
+<a name="l00055"></a>00055 <span class="comment">// Make sure we have a valid context</span>
+<a name="l00056"></a>00056 priv::GraphicsContext Ctx;
+<a name="l00057"></a>00057
+<a name="l00058"></a>00058 <span class="comment">// Destroy the OpenGL depth buffer</span>
+<a name="l00059"></a>00059 <span class="keywordflow">if</span> (myDepthBuffer)
+<a name="l00060"></a>00060 {
+<a name="l00061"></a>00061 GLuint DepthBuffer = <span class="keyword">static_cast&lt;</span>GLuint<span class="keyword">&gt;</span>(myDepthBuffer);
+<a name="l00062"></a>00062 GLCheck(glDeleteFramebuffersEXT(1, &amp;DepthBuffer));
+<a name="l00063"></a>00063 }
+<a name="l00064"></a>00064
+<a name="l00065"></a>00065 <span class="comment">// Destroy the OpenGL frame buffer</span>
+<a name="l00066"></a>00066 <span class="keywordflow">if</span> (myFrameBuffer)
+<a name="l00067"></a>00067 {
+<a name="l00068"></a>00068 GLuint FrameBuffer = <span class="keyword">static_cast&lt;</span>GLuint<span class="keyword">&gt;</span>(myFrameBuffer);
+<a name="l00069"></a>00069 GLCheck(glDeleteFramebuffersEXT(1, &amp;FrameBuffer));
+<a name="l00070"></a>00070 }
+<a name="l00071"></a>00071 }
+<a name="l00072"></a>00072
+<a name="l00073"></a>00073
+<a name="l00077"></a>00077 <span class="keywordtype">bool</span> RenderImageImplFBO::IsSupported()
+<a name="l00078"></a>00078 {
+<a name="l00079"></a>00079 <span class="comment">// Make sure we have a valid context</span>
+<a name="l00080"></a>00080 priv::GraphicsContext Ctx;
+<a name="l00081"></a>00081
+<a name="l00082"></a>00082 <span class="comment">// TODO : put it back :)</span>
+<a name="l00083"></a>00083 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00084"></a>00084 <span class="comment">//return glewIsSupported("GL_EXT_framebuffer_object") != 0;</span>
+<a name="l00085"></a>00085 }
+<a name="l00086"></a>00086
+<a name="l00087"></a>00087
+<a name="l00091"></a>00091 <span class="keywordtype">bool</span> RenderImageImplFBO::Create(<span class="keywordtype">bool</span> DepthBuffer)
+<a name="l00092"></a>00092 {
+<a name="l00093"></a>00093 <span class="comment">// Make sure we have a valid context</span>
+<a name="l00094"></a>00094 priv::GraphicsContext Ctx;
+<a name="l00095"></a>00095
+<a name="l00096"></a>00096 <span class="comment">// Create the framebuffer object if not already done</span>
+<a name="l00097"></a>00097 <span class="keywordflow">if</span> (!myFrameBuffer)
+<a name="l00098"></a>00098 {
+<a name="l00099"></a>00099 GLuint FrameBuffer = 0;
+<a name="l00100"></a>00100 GLCheck(glGenFramebuffersEXT(1, &amp;FrameBuffer));
+<a name="l00101"></a>00101 myFrameBuffer = <span class="keyword">static_cast&lt;</span><span class="keywordtype">unsigned</span> <span class="keywordtype">int</span><span class="keyword">&gt;</span>(FrameBuffer);
+<a name="l00102"></a>00102 <span class="keywordflow">if</span> (!myFrameBuffer)
+<a name="l00103"></a>00103 {
+<a name="l00104"></a>00104 std::cerr &lt;&lt; <span class="stringliteral">"Impossible to create render image (failed to create the frame buffer object)"</span> &lt;&lt; std::endl;
+<a name="l00105"></a>00105 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00106"></a>00106 }
+<a name="l00107"></a>00107 }
+<a name="l00108"></a>00108
+<a name="l00109"></a>00109 <span class="comment">// Bind the framebuffer</span>
+<a name="l00110"></a>00110 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, myFrameBuffer));
+<a name="l00111"></a>00111
+<a name="l00112"></a>00112 <span class="comment">// Create the depth buffer</span>
+<a name="l00113"></a>00113 <span class="keywordflow">if</span> (myDepthBuffer)
+<a name="l00114"></a>00114 {
+<a name="l00115"></a>00115 GLuint DepthBuffer = <span class="keyword">static_cast&lt;</span>GLuint<span class="keyword">&gt;</span>(myDepthBuffer);
+<a name="l00116"></a>00116 GLCheck(glDeleteRenderbuffersEXT(1, &amp;DepthBuffer));
+<a name="l00117"></a>00117 }
+<a name="l00118"></a>00118 <span class="keywordflow">if</span> (DepthBuffer)
+<a name="l00119"></a>00119 {
+<a name="l00120"></a>00120 GLuint DepthBuffer = 0;
+<a name="l00121"></a>00121 GLCheck(glGenRenderbuffersEXT(1, &amp;DepthBuffer));
+<a name="l00122"></a>00122 myDepthBuffer = <span class="keyword">static_cast&lt;</span><span class="keywordtype">unsigned</span> <span class="keywordtype">int</span><span class="keyword">&gt;</span>(DepthBuffer);
+<a name="l00123"></a>00123 <span class="keywordflow">if</span> (!myDepthBuffer)
+<a name="l00124"></a>00124 {
+<a name="l00125"></a>00125 std::cerr &lt;&lt; <span class="stringliteral">"Impossible to create render image (failed to create the attached depth buffer)"</span> &lt;&lt; std::endl;
+<a name="l00126"></a>00126 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00127"></a>00127 }
+<a name="l00128"></a>00128 GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, myDepthBuffer));
+<a name="l00129"></a>00129 GLCheck(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, myImage.GetWidth(), myImage.GetHeight()));
+<a name="l00130"></a>00130 GLCheck(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, myDepthBuffer));
+<a name="l00131"></a>00131 }
+<a name="l00132"></a>00132
+<a name="l00133"></a>00133 <span class="comment">// Link the image to the frame buffer</span>
+<a name="l00134"></a>00134 GLCheck(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, myImage.myTexture, 0));
+<a name="l00135"></a>00135
+<a name="l00136"></a>00136 <span class="comment">// A final check, just to be sure...</span>
+<a name="l00137"></a>00137 <span class="keywordflow">if</span> (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
+<a name="l00138"></a>00138 {
+<a name="l00139"></a>00139 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+<a name="l00140"></a>00140 std::cerr &lt;&lt; <span class="stringliteral">"Impossible to create render image (failed to link the target image to the frame buffer)"</span> &lt;&lt; std::endl;
+<a name="l00141"></a>00141 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00142"></a>00142 }
+<a name="l00143"></a>00143
+<a name="l00144"></a>00144 <span class="comment">// Unbind the buffers</span>
+<a name="l00145"></a>00145 Activate(<span class="keyword">false</span>);
+<a name="l00146"></a>00146
+<a name="l00147"></a>00147 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l00148"></a>00148 }
+<a name="l00149"></a>00149
+<a name="l00150"></a>00150
+<a name="l00154"></a>00154 <span class="keywordtype">bool</span> RenderImageImplFBO::Activate(<span class="keywordtype">bool</span> Active)
+<a name="l00155"></a>00155 {
+<a name="l00156"></a>00156 <span class="comment">// Make sure we have a valid context</span>
+<a name="l00157"></a>00157 priv::GraphicsContext Ctx;
+<a name="l00158"></a>00158
+<a name="l00159"></a>00159 <span class="keywordflow">if</span> (Active)
+<a name="l00160"></a>00160 {
+<a name="l00161"></a>00161 <span class="comment">// Bind the buffers</span>
+<a name="l00162"></a>00162 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, myFrameBuffer));
+<a name="l00163"></a>00163 GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, myDepthBuffer));
+<a name="l00164"></a>00164 }
+<a name="l00165"></a>00165 <span class="keywordflow">else</span>
+<a name="l00166"></a>00166 {
+<a name="l00167"></a>00167 <span class="comment">// Unbind the buffers</span>
+<a name="l00168"></a>00168 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+<a name="l00169"></a>00169 GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0));
+<a name="l00170"></a>00170
+<a name="l00171"></a>00171 <span class="comment">// After the RenderImage has been used, we have to notify</span>
+<a name="l00172"></a>00172 <span class="comment">// the underlying image that its pixels have been modified</span>
+<a name="l00173"></a>00173 myImage.myNeedTextureUpdate = <span class="keyword">false</span>;
+<a name="l00174"></a>00174 myImage.myNeedArrayUpdate = <span class="keyword">true</span>;
+<a name="l00175"></a>00175 myImage.myPixelsFlipped = <span class="keyword">true</span>;
+<a name="l00176"></a>00176 }
+<a name="l00177"></a>00177
+<a name="l00178"></a>00178 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l00179"></a>00179 }
+<a name="l00180"></a>00180
+<a name="l00181"></a>00181 } <span class="comment">// namespace priv</span>
+<a name="l00182"></a>00182
+<a name="l00183"></a>00183 } <span class="comment">// namespace sf</span>
+</pre></div></div>
+
+ <p id="footer">
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