//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include namespace sf { namespace priv { //////////////////////////////////////////////////////////// RenderTextureImplDefault::RenderTextureImplDefault() : m_context(0), m_width (0), m_height (0) { } //////////////////////////////////////////////////////////// RenderTextureImplDefault::~RenderTextureImplDefault() { // Destroy the context delete m_context; } //////////////////////////////////////////////////////////// bool RenderTextureImplDefault::create(unsigned int width, unsigned int height, unsigned int, bool depthBuffer) { // Store the dimensions m_width = width; m_height = height; // Create the in-memory OpenGL context m_context = new Context(ContextSettings(depthBuffer ? 32 : 0), width, height); return true; } //////////////////////////////////////////////////////////// bool RenderTextureImplDefault::activate(bool active) { return m_context->setActive(active); } //////////////////////////////////////////////////////////// void RenderTextureImplDefault::updateTexture(unsigned int textureId) { // Make sure that the current texture binding will be preserved priv::TextureSaver save; // Copy the rendered pixels to the texture glCheck(glBindTexture(GL_TEXTURE_2D, textureId)); glCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height)); } } // namespace priv } // namespace sf