1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title>SFML - Simple and Fast Multimedia Library</title>
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8" />
<link href="doxygen.css" rel="stylesheet" type="text/css" />
<link href="tabs.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="logo">
<img src="./logo.jpg" width="770" height="200" title="SFML home" alt="SFML logo" />
</div>
<!-- Generated by Doxygen 1.5.8 -->
<div class="navigation" id="top">
<div class="tabs">
<ul>
<li><a href="index.htm"><span>Main Page</span></a></li>
<li><a href="namespaces.htm"><span>Namespaces</span></a></li>
<li><a href="annotated.htm"><span>Classes</span></a></li>
<li class="current"><a href="files.htm"><span>Files</span></a></li>
</ul>
</div>
<div class="tabs">
<ul>
<li><a href="files.htm"><span>File List</span></a></li>
</ul>
</div>
<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 <SFML/Graphics/RenderImageImplFBO.hpp></span>
<a name="l00029"></a>00029 <span class="preprocessor">#include <SFML/Graphics/Image.hpp></span>
<a name="l00030"></a>00030 <span class="preprocessor">#include <SFML/Graphics/GraphicsContext.hpp></span>
<a name="l00031"></a>00031 <span class="preprocessor">#include <iostream></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& 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<</span>GLuint<span class="keyword">></span>(myDepthBuffer);
<a name="l00062"></a>00062 GLCheck(glDeleteFramebuffersEXT(1, &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<</span>GLuint<span class="keyword">></span>(myFrameBuffer);
<a name="l00069"></a>00069 GLCheck(glDeleteFramebuffersEXT(1, &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, &FrameBuffer));
<a name="l00101"></a>00101 myFrameBuffer = <span class="keyword">static_cast<</span><span class="keywordtype">unsigned</span> <span class="keywordtype">int</span><span class="keyword">></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 << <span class="stringliteral">"Impossible to create render image (failed to create the frame buffer object)"</span> << 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<</span>GLuint<span class="keyword">></span>(myDepthBuffer);
<a name="l00116"></a>00116 GLCheck(glDeleteRenderbuffersEXT(1, &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, &DepthBuffer));
<a name="l00122"></a>00122 myDepthBuffer = <span class="keyword">static_cast<</span><span class="keywordtype">unsigned</span> <span class="keywordtype">int</span><span class="keyword">></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 << <span class="stringliteral">"Impossible to create render image (failed to create the attached depth buffer)"</span> << 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 << <span class="stringliteral">"Impossible to create render image (failed to link the target image to the frame buffer)"</span> << 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">
:: Copyright © 2007-2008 Laurent Gomila, all rights reserved ::
Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen 1.5.2</a> ::
</p>
</body>
</html>
|