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1 #include "FrameBuffer.h"
2 
FrameBuffer()3 FrameBuffer::FrameBuffer()
4 {
5     Reset();
6 }
7 
~FrameBuffer()8 FrameBuffer::~FrameBuffer() {
9 }
10 
Reset()11 void FrameBuffer::Reset() {
12     mFrameBufferName = -1;
13     mTextureName = -1;
14     mWidth = 0;
15     mHeight = 0;
16     mFormat = -1;
17 }
18 
InitializeGLContext()19 bool FrameBuffer::InitializeGLContext() {
20     Reset();
21     return CreateBuffers();
22 }
23 
Init(int width,int height,GLenum format)24 bool FrameBuffer::Init(int width, int height, GLenum format) {
25     if (mFrameBufferName == (GLuint)-1) {
26         if (!CreateBuffers()) {
27             return false;
28         }
29     }
30     glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferName);
31     glBindTexture(GL_TEXTURE_2D, mTextureName);
32 
33     glTexImage2D(GL_TEXTURE_2D,
34                  0,
35                  format,
36                  width,
37                  height,
38                  0,
39                  format,
40                  GL_UNSIGNED_BYTE,
41                  NULL);
42     if (!checkGlError("bind/teximage")) {
43         return false;
44     }
45     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
46     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
47     // This is necessary to work with user-generated frame buffers with
48     // dimensions that are NOT powers of 2.
49     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
50     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
51 
52     // Attach texture to frame buffer.
53     glFramebufferTexture2D(GL_FRAMEBUFFER,
54                            GL_COLOR_ATTACHMENT0,
55                            GL_TEXTURE_2D,
56                            mTextureName,
57                            0);
58     checkFramebufferStatus("FrameBuffer.cpp");
59     checkGlError("framebuffertexture2d");
60 
61     if (!checkGlError("texture setup")) {
62         return false;
63     }
64     mWidth = width;
65     mHeight = height;
66     mFormat = format;
67     glBindFramebuffer(GL_FRAMEBUFFER, 0);
68     return true;
69 }
70 
CreateBuffers()71 bool FrameBuffer::CreateBuffers() {
72     glGenFramebuffers(1, &mFrameBufferName);
73     glGenTextures(1, &mTextureName);
74     if (!checkGlError("texture generation")) {
75         return false;
76     }
77     return true;
78 }
79 
GetTextureName() const80 GLuint FrameBuffer::GetTextureName() const {
81     return mTextureName;
82 }
83 
GetFrameBufferName() const84 GLuint FrameBuffer::GetFrameBufferName() const {
85     return mFrameBufferName;
86 }
87 
GetFormat() const88 GLenum FrameBuffer::GetFormat() const {
89     return mFormat;
90 }
91 
GetWidth() const92 int FrameBuffer::GetWidth() const {
93     return mWidth;
94 }
95 
GetHeight() const96 int FrameBuffer::GetHeight() const {
97     return mHeight;
98 }
99