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- #include "init_render_to_texture.h"
- #include <cassert>
- IGL_INLINE void igl::init_render_to_texture(
- const size_t width,
- const size_t height,
- GLuint & tex_id,
- GLuint & fbo_id,
- GLuint & dfbo_id)
- {
- using namespace std;
- // Delete if already exists
- glDeleteTextures(1,&tex_id);
- glDeleteFramebuffersEXT(1,&fbo_id);
- glDeleteFramebuffersEXT(1,&dfbo_id);
- // http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
- glGenTextures(1, &tex_id);
- glBindTexture(GL_TEXTURE_2D, tex_id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- //NULL means reserve texture memory, but texels are undefined
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, width, height, 0, GL_BGRA, GL_FLOAT, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
- glGenFramebuffersEXT(1, &fbo_id);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
- //Attach 2D texture to this FBO
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
- glGenRenderbuffersEXT(1, &dfbo_id);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
- //Attach depth buffer to FBO (for this example it's not really needed, but if
- //drawing a 3D scene it would be necessary to attach something)
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
- //Does the GPU support current FBO configuration?
- GLenum status;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- assert(status == GL_FRAMEBUFFER_COMPLETE_EXT);
- // Unbind to clean up
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
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