remove some un-used data from b3Generic6DofConstraint
add GLRenderToTexture helper class enable OpenGLTrueTypeFont test
This commit is contained in:
78
btgui/OpenGLWindow/GLRenderToTexture.cpp
Normal file
78
btgui/OpenGLWindow/GLRenderToTexture.cpp
Normal file
@@ -0,0 +1,78 @@
|
||||
|
||||
///See http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
|
||||
|
||||
#include "GLRenderToTexture.h"
|
||||
|
||||
GLRenderToTexture::GLRenderToTexture()
|
||||
:m_framebufferName(0)
|
||||
{
|
||||
}
|
||||
|
||||
void GLRenderToTexture::init(int width, int height)
|
||||
{
|
||||
glGenFramebuffers(1, &m_framebufferName);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
|
||||
|
||||
GLuint m_renderedTexture;
|
||||
glGenTextures(1, &m_renderedTexture);
|
||||
|
||||
// "Bind" the newly created texture : all future texture functions will modify this texture
|
||||
glBindTexture(GL_TEXTURE_2D, m_renderedTexture);
|
||||
|
||||
// Give an empty image to OpenGL ( the last "0" )
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
|
||||
// The depth buffer
|
||||
glGenRenderbuffers(1, &m_depthrenderbuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_renderedTexture, 0);
|
||||
|
||||
}
|
||||
|
||||
bool GLRenderToTexture::enable()
|
||||
{
|
||||
bool status = false;
|
||||
|
||||
// Set the list of draw buffers.
|
||||
GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0,0};
|
||||
glDrawBuffers(1, drawBuffers);
|
||||
|
||||
// Always check that our framebuffer is ok
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
status = true;
|
||||
}
|
||||
|
||||
return status;
|
||||
|
||||
}
|
||||
|
||||
void GLRenderToTexture::disable()
|
||||
{
|
||||
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
GLRenderToTexture::~GLRenderToTexture()
|
||||
{
|
||||
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
||||
|
||||
if (m_depthrenderbuffer)
|
||||
glDeleteRenderbuffers(1,&m_depthrenderbuffer);
|
||||
|
||||
if(m_renderedTexture)
|
||||
glDeleteTextures(1, &m_renderedTexture);
|
||||
|
||||
if( m_framebufferName)
|
||||
{
|
||||
glDeleteFramebuffers(1, &m_framebufferName);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user