Files
bullet3/btgui/OpenGLWindow/GLRenderToTexture.cpp
erwin coumans 6d6ef5d3dc fixed many memory leaks
added working shadows, using basic shadow mapping
2013-06-30 23:19:14 -07:00

111 lines
2.0 KiB
C++

///See http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
#include "GLRenderToTexture.h"
#include "Bullet3Common/b3Scalar.h" // for b3Assert
GLRenderToTexture::GLRenderToTexture()
:m_framebufferName(0)
{
}
void GLRenderToTexture::init(int width, int height, GLuint textureId, int renderTextureType)
{
m_renderTextureType = renderTextureType;
glGenFramebuffers(1, &m_framebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
// 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);
switch (m_renderTextureType)
{
case RENDERTEXTURE_COLOR:
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureId, 0);
break;
}
case RENDERTEXTURE_DEPTH:
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureId, 0);
break;
}
default:
{
b3Assert(0);
}
};
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
bool GLRenderToTexture::enable()
{
bool status = false;
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
switch (m_renderTextureType)
{
case RENDERTEXTURE_COLOR:
{
// Set the list of draw buffers.
GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0,0};
glDrawBuffers(1, drawBuffers);
break;
}
case RENDERTEXTURE_DEPTH:
{
glDrawBuffer(GL_NONE);
break;
}
default:
{
b3Assert(0);
}
};
// 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 );
}
GLRenderToTexture::~GLRenderToTexture()
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
if (m_depthrenderbuffer)
{
glDeleteRenderbuffers(1,&m_depthrenderbuffer);
}
if( m_framebufferName)
{
glDeleteFramebuffers(1, &m_framebufferName);
}
}