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#include "RenderTarget.h"
// -------------------------------------------------------------------------------------------
RenderTarget::RenderTarget(int width, int height)
{
mColorTexId = 0;
mDepthTexId = 0;
mFBO = NULL;
resize(width, height);
}
// -------------------------------------------------------------------------------------------
void RenderTarget::clear()
{
if (mColorTexId > 0) {
glDeleteTextures(1, &mColorTexId);
mColorTexId = 0;
}
if (mDepthTexId > 0) {
glDeleteTextures(1, &mDepthTexId);
mDepthTexId = 0;
}
if (mFBO)
delete mFBO;
mFBO = NULL;
}
// -------------------------------------------------------------------------------------------
RenderTarget::~RenderTarget()
{
clear();
}
// -------------------------------------------------------------------------------------------
GLuint RenderTarget::createTexture(GLenum target, int width, int height, GLint internalFormat, GLenum format)
{
GLuint texid;
glGenTextures(1, &texid);
glBindTexture(target, texid);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(target, 0, internalFormat, width, height, 0, format, GL_FLOAT, 0);
return texid;
}
// -------------------------------------------------------------------------------------------
void RenderTarget::resize(int width, int height)
{
clear();
mFBO = new FrameBufferObject();
mColorTexId = createTexture(GL_TEXTURE_RECTANGLE_ARB, width, height, GL_RGBA8, GL_RGBA);
mDepthTexId = createTexture(GL_TEXTURE_RECTANGLE_ARB, width, height, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT);
}
// -------------------------------------------------------------------------------------------
void RenderTarget::beginCapture()
{
mFBO->Bind();
mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, mColorTexId, GL_COLOR_ATTACHMENT0_EXT);
mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, mDepthTexId, GL_DEPTH_ATTACHMENT_EXT);
mFBO->IsValid();
}
// -------------------------------------------------------------------------------------------
void RenderTarget::endCapture()
{
mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, 0, GL_COLOR_ATTACHMENT0_EXT);
mFBO->AttachTexture(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_ATTACHMENT_EXT);
mFBO->Disable();
}
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