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#ifndef __FRAMEBUFFEROBJECT_H__
#define __FRAMEBUFFEROBJECT_H__
/*
* Copyright (C) 2005-2008 Team XBMC
* http://www.xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "system.h" // for HAS_GL
#if defined(HAS_GL) || HAS_GLES == 2
//
// CFrameBufferObject
// A class that abstracts FBOs to facilitate Render To Texture
//
// Requires OpenGL 1.5+ or the GL_EXT_framebuffer_object extension.
//
// Usage:
//
// CFrameBufferObject *fbo = new CFrameBufferObject();
// fbo->Initialize();
// fbo->CreateAndBindToTexture(GL_TEXTURE_2D, 256, 256, GL_RGBA);
// OR fbo->BindToTexture(GL_TEXTURE_2D, <existing texture ID>);
// fbo->BeginRender();
// <normal GL rendering calls>
// fbo->EndRender();
// bind and use texture anywhere
// glBindTexture(GL_TEXTURE_2D, fbo->Texture());
//
#if HAS_GLES == 2
// For OpenGL ES2.0, FBO are not extensions but part of the API.
#define glBindFramebufferEXT glBindFramebuffer
#define GL_FRAMEBUFFER_EXT GL_FRAMEBUFFER
#endif
class CFrameBufferObject
{
public:
// Constructor
CFrameBufferObject();
// returns true if FBO support is detected
bool IsSupported();
// returns true if FBO has been initialized
bool IsValid() { return m_valid; }
// returns true if FBO has a texture bound to it
bool IsBound() { return m_bound; }
// initialize the FBO
bool Initialize();
// Cleanup
void Cleanup();
// Bind to an exiting texture
bool BindToTexture(GLenum target, GLuint texid);
// Set texture filtering
void SetFiltering(GLenum target, GLenum mode);
// Create a new texture and bind to it
bool CreateAndBindToTexture(GLenum target, int width, int height, GLenum format,
GLenum filter=GL_LINEAR, GLenum clamp=GL_CLAMP_TO_EDGE);
// Return the internally created texture ID
GLuint Texture() { return m_texid; }
// Begin rendering to FBO
bool BeginRender()
{
if (IsValid() && IsBound())
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
return true;
}
return false;
}
// Finish rendering to FBO
void EndRender()
{
if (IsValid())
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
private:
GLuint m_fbo;
bool m_valid;
bool m_bound;
bool m_supported;
GLuint m_texid;
};
#endif
#endif
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