(Why not use a std::list? Maybe there is some reason.) Change-Id: I09010726e9fe45cfa0f530a085c48ec8d3d02cfb
109 lines
2.9 KiB
C++
109 lines
2.9 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#include <sal/log.hxx>
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#include <opengl/framebuffer.hxx>
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#include <vcl/opengl/OpenGLHelper.hxx>
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OpenGLFramebuffer::OpenGLFramebuffer() :
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mnId( 0 ),
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mnWidth( 0 ),
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mnHeight( 0 ),
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mnAttachedTexture( 0 ),
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mpPrevFramebuffer( nullptr )
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{
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glGenFramebuffers( 1, &mnId );
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CHECK_GL_ERROR();
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VCL_GL_INFO( "Created framebuffer " << (int)mnId );
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}
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OpenGLFramebuffer::~OpenGLFramebuffer()
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{
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glDeleteFramebuffers( 1, &mnId );
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VCL_GL_INFO( "Deleted framebuffer " << (int)mnId );
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CHECK_GL_ERROR();
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}
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void OpenGLFramebuffer::Bind()
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{
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VCL_GL_INFO( "Binding framebuffer " << (int)mnId );
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glBindFramebuffer( GL_FRAMEBUFFER, mnId );
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CHECK_GL_ERROR();
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}
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void OpenGLFramebuffer::Unbind()
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{
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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CHECK_GL_ERROR();
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VCL_GL_INFO( "Binding default framebuffer" );
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}
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bool OpenGLFramebuffer::IsFree() const
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{
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return !mnAttachedTexture;
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}
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bool OpenGLFramebuffer::IsAttached( GLuint nTexture ) const
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{
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return mnAttachedTexture == nTexture;
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}
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bool OpenGLFramebuffer::IsAttached( const OpenGLTexture& rTexture ) const
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{
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return mnAttachedTexture == rTexture.Id();
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}
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void OpenGLFramebuffer::AttachTexture( const OpenGLTexture& rTexture )
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{
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if( rTexture.Id() == mnAttachedTexture )
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return;
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VCL_GL_INFO( "Attaching texture " << rTexture.Id() << " to framebuffer " << (int)mnId );
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mnAttachedTexture = rTexture.Id();
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mnWidth = rTexture.GetWidth();
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mnHeight = rTexture.GetHeight();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mnAttachedTexture, 0);
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CHECK_GL_ERROR();
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GLuint nStencil = rTexture.StencilId();
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if( nStencil )
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{
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VCL_GL_INFO( "Attaching stencil " << nStencil << " to framebuffer " << (int)mnId );
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, nStencil );
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CHECK_GL_ERROR();
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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CHECK_GL_ERROR();
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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SAL_WARN("vcl.opengl", "Framebuffer incomplete");
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}
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}
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void OpenGLFramebuffer::DetachTexture()
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{
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if( mnAttachedTexture != 0 )
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{
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mnAttachedTexture = 0;
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glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0 );
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CHECK_GL_ERROR();
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// FIXME: we could make this conditional on having a stencil ?
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, 0 );
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CHECK_GL_ERROR();
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}
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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