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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "FrameBufferObject.h"
#include "ServiceBroker.h"
#include "rendering/RenderSystem.h"
#include "utils/GLUtils.h"
#include "utils/log.h"
//////////////////////////////////////////////////////////////////////
// CFrameBufferObject
//////////////////////////////////////////////////////////////////////
CFrameBufferObject::CFrameBufferObject()
{
m_valid = false;
m_supported = false;
m_bound = false;
}
bool CFrameBufferObject::IsSupported()
{
if(CServiceBroker::GetRenderSystem()->IsExtSupported("GL_EXT_framebuffer_object"))
m_supported = true;
else
m_supported = false;
return m_supported;
}
bool CFrameBufferObject::Initialize()
{
if (!IsSupported())
return false;
Cleanup();
glGenFramebuffers(1, &m_fbo);
VerifyGLState();
if (!m_fbo)
return false;
m_valid = true;
return true;
}
void CFrameBufferObject::Cleanup()
{
if (!IsValid())
return;
if (m_fbo)
glDeleteFramebuffers(1, &m_fbo);
if (m_texid)
glDeleteTextures(1, &m_texid);
m_texid = 0;
m_fbo = 0;
m_valid = false;
m_bound = false;
}
bool CFrameBufferObject::CreateAndBindToTexture(GLenum target, int width, int height, GLenum format, GLenum type,
GLenum filter, GLenum clampmode)
{
if (!IsValid())
return false;
if (m_texid)
glDeleteTextures(1, &m_texid);
glGenTextures(1, &m_texid);
glBindTexture(target, m_texid);
glTexImage2D(target, 0, format, width, height, 0, GL_RGBA, type, NULL);
glTexParameteri(target, GL_TEXTURE_WRAP_S, clampmode);
glTexParameteri(target, GL_TEXTURE_WRAP_T, clampmode);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
VerifyGLState();
m_bound = false;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glBindTexture(target, m_texid);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, m_texid, 0);
VerifyGLState();
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
VerifyGLState();
return false;
}
m_bound = true;
return true;
}
void CFrameBufferObject::SetFiltering(GLenum target, GLenum mode)
{
glBindTexture(target, m_texid);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mode);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, mode);
}
// Begin rendering to FBO
bool CFrameBufferObject::BeginRender()
{
if (IsValid() && IsBound())
{
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
return true;
}
return false;
}
// Finish rendering to FBO
void CFrameBufferObject::EndRender() const
{
if (IsValid())
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
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