00001 00002 // 00003 // SFML - Simple and Fast Multimedia Library 00004 // Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com) 00005 // 00006 // This software is provided 'as-is', without any express or implied warranty. 00007 // In no event will the authors be held liable for any damages arising from the use of this software. 00008 // 00009 // Permission is granted to anyone to use this software for any purpose, 00010 // including commercial applications, and to alter it and redistribute it freely, 00011 // subject to the following restrictions: 00012 // 00013 // 1. The origin of this software must not be misrepresented; 00014 // you must not claim that you wrote the original software. 00015 // If you use this software in a product, an acknowledgment 00016 // in the product documentation would be appreciated but is not required. 00017 // 00018 // 2. Altered source versions must be plainly marked as such, 00019 // and must not be misrepresented as being the original software. 00020 // 00021 // 3. This notice may not be removed or altered from any source distribution. 00022 // 00024 00026 // Headers 00028 #include <SFML/Graphics/RenderImageImplFBO.hpp> 00029 #include <SFML/Graphics/Image.hpp> 00030 #include <SFML/Graphics/GraphicsContext.hpp> 00031 #include <iostream> 00032 00033 00034 namespace sf 00035 { 00036 namespace priv 00037 { 00041 RenderImageImplFBO::RenderImageImplFBO(Image& TargetImage) : 00042 RenderImageImpl(TargetImage), 00043 myFrameBuffer (0), 00044 myDepthBuffer (0) 00045 { 00046 00047 } 00048 00049 00053 RenderImageImplFBO::~RenderImageImplFBO() 00054 { 00055 // Make sure we have a valid context 00056 priv::GraphicsContext Ctx; 00057 00058 // Destroy the OpenGL depth buffer 00059 if (myDepthBuffer) 00060 { 00061 GLuint DepthBuffer = static_cast<GLuint>(myDepthBuffer); 00062 GLCheck(glDeleteFramebuffersEXT(1, &DepthBuffer)); 00063 } 00064 00065 // Destroy the OpenGL frame buffer 00066 if (myFrameBuffer) 00067 { 00068 GLuint FrameBuffer = static_cast<GLuint>(myFrameBuffer); 00069 GLCheck(glDeleteFramebuffersEXT(1, &FrameBuffer)); 00070 } 00071 } 00072 00073 00077 bool RenderImageImplFBO::IsSupported() 00078 { 00079 // Make sure we have a valid context 00080 priv::GraphicsContext Ctx; 00081 00082 // TODO : put it back :) 00083 return false; 00084 //return glewIsSupported("GL_EXT_framebuffer_object") != 0; 00085 } 00086 00087 00091 bool RenderImageImplFBO::Create(bool DepthBuffer) 00092 { 00093 // Make sure we have a valid context 00094 priv::GraphicsContext Ctx; 00095 00096 // Create the framebuffer object if not already done 00097 if (!myFrameBuffer) 00098 { 00099 GLuint FrameBuffer = 0; 00100 GLCheck(glGenFramebuffersEXT(1, &FrameBuffer)); 00101 myFrameBuffer = static_cast<unsigned int>(FrameBuffer); 00102 if (!myFrameBuffer) 00103 { 00104 std::cerr << "Impossible to create render image (failed to create the frame buffer object)" << std::endl; 00105 return false; 00106 } 00107 } 00108 00109 // Bind the framebuffer 00110 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, myFrameBuffer)); 00111 00112 // Create the depth buffer 00113 if (myDepthBuffer) 00114 { 00115 GLuint DepthBuffer = static_cast<GLuint>(myDepthBuffer); 00116 GLCheck(glDeleteRenderbuffersEXT(1, &DepthBuffer)); 00117 } 00118 if (DepthBuffer) 00119 { 00120 GLuint DepthBuffer = 0; 00121 GLCheck(glGenRenderbuffersEXT(1, &DepthBuffer)); 00122 myDepthBuffer = static_cast<unsigned int>(DepthBuffer); 00123 if (!myDepthBuffer) 00124 { 00125 std::cerr << "Impossible to create render image (failed to create the attached depth buffer)" << std::endl; 00126 return false; 00127 } 00128 GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, myDepthBuffer)); 00129 GLCheck(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, myImage.GetWidth(), myImage.GetHeight())); 00130 GLCheck(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, myDepthBuffer)); 00131 } 00132 00133 // Link the image to the frame buffer 00134 GLCheck(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, myImage.myTexture, 0)); 00135 00136 // A final check, just to be sure... 00137 if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) 00138 { 00139 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)); 00140 std::cerr << "Impossible to create render image (failed to link the target image to the frame buffer)" << std::endl; 00141 return false; 00142 } 00143 00144 // Unbind the buffers 00145 Activate(false); 00146 00147 return true; 00148 } 00149 00150 00154 bool RenderImageImplFBO::Activate(bool Active) 00155 { 00156 // Make sure we have a valid context 00157 priv::GraphicsContext Ctx; 00158 00159 if (Active) 00160 { 00161 // Bind the buffers 00162 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, myFrameBuffer)); 00163 GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, myDepthBuffer)); 00164 } 00165 else 00166 { 00167 // Unbind the buffers 00168 GLCheck(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)); 00169 GLCheck(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)); 00170 00171 // After the RenderImage has been used, we have to notify 00172 // the underlying image that its pixels have been modified 00173 myImage.myNeedTextureUpdate = false; 00174 myImage.myNeedArrayUpdate = true; 00175 myImage.myPixelsFlipped = true; 00176 } 00177 00178 return true; 00179 } 00180 00181 } // namespace priv 00182 00183 } // namespace sf
:: Copyright © 2007-2008 Laurent Gomila, all rights reserved :: Documentation generated by doxygen 1.5.2 ::