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RenderTargetTexture.h
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70 lines (59 loc) · 2.27 KB
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#ifndef _RENDER_TARGET_TEXTURE_H_
#define _RENDER_TARGET_TEXTURE_H_
#include <GL/glew.h>
class RenderTargetTexture
{
public:
RenderTargetTexture() : m_texture(-1), m_fbo(-1)
{}
void SetupDepthAttachment(GLsizei width, GLsizei height)
{
glGenFramebuffers(1, &m_fbo);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// attach depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void SetupColorAttachment(GLsizei width, GLsizei height, bool b_depth_info = false)
{
glGenFramebuffers(1, &m_fbo);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
width, height, 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// attach texture to color buffer
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// generate render buffer object if we need depth testing
if (b_depth_info)
{
glGenRenderbuffers(1, &m_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbo);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
//glDrawBuffer(GL_NONE);
//glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint m_texture;
GLuint m_fbo;
GLuint m_rbo; // render buffer object
};
#endif