[852] | 1 | #include ".\rendertexture.h"
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| 2 |
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| 3 |
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| 4 | RenderTexture::RenderTexture(void)
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| 5 | {
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| 6 | }
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| 7 |
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| 8 | RenderTexture::~RenderTexture(void)
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| 9 | {
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| 10 | }
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| 11 |
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| 12 | int RenderTexture::Initialize(int width, int height,const char *strMode, bool rect, bool linearfilter)
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| 13 | {
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| 14 | m_pBuffer=new PBuffer(strMode,false);
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| 15 | bool ret=m_pBuffer->Initialize(width,height,false,true);
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| 16 |
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| 17 | if(!ret)return 0;
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| 18 |
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| 19 | if(rect)m_textype=GL_TEXTURE_RECTANGLE_NV;
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| 20 | else m_textype=GL_TEXTURE_2D;
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| 21 |
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| 22 | glGenTextures(1, &m_pbufferColorTextureID);
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| 23 | glBindTexture(m_textype, m_pbufferColorTextureID);
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| 24 |
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| 25 | unsigned int filtermode;
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| 26 | if(linearfilter)
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| 27 | filtermode=GL_LINEAR;
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| 28 | else
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| 29 | filtermode=GL_NEAREST;
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| 30 |
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| 31 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 32 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 33 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, filtermode);
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| 34 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, filtermode);
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| 35 |
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| 36 | if(m_pBuffer->m_HasDepthTexture)
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| 37 | {
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| 38 | glGenTextures(1, &m_pbufferDepthTextureID);
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| 39 | glBindTexture(m_textype, m_pbufferDepthTextureID);
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| 40 |
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| 41 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 42 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 43 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, filtermode);
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| 44 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, filtermode);
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| 45 | }
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| 46 |
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| 47 | if(m_pBuffer->m_HasAuxBuffers)
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| 48 | {
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| 49 | glGenTextures(1, &m_pbufferAux1ID);
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| 50 | glBindTexture(m_textype, m_pbufferAux1ID);
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| 51 |
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| 52 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 53 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 54 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, filtermode);
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| 55 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, filtermode);
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| 56 |
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| 57 | glGenTextures(1, &m_pbufferAux2ID);
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| 58 | glBindTexture(m_textype, m_pbufferAux1ID);
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| 59 |
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| 60 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 61 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 62 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, filtermode);
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| 63 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, filtermode);
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| 64 |
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| 65 | glGenTextures(1, &m_pbufferAux3ID);
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| 66 | glBindTexture(m_textype, m_pbufferAux1ID);
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| 67 |
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| 68 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 69 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 70 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, filtermode);
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| 71 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, filtermode);
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| 72 |
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| 73 | glGenTextures(1, &m_pbufferAux4ID);
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| 74 | glBindTexture(m_textype, m_pbufferAux1ID);
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| 75 |
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| 76 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 77 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 78 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, filtermode);
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| 79 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, filtermode);
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| 80 |
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| 81 | }
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| 82 |
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| 83 | }
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| 84 |
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| 85 | int RenderTexture::EnableTarget(void)
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| 86 | {
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| 87 | m_pBuffer->Activate();
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| 88 |
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| 89 | return 1;
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| 90 | }
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| 91 |
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| 92 | int RenderTexture::DisableTarget(void)
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| 93 | {
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| 94 | m_pBuffer->Deactivate();
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| 95 |
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| 96 | return 1;
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| 97 | }
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| 98 |
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| 99 | GLuint RenderTexture::getColorTextureID(void)
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| 100 | {
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| 101 | return m_pbufferColorTextureID;
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| 102 | }
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| 103 |
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| 104 | GLuint RenderTexture::getDepthTextureID(void)
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| 105 | {
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| 106 | return m_pbufferDepthTextureID;
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| 107 | }
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