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)
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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 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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26 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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27 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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28 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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29 |
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30 | if(m_pBuffer->m_HasDepthTexture)
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31 | {
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32 | glGenTextures(1, &m_pbufferDepthTextureID);
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33 | glBindTexture(m_textype, m_pbufferDepthTextureID);
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34 |
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35 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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36 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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37 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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38 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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39 | }
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40 |
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41 | if(m_pBuffer->m_HasAuxBuffers)
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42 | {
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43 | glGenTextures(1, &m_pbufferAux1ID);
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44 | glBindTexture(m_textype, m_pbufferAux1ID);
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45 |
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46 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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47 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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48 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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49 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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50 |
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51 | glGenTextures(1, &m_pbufferAux2ID);
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52 | glBindTexture(m_textype, m_pbufferAux1ID);
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53 |
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54 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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55 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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56 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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57 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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58 |
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59 | glGenTextures(1, &m_pbufferAux3ID);
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60 | glBindTexture(m_textype, m_pbufferAux1ID);
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61 |
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62 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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63 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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64 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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65 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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66 |
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67 | glGenTextures(1, &m_pbufferAux4ID);
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68 | glBindTexture(m_textype, m_pbufferAux1ID);
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69 |
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70 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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71 | glTexParameteri(m_textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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72 | glTexParameteri(m_textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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73 | glTexParameteri(m_textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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74 |
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75 | }
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76 |
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77 | }
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78 |
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79 | int RenderTexture::EnableTarget(void)
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80 | {
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81 | m_pBuffer->Activate();
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82 |
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83 | return 1;
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84 | }
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85 |
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86 | int RenderTexture::DisableTarget(void)
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87 | {
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88 | m_pBuffer->Deactivate();
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89 |
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90 | return 1;
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91 | }
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92 |
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93 | GLuint RenderTexture::getColorTextureID(void)
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94 | {
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95 | return m_pbufferColorTextureID;
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96 | }
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97 |
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98 | GLuint RenderTexture::getDepthTextureID(void)
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99 | {
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100 | return m_pbufferDepthTextureID;
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101 | }
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