1 | #pragma once
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2 | #include "pbuffer.h"
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3 | #include <gl/glext.h>
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4 |
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5 | class RenderTexture
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6 | {
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7 | public:
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8 | RenderTexture(void);
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9 | ~RenderTexture(void);
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10 | private:
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11 | GLenum m_textype;
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12 | PBuffer *m_pBuffer;
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13 | int width;
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14 | int height;
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15 | GLuint m_pbufferColorTextureID;
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16 | GLuint m_pbufferDepthTextureID;
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17 | GLuint m_pbufferAux1ID;
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18 | GLuint m_pbufferAux2ID;
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19 | GLuint m_pbufferAux3ID;
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20 | GLuint m_pbufferAux4ID;
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21 |
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22 | public:
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23 | int Initialize(int width, int height,const char *strMode, bool rect=true, bool linearfilter=false);
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24 | int EnableTarget(void);
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25 | int DisableTarget(void);
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26 |
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27 | void EnablewithColorRelease(){ReleaseColorBuffer();EnableTarget();}
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28 | void DisablewithColorBind(){DisableTarget();BindColorBuffer();}
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29 |
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30 | int BindColorBuffer(){glBindTexture(m_textype, m_pbufferColorTextureID);
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31 | return m_pBuffer->Bind(WGL_FRONT_LEFT_ARB);}
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32 | int BindDepthBuffer(){glBindTexture(m_textype, m_pbufferDepthTextureID);
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33 | return m_pBuffer->Bind(WGL_DEPTH_COMPONENT_NV);}
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34 | void BindAUXBuffers(){glBindTexture(m_textype, m_pbufferAux1ID);
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35 | m_pBuffer->Bind(WGL_AUX0_ARB);
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36 | glBindTexture(m_textype, m_pbufferAux2ID);
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37 | m_pBuffer->Bind(WGL_AUX1_ARB);
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38 | glBindTexture(m_textype, m_pbufferAux3ID);
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39 | m_pBuffer->Bind(WGL_AUX2_ARB);
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40 | glBindTexture(m_textype, m_pbufferAux4ID);
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41 | m_pBuffer->Bind(WGL_AUX3_ARB);}
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42 | int ReleaseColorBuffer(){glBindTexture(m_textype, m_pbufferColorTextureID);
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43 | return m_pBuffer->Release(WGL_FRONT_LEFT_ARB);}
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44 | int ReleaseDepthBuffer(){glBindTexture(m_textype, m_pbufferDepthTextureID);
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45 | return m_pBuffer->Release(WGL_DEPTH_COMPONENT_NV);}
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46 | void ReleaseAUXBuffers(){glBindTexture(m_textype, m_pbufferAux1ID);
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47 | m_pBuffer->Release(WGL_AUX0_ARB);
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48 | glBindTexture(m_textype, m_pbufferAux2ID);
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49 | m_pBuffer->Release(WGL_AUX1_ARB);
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50 | glBindTexture(m_textype, m_pbufferAux3ID);
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51 | m_pBuffer->Release(WGL_AUX2_ARB);
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52 | glBindTexture(m_textype, m_pbufferAux4ID);
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53 | m_pBuffer->Release(WGL_AUX3_ARB);}
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54 |
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55 | GLuint getColorTextureID(void);
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56 | GLuint getDepthTextureID(void);
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57 |
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58 | GLuint getAuxTextureID(int i)
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59 | {
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60 | switch(i)
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61 | {
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62 | case 0:
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63 | return m_pbufferAux1ID;
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64 | break;
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65 | case 1:
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66 | return m_pbufferAux2ID;
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67 | break;
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68 | case 2:
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69 | return m_pbufferAux3ID;
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70 | break;
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71 | case 3:
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72 | return m_pbufferAux4ID;
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73 | break;
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74 | }
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75 | }
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76 | };
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