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CLK/Outputs/CRT/Internals/TextureTarget.cpp

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//
// TextureTarget.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "TextureTarget.hpp"
using namespace OpenGL;
TextureTarget::TextureTarget(GLsizei width, GLsizei height) : _width(width), _height(height)
{
glGenFramebuffers(1, &_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glGenTextures(1, &_texture);
glBindTexture(GL_TEXTURE_2D, _texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw ErrorFramebufferIncomplete;
}
TextureTarget::~TextureTarget()
{
glDeleteFramebuffers(1, &_framebuffer);
glDeleteTextures(1, &_texture);
}
void TextureTarget::bind_framebuffer()
{
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glViewport(0, 0, _width, _height);
}
void TextureTarget::bind_texture()
{
glBindTexture(GL_TEXTURE_2D, _texture);
}