2016-02-07 20:42:02 +00:00
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//
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// TextureTarget.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 07/02/2016.
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2018-05-13 19:19:52 +00:00
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// Copyright 2016 Thomas Harte. All rights reserved.
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2016-02-07 20:42:02 +00:00
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//
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#ifndef TextureTarget_hpp
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#define TextureTarget_hpp
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2019-01-26 00:19:23 +00:00
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#include "../OpenGL.hpp"
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2018-11-08 00:11:01 +00:00
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#include "Shader.hpp"
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2016-05-01 17:52:35 +00:00
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#include <memory>
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2018-11-11 20:11:32 +00:00
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namespace Outputs {
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namespace Display {
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2016-02-07 20:42:02 +00:00
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namespace OpenGL {
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2016-04-20 00:51:34 +00:00
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/*!
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A @c TextureTarget is a framebuffer that can be bound as a texture. So this class
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handles render-to-texture framebuffer objects.
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*/
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2016-02-07 20:42:02 +00:00
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class TextureTarget {
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public:
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/*!
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Creates a new texture target. Contents are initially undefined.
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2019-02-19 02:53:35 +00:00
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Leaves both the generated texture and framebuffer bound.
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@throws std::runtime_error if creation fails.
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@param width The width of target to create.
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@param height The height of target to create.
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@param texture_unit A texture unit on which to bind the texture.
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@param has_stencil_buffer A 1-bit stencil buffer is attached if this is @c true; no stencil buffer is attached otherwise.
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*/
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TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit, GLint mag_filter, bool has_stencil_buffer);
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~TextureTarget();
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2016-04-20 00:51:34 +00:00
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/*!
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Binds this target as a framebuffer and sets the @c glViewport accordingly.
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*/
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void bind_framebuffer();
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/*!
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Binds this target as a texture.
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*/
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void bind_texture() const;
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2016-05-01 20:17:52 +00:00
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/*!
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@returns the width of the texture target.
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*/
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GLsizei get_width() const {
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return width_;
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}
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/*!
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@returns the height of the texture target.
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*/
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GLsizei get_height() const {
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return height_;
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}
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/*!
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Draws this texture to the currently-bound framebuffer, which has the aspect ratio
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@c aspect_ratio. This texture will fill the height of the frame buffer, and pick
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an appropriate width based on the aspect ratio.
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@c colour_threshold sets a threshold test that each colour must satisfy to be
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output. A threshold of 0.0f means that all colours will pass through. A threshold
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of 0.5f means that only colour components above 0.5f will pass through, with
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0.5f being substituted elsewhere. This provides a way to ensure that the sort of
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persistent low-value errors that can result from an IIR are hidden.
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*/
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void draw(float aspect_ratio, float colour_threshold = 0.0f) const;
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2016-02-07 20:42:02 +00:00
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private:
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2018-11-19 03:22:43 +00:00
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GLuint framebuffer_ = 0, texture_ = 0, renderbuffer_ = 0;
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const GLsizei width_ = 0, height_ = 0;
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GLsizei expanded_width_ = 0, expanded_height_ = 0;
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const GLenum texture_unit_ = 0;
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2018-11-24 03:33:28 +00:00
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mutable std::unique_ptr<Shader> pixel_shader_;
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mutable GLuint drawing_vertex_array_ = 0, drawing_array_buffer_ = 0;
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mutable float set_aspect_ratio_ = 0.0f;
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2018-11-24 03:33:28 +00:00
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mutable GLint threshold_uniform_;
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};
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2018-11-11 20:11:32 +00:00
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}
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}
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}
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#endif /* TextureTarget_hpp */
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