// // TextureTarget.cpp // Clock Signal // // Created by Thomas Harte on 07/02/2016. // Copyright 2016 Thomas Harte. All rights reserved. // #include "TextureTarget.hpp" #include #include using namespace Outputs::Display::OpenGL; TextureTarget::TextureTarget( const API api, const GLsizei width, const GLsizei height, const GLenum texture_unit, const GLint mag_filter, const bool has_stencil_buffer ) : api_(api), width_(width), height_(height), texture_unit_(texture_unit) { // Generate and bind a frame buffer. test_gl([&]{ glGenFramebuffers(1, &framebuffer_); }); test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); }); // Generate a texture and bind it to the nominated texture unit. test_gl([&]{ glGenTextures(1, &texture_); }); bind_texture(); // Set dimensions and set the user-supplied magnification filter. // If this is a debug build, apply a random initial fill. #ifndef NDEBUG std::vector image(width_ * height_ * 4); for(auto &c : image) { c = rand(); } const void *source = image.data(); #else constexpr void *source = nullptr; #endif test_gl([&]{ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, GLsizei(width_), GLsizei(height_), 0, GL_RGBA, GL_UNSIGNED_BYTE, source ); }); test_gl([&]{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); }); test_gl([&]{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); }); // Set the texture as colour attachment 0 on the frame buffer. test_gl([&]{ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0); }); // Also add a stencil buffer if requested. if(has_stencil_buffer) { test_gl([&]{ glGenRenderbuffers(1, &renderbuffer_); }); test_gl([&]{ glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_); }); test_gl([&]{ glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width_, height_); }); test_gl([&]{ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_); }); } // Check for successful construction. const auto framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(framebuffer_status != GL_FRAMEBUFFER_COMPLETE) { switch(framebuffer_status) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"); case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"); case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); case GL_FRAMEBUFFER_UNSUPPORTED: throw std::runtime_error("GL_FRAMEBUFFER_UNSUPPORTED"); default: throw std::runtime_error("Framebuffer status incomplete: " + std::to_string(framebuffer_status)); case 0: test_gl_error(); break; } } // Clear the framebuffer. test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT | (has_stencil_buffer ? GL_STENCIL_BUFFER_BIT : 0)); }); } TextureTarget::~TextureTarget() { glDeleteFramebuffers(1, &framebuffer_); glDeleteTextures(1, &texture_); glDeleteRenderbuffers(1, &renderbuffer_); } TextureTarget::TextureTarget(TextureTarget &&rhs) { *this = std::move(rhs); } TextureTarget &TextureTarget::operator =(TextureTarget &&rhs) { api_ = rhs.api_; std::swap(framebuffer_, rhs.framebuffer_); std::swap(texture_, rhs.texture_); std::swap(renderbuffer_, rhs.renderbuffer_); std::swap(width_, rhs.width_); std::swap(height_, rhs.height_); std::swap(texture_unit_, rhs.texture_unit_); // Other fields in the TextureTarget relate to the `draw` functionality below, which I intend to // eliminate. Therefore just let them be. return *this; } void TextureTarget::bind_framebuffer() { test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); }); test_gl([&]{ glViewport(0, 0, width_, height_); }); } void TextureTarget::bind_texture() const { test_gl([&]{ glActiveTexture(texture_unit_); }); test_gl([&]{ glBindTexture(GL_TEXTURE_2D, texture_); }); }