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138 lines
4.1 KiB
C++
138 lines
4.1 KiB
C++
//
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// TextureTarget.cpp
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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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// Copyright 2016 Thomas Harte. All rights reserved.
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//
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#include "TextureTarget.hpp"
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#include <algorithm>
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#include <stdexcept>
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using namespace Outputs::Display::OpenGL;
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TextureTarget::TextureTarget(
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const API api,
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const GLsizei width,
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const GLsizei height,
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const GLenum texture_unit,
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const GLint mag_filter,
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const bool has_stencil_buffer
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) :
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api_(api),
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width_(width),
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height_(height),
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texture_unit_(texture_unit)
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{
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// Generate and bind a frame buffer.
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test_gl([&]{ glGenFramebuffers(1, &framebuffer_); });
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test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); });
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// Generate a texture and bind it to the nominated texture unit.
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test_gl([&]{ glGenTextures(1, &texture_); });
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bind_texture();
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// Set dimensions and set the user-supplied magnification filter.
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// If this is a debug build, apply a random initial fill.
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#ifndef NDEBUG
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std::vector<uint8_t> image(width_ * height_ * 4);
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for(auto &c : image) {
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c = rand();
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}
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const void *source = image.data();
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#else
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constexpr void *source = nullptr;
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#endif
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test_gl([&]{
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA,
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GLsizei(width_),
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GLsizei(height_),
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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source
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);
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});
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test_gl([&]{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); });
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test_gl([&]{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); });
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// Set the texture as colour attachment 0 on the frame buffer.
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test_gl([&]{ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0); });
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// Also add a stencil buffer if requested.
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if(has_stencil_buffer) {
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test_gl([&]{ glGenRenderbuffers(1, &renderbuffer_); });
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test_gl([&]{ glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_); });
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test_gl([&]{ glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width_, height_); });
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test_gl([&]{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_);
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});
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}
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// Check for successful construction.
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const auto framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(framebuffer_status != GL_FRAMEBUFFER_COMPLETE) {
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switch(framebuffer_status) {
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER");
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER");
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
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case GL_FRAMEBUFFER_UNSUPPORTED:
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throw std::runtime_error("GL_FRAMEBUFFER_UNSUPPORTED");
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default:
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throw std::runtime_error("Framebuffer status incomplete: " + std::to_string(framebuffer_status));
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case 0:
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test_gl_error();
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break;
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}
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}
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// Clear the framebuffer.
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test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT | (has_stencil_buffer ? GL_STENCIL_BUFFER_BIT : 0)); });
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}
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TextureTarget::~TextureTarget() {
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glDeleteFramebuffers(1, &framebuffer_);
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glDeleteTextures(1, &texture_);
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glDeleteRenderbuffers(1, &renderbuffer_);
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}
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TextureTarget::TextureTarget(TextureTarget &&rhs) {
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*this = std::move(rhs);
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}
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TextureTarget &TextureTarget::operator =(TextureTarget &&rhs) {
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api_ = rhs.api_;
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std::swap(framebuffer_, rhs.framebuffer_);
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std::swap(texture_, rhs.texture_);
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std::swap(renderbuffer_, rhs.renderbuffer_);
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std::swap(width_, rhs.width_);
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std::swap(height_, rhs.height_);
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std::swap(texture_unit_, rhs.texture_unit_);
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// Other fields in the TextureTarget relate to the `draw` functionality below, which I intend to
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// eliminate. Therefore just let them be.
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return *this;
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}
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void TextureTarget::bind_framebuffer() {
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test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); });
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test_gl([&]{ glViewport(0, 0, width_, height_); });
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}
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void TextureTarget::bind_texture() const {
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test_gl([&]{ glActiveTexture(texture_unit_); });
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test_gl([&]{ glBindTexture(GL_TEXTURE_2D, texture_); });
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}
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