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83 lines
1.7 KiB
C++
83 lines
1.7 KiB
C++
//
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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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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#ifndef TextureTarget_hpp
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#define TextureTarget_hpp
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#include "OpenGL.hpp"
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#include "Shaders/Shader.hpp"
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#include <memory>
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namespace OpenGL {
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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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class TextureTarget {
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public:
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/*!
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Creates a new texture target.
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Throws ErrorFramebufferIncomplete if creation fails. Leaves both the generated texture and framebuffer bound.
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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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*/
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TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit, GLint mag_filter);
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~TextureTarget();
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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();
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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() {
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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() {
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return height_;
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}
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/*!
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*/
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void draw(float aspect_ratio);
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enum {
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ErrorFramebufferIncomplete
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};
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private:
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GLuint framebuffer_ = 0, texture_ = 0;
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GLsizei width_ = 0, height_ = 0;
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GLsizei expanded_width_ = 0, expanded_height_ = 0;
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GLenum texture_unit_ = 0;
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std::unique_ptr<Shader> pixel_shader_;
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GLuint drawing_vertex_array_ = 0, drawing_array_buffer_ = 0;
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float set_aspect_ratio_ = 0.0f;
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};
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}
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#endif /* TextureTarget_hpp */
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