gambas-source-code/gb.sdl/src/SDLosrender.cpp
Benoît Minisini dd3b512daf [CONFIGURATION]
* NEW: Update copyrights.


git-svn-id: svn://localhost/gambas/trunk@4384 867c0c6c-44f3-4631-809d-bfa615b0a4ec
2011-12-31 02:39:20 +00:00

79 lines
2.1 KiB
C++

/***************************************************************************
SDLosrender.cpp
(c) 2006-2008 Laurent Carlier <lordheavy@users.sourceforge.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
***************************************************************************/
#include "SDLosrender.h"
#include <iostream>
/****** FBO render ******/
bool FBOrender::hBinded = false;
FBOrender::FBOrender()
{
glGenFramebuffersEXT(1, &hFbo);
}
FBOrender::~FBOrender()
{
if (hFbo)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &hFbo);
}
}
void FBOrender::Bind(GLuint texid)
{
GLenum status;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, hFbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texid, 0);
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
std::cerr << "FBO can't be completed : "<< std::hex << status << std::endl;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, hFbo);
FBOrender::hBinded = true;
std::cout << "FBO: binding " << hFbo << " with tex " << texid << std::endl;
}
void FBOrender::Unbind(void )
{
if (!FBOrender::hBinded)
return;
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
std::cout << "FBO: unbinding " << std::endl;
FBOrender::hBinded = false;
}
bool FBOrender::Check(void )
{
return (GLEW_ARB_framebuffer_object || GLEW_EXT_framebuffer_object);
}