sdrblurtest

diff src/rtarg.cc @ 0:26513fdda566

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 17 Oct 2013 08:19:56 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/rtarg.cc	Thu Oct 17 08:19:56 2013 +0300
     1.3 @@ -0,0 +1,136 @@
     1.4 +#include <GL/glew.h>
     1.5 +#include "rtarg.h"
     1.6 +
     1.7 +RenderTarget::RenderTarget()
     1.8 +{
     1.9 +	fbo = tex = zbuf = 0;
    1.10 +}
    1.11 +
    1.12 +RenderTarget::~RenderTarget()
    1.13 +{
    1.14 +	destroy();
    1.15 +}
    1.16 +
    1.17 +bool RenderTarget::create(int xsz, int ysz)
    1.18 +{
    1.19 +	destroy();
    1.20 +
    1.21 +	glGenFramebuffers(1, &fbo);
    1.22 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    1.23 +
    1.24 +	this->xsz = xsz;
    1.25 +	this->ysz = ysz;
    1.26 +	tex_xsz = next_pow2(xsz);
    1.27 +	tex_ysz = next_pow2(ysz);
    1.28 +
    1.29 +	glGenTextures(1, &tex);
    1.30 +	glBindTexture(GL_TEXTURE_2D, tex);
    1.31 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    1.32 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    1.33 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    1.34 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    1.35 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    1.36 +
    1.37 +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
    1.38 +
    1.39 +	glGenRenderbuffers(1, &zbuf);
    1.40 +	glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
    1.41 +	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
    1.42 +
    1.43 +	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, zbuf);
    1.44 +
    1.45 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
    1.46 +	return true;
    1.47 +}
    1.48 +
    1.49 +void RenderTarget::destroy()
    1.50 +{
    1.51 +	if(fbo) {
    1.52 +		glDeleteFramebuffers(1, &fbo);
    1.53 +	}
    1.54 +	if(tex) {
    1.55 +		glDeleteTextures(1, &tex);
    1.56 +	}
    1.57 +	if(zbuf) {
    1.58 +		glDeleteRenderbuffers(1, &zbuf);
    1.59 +	}
    1.60 +}
    1.61 +
    1.62 +void RenderTarget::reshape(int new_xsz, int new_ysz)
    1.63 +{
    1.64 +	if(!fbo) {
    1.65 +		create(new_xsz, new_ysz);
    1.66 +		return;
    1.67 +	}
    1.68 +
    1.69 +	xsz = new_xsz;
    1.70 +	ysz = new_ysz;
    1.71 +
    1.72 +	int new_txsz = next_pow2(new_xsz);
    1.73 +	int new_tysz = next_pow2(new_ysz);
    1.74 +
    1.75 +	if(tex_xsz >= new_txsz && tex_ysz >= new_tysz) {
    1.76 +		return;
    1.77 +	}
    1.78 +
    1.79 +	tex_xsz = new_txsz;
    1.80 +	tex_ysz = new_tysz;
    1.81 +
    1.82 +	glBindTexture(GL_TEXTURE_2D, tex);
    1.83 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    1.84 +
    1.85 +	glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
    1.86 +	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
    1.87 +}
    1.88 +
    1.89 +void RenderTarget::display() const
    1.90 +{
    1.91 +	glMatrixMode(GL_MODELVIEW);
    1.92 +	glPushMatrix();
    1.93 +	glLoadIdentity();
    1.94 +	glMatrixMode(GL_PROJECTION);
    1.95 +	glPushMatrix();
    1.96 +	glLoadIdentity();
    1.97 +
    1.98 +	glPushAttrib(GL_ENABLE_BIT);
    1.99 +	glDisable(GL_DEPTH_TEST);
   1.100 +	glDisable(GL_LIGHTING);
   1.101 +	glEnable(GL_TEXTURE_2D);
   1.102 +	glBindTexture(GL_TEXTURE_2D, tex);
   1.103 +
   1.104 +	float max_u = (float)xsz / (float)tex_xsz;
   1.105 +	float max_v = (float)ysz / (float)tex_ysz;
   1.106 +
   1.107 +	glBegin(GL_QUADS);
   1.108 +	glColor3f(1, 1, 1);
   1.109 +	glTexCoord2f(0, 0);
   1.110 +	glVertex2f(-1, -1);
   1.111 +	glTexCoord2f(max_u, 0);
   1.112 +	glVertex2f(1, -1);
   1.113 +	glTexCoord2f(max_u, max_v);
   1.114 +	glVertex2f(1, 1);
   1.115 +	glTexCoord2f(0, max_v);
   1.116 +	glVertex2f(-1, 1);
   1.117 +	glEnd();
   1.118 +
   1.119 +	glPopAttrib();
   1.120 +	glPopMatrix();
   1.121 +	glMatrixMode(GL_MODELVIEW);
   1.122 +	glPopMatrix();
   1.123 +}
   1.124 +
   1.125 +void bind_render_target(const RenderTarget *rtarg)
   1.126 +{
   1.127 +	glBindFramebuffer(GL_FRAMEBUFFER, rtarg ? rtarg->fbo : 0);
   1.128 +}
   1.129 +
   1.130 +int next_pow2(int x)
   1.131 +{
   1.132 +	x--;
   1.133 +	x = (x >> 1) | x;
   1.134 +	x = (x >> 2) | x;
   1.135 +	x = (x >> 4) | x;
   1.136 +	x = (x >> 8) | x;
   1.137 +	x = (x >> 16) | x;
   1.138 +	return x + 1;
   1.139 +}