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path: root/source/modules/asura-core/graphics/canvas.cpp
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Diffstat (limited to 'source/modules/asura-core/graphics/canvas.cpp')
-rw-r--r--source/modules/asura-core/graphics/canvas.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/source/modules/asura-core/graphics/canvas.cpp b/source/modules/asura-core/graphics/canvas.cpp
index 0a17085..e922a51 100644
--- a/source/modules/asura-core/graphics/canvas.cpp
+++ b/source/modules/asura-core/graphics/canvas.cpp
@@ -6,42 +6,42 @@ namespace AsuraEngine
{
Canvas::Canvas()
- : mWidth(0)
- , mHeight(0)
- , mFBO(0)
+ : m_Width(0)
+ , m_Height(0)
+ , m_FBO(0)
{
// Fix: ôСʼʱframebufferԴ
- //glGenFramebuffers(1, &mFBO);
+ //glGenFramebuffers(1, &m_FBO);
//GLint current_fbo;
//glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_fbo);
- //glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexID, 0);
+ //glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
+ //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TexID, 0);
//glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
}
void Canvas::SetSize(uint w, uint h)
{
- if (mFBO == 0)
+ if (m_FBO == 0)
{
- glGenFramebuffers(1, &mFBO);
- if (mFBO == 0)
+ glGenFramebuffers(1, &m_FBO);
+ if (m_FBO == 0)
throw Exception("OpenGL glGenFramebuffers cannot generate frame buffer object.");
//
- if (mTexID == 0)
+ if (m_TexID == 0)
{
- glGenTextures(1, &mTexID);
- if (mTexID == 0)
+ glGenTextures(1, &m_TexID);
+ if (m_TexID == 0)
throw Exception("OpenGL glGenTextures cannot generate texture.");
}
GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexID, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TexID, 0);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
}
GLint current_tex;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_tex);
- glBindTexture(GL_TEXTURE_2D, mTexID);
+ glBindTexture(GL_TEXTURE_2D, m_TexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, current_tex);
}