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path: root/src/libjin/Graphics/Canvas.cpp
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#include "../modules.h"
#if LIBJIN_MODULES_RENDER

#include "../utils/macros.h"
#include "canvas.h" 
#include "window.h"

namespace jin
{
namespace graphics
{

    /*class member*/ const Canvas* Canvas::current = nullptr;
    /*class member*/ const Canvas* const Canvas::DEFAULT_CANVAS = new Canvas(0);

    /*class member*/ Canvas* Canvas::createCanvas(int w, int h)
    {
        return new Canvas(w, h);
    }

    Canvas::Canvas(GLuint n) 
        : fbo(n)
    {
    }

    Canvas::Canvas(int w, int h) 
        : Drawable(w, h)
    {
        vertCoord[0] = 0; vertCoord[1] = 0;
        vertCoord[2] = 0; vertCoord[3] = h;
        vertCoord[4] = w; vertCoord[5] = h;
        vertCoord[6] = w; vertCoord[7] = 0;

        textCoord[0] = 0; textCoord[1] = 1;
        textCoord[2] = 0; textCoord[3] = 0;
        textCoord[4] = 1; textCoord[5] = 0;
        textCoord[6] = 1; textCoord[7] = 1;

        GLint current_fbo;
        glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_fbo);

        /* generate a new render buffer object */
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);

        /* generate texture save target */
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
        glBindTexture(GL_TEXTURE_2D, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

        /* unbind framebuffer */
        glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
    }

    Canvas::~Canvas()
    {
    }

    /*class member*/ bool Canvas::isBinded(const Canvas* cvs)
    {
        return current == cvs;
    }

    /**
    * bind to canvas 
    */
    /*class member*/ void Canvas::bind(Canvas* canvas)
    {
        if (isBinded(canvas)) return;
        current = canvas;
        glBindFramebuffer(GL_FRAMEBUFFER, canvas->fbo);

        int w = canvas->size.w; 
        int h = canvas->size.h;
        /* set view port to canvas */
        glViewport(0, 0, w, h);

        /* set projection matrix */
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        glOrtho(0, w, h, 0, -1, 1);

        /* set (model*view) matrix */
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();

        /* ready to draw */
    }

    /**
    * bind to default screen render buffer. 
    * do some coordinates transform work
    * https://blog.csdn.net/liji_digital/article/details/79370841
    * https://blog.csdn.net/lyx2007825/article/details/8792475
    */
    /*class member*/ void Canvas::unbind()
    {
        if (isBinded(DEFAULT_CANVAS)) return;
        current = DEFAULT_CANVAS;
        /* get window size as viewport */
        Window* wnd = Window::get();
        int ww = wnd->getW();
        int wh = wnd->getH();

        glBindFramebuffer(GL_FRAMEBUFFER, DEFAULT_CANVAS->fbo);

        glViewport(0, 0, ww, wh);
        
        /* set projection matrix */
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        glOrtho(0, ww, wh, 0, -1, 1);
        
        /* set (model*view) matrix */ 
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();

        /* ready to draw */
    }

} // render
} // jin

#endif // LIBJIN_MODULES_RENDER