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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*/ GLint Canvas::cur = -1;

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

    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()
    {
    }

    bool Canvas::hasbind(GLint fbo)
    {
        return cur == fbo; 
    }

    /**
    * bind to canvas 
    */
    void Canvas::bind()
    {
        if (hasbind(fbo)) return;

        cur = fbo;

        glBindFramebuffer(GL_FRAMEBUFFER, fbo);

        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();

        glViewport(0, 0, size.w, size.h);
        glOrtho(0, size.w, size.h, 0, -1, 1);

        /* Switch back to modelview matrix */
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();
    }

    /**
    * bind to default screen render buffer. 
    */
    /*class member*/ void Canvas::unbind()
    {
        if (hasbind(0)) return;
        
        cur = 0;

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        Window* wnd = Window::get();
        int ww = wnd->getW();
        int wh = wnd->getH();

        glViewport(0, 0, ww, wh);

        /* load back to normal */
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        
        /* set viewport matrix */
        glOrtho(0, ww, wh, 0, -1, 1);

        /*  switch to model matrix */ 
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();
    }

} // render
} // jin

#endif // LIBJIN_MODULES_RENDER