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#include "../jin_configuration.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)
{
GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_fbo);
/* generate a new render buffer object */
fbo = gl.genFrameBuffer();
gl.bindFrameBuffer(fbo);
/* generate texture save target */
texture = gl.genTexture();
gl.bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texImage(GL_RGBA8, w, h, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl.bindTexture(0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
/* unbind framebuffer */
gl.bindFrameBuffer(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;
gl.bindFrameBuffer(canvas->fbo);
int w = canvas->size.w;
int h = canvas->size.h;
/* set view port to canvas */
glViewport(0, 0, w, h);
gl.ProjectionMatrix.setOrtho(0, w, 0, h, -1, 1);
}
/**
* 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 w = wnd->getW();
int h = wnd->getH();
glBindFramebuffer(GL_FRAMEBUFFER, DEFAULT_CANVAS->fbo);
/* set viewport on screen */
glViewport(0, 0, w, h);
gl.ProjectionMatrix.setOrtho(0, w, h, 0, -1, 1);
}
} // render
} // jin
#endif // LIBJIN_MODULES_RENDER
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