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@ -23,6 +23,7 @@ |
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// TODO: more error checking in debug build.
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// TODO: more error checking in debug build.
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// TODO: make texture class? for easier switching between linear/nearest interpolation for example
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// TODO: make texture class? for easier switching between linear/nearest interpolation for example
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// NOTE: stencil attachment is not supported
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// NOTE: stencil attachment is not supported
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// NOTE: in end() we don't set a viewport, because it will be always set (the 'main' fbo is also an J::fbo)
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namespace J { |
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namespace J { |
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@ -59,7 +60,7 @@ public: |
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unbind(); |
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unbind(); |
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} |
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} |
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// ctor from EAGLContext, not using texture, so you cannot use it as lookup, only as renderer.
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// ctor from EAGLContext, not using textures, so you cannot use it as lookup, only as renderer.
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fbo(EAGLContext* context, CAEAGLLayer* layer); |
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fbo(EAGLContext* context, CAEAGLLayer* layer); |
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~fbo() { |
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~fbo() { |
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@ -78,22 +79,14 @@ public: |
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void begin(){ |
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void begin(){ |
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bind(); |
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bind(); |
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// FIXME: this should be done, but also switching back should be done...
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//glPushAttrib(GL_VIEWPORT);
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glViewport(0, 0, width, height); |
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glViewport(0, 0, width, height); |
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// NOTE: commented out, because we don't want fbo's to nest.
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/*GLint savedFramebuffer = -1;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &savedFramebuffer); |
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std::cout << "sfb: " << savedFramebuffer << ", fbo: " << fbo_number << std::endl;*/ |
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} |
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} |
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void end(){ |
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void end(){ |
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unbind(); |
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unbind(); |
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// FIXME: switch back to previous viewport. See begin()
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//glPopAttrib();
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} |
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} |
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private: |
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void bind(){ |
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void bind(){ |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_number); |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_number); |
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check_error(); |
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check_error(); |
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@ -103,7 +96,6 @@ public: |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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} |
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} |
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private: |
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void create_attach_renderbuffer(GLenum format, GLenum attachment_point) { |
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void create_attach_renderbuffer(GLenum format, GLenum attachment_point) { |
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GLuint buffer; |
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GLuint buffer; |
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glGenRenderbuffers(1, &buffer); |
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glGenRenderbuffers(1, &buffer); |
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