root / rgbdslam / external / siftgpu / src / SiftGPU / FrameBufferObject.cpp @ 9240aaa3
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////////////////////////////////////////////////////////////////////////////
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// File: FrameBufferObject.cpp
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// Author: Changchang Wu
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// Description : Implementation of FrameBufferObject Class
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//
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//
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//
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// Copyright (c) 2007 University of North Carolina at Chapel Hill
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// All Rights Reserved
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//
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// Permission to use, copy, modify and distribute this software and its
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// documentation for educational, research and non-profit purposes, without
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// fee, and without a written agreement is hereby granted, provided that the
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// above copyright notice and the following paragraph appear in all copies.
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//
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// The University of North Carolina at Chapel Hill make no representations
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// about the suitability of this software for any purpose. It is provided
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// 'as is' without express or implied warranty.
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//
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// Please send BUG REPORTS to ccwu@cs.unc.edu
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//
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////////////////////////////////////////////////////////////////////////////
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#include "GL/glew.h" |
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#include <stdlib.h> |
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#include "GlobalUtil.h" |
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#include "FrameBufferObject.h" |
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//whether use only one FBO globally
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int FrameBufferObject::UseSingleFBO=1; |
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GLuint FrameBufferObject::GlobalFBO=0;
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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FrameBufferObject::FrameBufferObject(int autobind)
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{ |
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if(UseSingleFBO && GlobalFBO)
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{ |
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_fboID = GlobalFBO; |
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}else
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{ |
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glGenFramebuffersEXT(1, &_fboID);
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if(UseSingleFBO )GlobalFBO = _fboID;
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} |
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if(autobind ) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _fboID);
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} |
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FrameBufferObject::~FrameBufferObject() |
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{ |
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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if(!UseSingleFBO )
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{ |
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glDeleteFramebuffersEXT (1,&_fboID);
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} |
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} |
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void FrameBufferObject::DeleteGlobalFBO()
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{ |
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if(UseSingleFBO)
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{ |
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glDeleteFramebuffersEXT (1,&GlobalFBO);
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GlobalFBO = 0;
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} |
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} |
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void FrameBufferObject::AttachDepthTexture(GLenum textureTarget, GLuint texID)
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{ |
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, textureTarget, texID, 0);
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} |
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void FrameBufferObject::AttachTexture(GLenum textureTarget, GLenum attachment, GLuint texId)
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{ |
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachment, textureTarget, texId, 0);
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} |
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void FrameBufferObject::BindFBO()
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{ |
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _fboID); |
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} |
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void FrameBufferObject::UnbindFBO()
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{ |
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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} |
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void FrameBufferObject::UnattachTex(GLenum attachment)
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{ |
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachment, GL_TEXTURE_2D, 0, 0 ); |
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} |
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void FrameBufferObject::AttachRenderBuffer(GLenum attachment, GLuint buffID)
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{ |
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, buffID); |
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} |
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void FrameBufferObject:: UnattachRenderBuffer(GLenum attachment)
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{ |
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, 0);
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} |
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