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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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