| 25 | } |
| 26 | |
| 27 | void GLRenderToTexture::init(int width, int height, GLuint textureId, int renderTextureType) |
| 28 | { |
| 29 | m_renderTextureType = renderTextureType; |
| 30 | |
| 31 | glGenFramebuffers(1, &m_framebufferName); |
| 32 | glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName); |
| 33 | |
| 34 | // The depth buffer |
| 35 | // glGenRenderbuffers(1, &m_depthrenderbuffer); |
| 36 | |
| 37 | // glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer); |
| 38 | // glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); |
| 39 | // glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer); |
| 40 | |
| 41 | switch (m_renderTextureType) |
| 42 | { |
| 43 | case RENDERTEXTURE_COLOR: |
| 44 | { |
| 45 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureId, 0); |
| 46 | break; |
| 47 | } |
| 48 | case RENDERTEXTURE_DEPTH: |
| 49 | { |
| 50 | glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureId, 0); |
| 51 | break; |
| 52 | } |
| 53 | default: |
| 54 | { |
| 55 | b3Assert(0); |
| 56 | } |
| 57 | }; |
| 58 | |
| 59 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 60 | } |
| 61 | |
| 62 | bool GLRenderToTexture::enable() |
| 63 | { |
no outgoing calls
no test coverage detected