本文整理汇总了C++中GraphicsContext3D::bindFramebuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsContext3D::bindFramebuffer方法的具体用法?C++ GraphicsContext3D::bindFramebuffer怎么用?C++ GraphicsContext3D::bindFramebuffer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GraphicsContext3D
的用法示例。
在下文中一共展示了GraphicsContext3D::bindFramebuffer方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: satisfiesWebGLRequirements
// static
bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* webglContext)
{
GraphicsContext3D* context = webglContext->graphicsContext3D();
// This is called after we make sure GL_EXT_draw_buffers is supported.
GC3Dint maxDrawBuffers = 0;
GC3Dint maxColorAttachments = 0;
context->getIntegerv(Extensions3D::MAX_DRAW_BUFFERS_EXT, &maxDrawBuffers);
context->getIntegerv(Extensions3D::MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments);
if (maxDrawBuffers < 4 || maxColorAttachments < 4)
return false;
Platform3DObject fbo = context->createFramebuffer();
context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, fbo);
const unsigned char buffer[4] = { 0, 0, 0, 0 }; // textures are required to be initialized for other ports.
bool supportsDepth = (context->getExtensions()->supports("GL_CHROMIUM_depth_texture")
|| context->getExtensions()->supports("GL_OES_depth_texture")
|| context->getExtensions()->supports("GL_ARB_depth_texture"));
bool supportsDepthStencil = (context->getExtensions()->supports("GL_EXT_packed_depth_stencil")
|| context->getExtensions()->supports("GL_OES_packed_depth_stencil"));
Platform3DObject depthStencil = 0;
if (supportsDepthStencil) {
depthStencil = context->createTexture();
context->bindTexture(GraphicsContext3D::TEXTURE_2D, depthStencil);
context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::DEPTH_STENCIL, 1, 1, 0, GraphicsContext3D::DEPTH_STENCIL, GraphicsContext3D::UNSIGNED_INT_24_8, buffer);
}
Platform3DObject depth = 0;
if (supportsDepth) {
depth = context->createTexture();
context->bindTexture(GraphicsContext3D::TEXTURE_2D, depth);
context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::DEPTH_COMPONENT, 1, 1, 0, GraphicsContext3D::DEPTH_COMPONENT, GraphicsContext3D::UNSIGNED_INT, buffer);
}
Vector<Platform3DObject> colors;
bool ok = true;
GC3Dint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments);
for (GC3Dint i = 0; i < maxAllowedBuffers; ++i) {
Platform3DObject color = context->createTexture();
colors.append(color);
context->bindTexture(GraphicsContext3D::TEXTURE_2D, color);
context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, 1, 1, 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, buffer);
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0 + i, GraphicsContext3D::TEXTURE_2D, color, 0);
if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) {
ok = false;
break;
}
if (supportsDepth) {
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depth, 0);
if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) {
ok = false;
break;
}
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0);
}
if (supportsDepthStencil) {
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depthStencil, 0);
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depthStencil, 0);
if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) {
ok = false;
break;
}
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0);
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0);
}
}
webglContext->restoreCurrentFramebuffer();
context->deleteFramebuffer(fbo);
webglContext->restoreCurrentTexture2D();
if (supportsDepth)
context->deleteTexture(depth);
if (supportsDepthStencil)
context->deleteTexture(depthStencil);
for (auto& color : colors)
context->deleteTexture(color);
return ok;
}