本文整理汇总了C++中OpenGLTexture::setGLInfo方法的典型用法代码示例。如果您正苦于以下问题:C++ OpenGLTexture::setGLInfo方法的具体用法?C++ OpenGLTexture::setGLInfo怎么用?C++ OpenGLTexture::setGLInfo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OpenGLTexture
的用法示例。
在下文中一共展示了OpenGLTexture::setGLInfo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: createRenderTextures
void OpenGLRenderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height, bool floatingPointBuffer) {
GLuint depthTexture,colorTexture;
GLenum status;
GLuint frameBufferID;
glGenFramebuffersEXT(1, &frameBufferID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
glGenTextures(1,&colorTexture);
glBindTexture(GL_TEXTURE_2D,colorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if(floatingPointBuffer) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0);
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
Logger::log("color fbo generation successful\n");
} else {
Logger::log("color fbo generation failed\n");
}
if(colorBuffer) {
OpenGLTexture *colorBufferTexture = new OpenGLTexture(width, height);
colorBufferTexture->setGLInfo(colorTexture, frameBufferID);
*colorBuffer = ((Texture*)colorBufferTexture);
}
if(depthBuffer) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
glGenTextures(1,&depthTexture);
glBindTexture(GL_TEXTURE_2D,depthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
if(floatingPointBuffer) {
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT16,width,height,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
} else {
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0);
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0);
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
Logger::log("depth fbo generation successful\n");
} else {
Logger::log("depth fbo generation failed\n");
}
OpenGLTexture *depthBufferTexture = new OpenGLTexture(width, height);
depthBufferTexture->setGLInfo(depthTexture, frameBufferID);
*depthBuffer = ((Texture*)depthBufferTexture);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}