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#include <mbgl/gl/context.hpp>
#include <mbgl/util/offscreen_texture.hpp>
#include <cassert>
#include <cstring>
namespace mbgl {
OffscreenTexture::OffscreenTexture(OffscreenTexture&&) = default;
OffscreenTexture& OffscreenTexture::operator=(OffscreenTexture&&) = default;
class OffscreenTexture::Impl {
public:
Impl(gl::Context& context_, const Size size_, const gl::TextureType type_)
: context(context_), size(std::move(size_)), type(type_) {
assert(!size.isEmpty());
}
Impl(gl::Context& context_,
const Size size_,
gl::Renderbuffer<gl::RenderbufferType::DepthComponent>& depth_,
const gl::TextureType type_)
: context(context_), size(std::move(size_)), depth(&depth_), type(type_) {
assert(!size.isEmpty());
}
void bind() {
if (!framebuffer) {
texture = context.createTexture(size, gl::TextureFormat::RGBA, 0, type);
if (depth) {
framebuffer = context.createFramebuffer(*texture, *depth);
} else {
framebuffer = context.createFramebuffer(*texture);
}
} else {
context.bindFramebuffer = framebuffer->framebuffer;
}
context.activeTextureUnit = 0;
context.scissorTest = false;
context.viewport = { 0, 0, size };
}
PremultipliedImage readStillImage() {
return context.readFramebuffer<PremultipliedImage>(size);
}
gl::Texture& getTexture() {
assert(texture);
return *texture;
}
const Size& getSize() const {
return size;
}
private:
gl::Context& context;
const Size size;
optional<gl::Framebuffer> framebuffer;
optional<gl::Texture> texture;
gl::Renderbuffer<gl::RenderbufferType::DepthComponent>* depth = nullptr;
const gl::TextureType type;
};
OffscreenTexture::OffscreenTexture(gl::Context& context,
const Size size,
const gl::TextureType type)
: impl(std::make_unique<Impl>(context, std::move(size), type)) {
assert(!size.isEmpty());
}
OffscreenTexture::OffscreenTexture(gl::Context& context,
const Size size,
gl::Renderbuffer<gl::RenderbufferType::DepthComponent>& renderbuffer,
const gl::TextureType type)
: impl(std::make_unique<Impl>(context, std::move(size), renderbuffer, type)) {
assert(!size.isEmpty());
}
OffscreenTexture::~OffscreenTexture() = default;
void OffscreenTexture::bind() {
impl->bind();
}
PremultipliedImage OffscreenTexture::readStillImage() {
return impl->readStillImage();
}
gl::Texture& OffscreenTexture::getTexture() {
return impl->getTexture();
}
const Size& OffscreenTexture::getSize() const {
return impl->getSize();
}
} // namespace mbgl
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