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#include <mbgl/util/offscreen_texture.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/gl.hpp>
#include <cstring>
#include <cassert>
namespace mbgl {
OffscreenTexture::OffscreenTexture(gl::Context& context_, const Size size_)
: size(std::move(size_)), context(context_) {
assert(size);
}
void OffscreenTexture::bind() {
if (!framebuffer) {
texture = context.createTexture(size);
framebuffer = context.createFramebuffer(*texture);
} else {
context.bindFramebuffer = framebuffer->framebuffer;
}
context.viewport = { 0, 0, size };
}
gl::Texture& OffscreenTexture::getTexture() {
assert(texture);
return *texture;
}
PremultipliedImage OffscreenTexture::readStillImage() {
PremultipliedImage image { size };
MBGL_CHECK_ERROR(
glReadPixels(0, 0, size.width, size.height, GL_RGBA, GL_UNSIGNED_BYTE, image.data.get()));
const auto stride = image.stride();
auto tmp = std::make_unique<uint8_t[]>(stride);
uint8_t* rgba = image.data.get();
for (int i = 0, j = size.height - 1; i < j; i++, j--) {
std::memcpy(tmp.get(), rgba + i * stride, stride);
std::memcpy(rgba + i * stride, rgba + j * stride, stride);
std::memcpy(rgba + j * stride, tmp.get(), stride);
}
return image;
}
} // namespace mbgl
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