minor render thread refactor
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@@ -0,0 +1,81 @@
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#include "framebufferobject.h"
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#include <QOpenGLFunctions>
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FramebufferObject::FramebufferObject() :
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buffer_(0),
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texture_(0),
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ctx_(nullptr)
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{}
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FramebufferObject::~FramebufferObject()
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{
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Destroy();
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}
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bool FramebufferObject::IsCreated()
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{
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return ctx_ != nullptr;
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}
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void FramebufferObject::Create(QOpenGLContext *ctx, int width, int height)
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{
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// free any previous textures
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Destroy();
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// set context to new context provided
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ctx_ = ctx;
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// create framebuffer object
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ctx->functions()->glGenFramebuffers(1, &buffer_);
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// create texture
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ctx->functions()->glGenTextures(1, &texture_);
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// bind framebuffer for attaching
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ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer_);
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// bind texture
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ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture_);
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// allocate storage for texture
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ctx->functions()->glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr
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);
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// set texture filtering to bilinear
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ctx->functions()->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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ctx->functions()->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// attach texture to framebuffer
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ctx->functions()->glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0
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);
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// release texture
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ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
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// release framebuffer
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ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FramebufferObject::Destroy()
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{
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if (ctx_ != nullptr) {
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ctx_->functions()->glDeleteFramebuffers(1, &buffer_);
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ctx_->functions()->glDeleteTextures(1, &texture_);
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}
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ctx_ = nullptr;
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}
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const GLuint &FramebufferObject::buffer()
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{
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return buffer_;
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}
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const GLuint &FramebufferObject::texture()
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{
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return texture_;
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}
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