Example #1
0
 def SetAsOutput(self):
     if (self.onVideo): glew.glBindFramebufferEXT(glew.GL_FRAMEBUFFER_EXT,0)
     else:
         if (self.frameID[self.currentRes] == Canvas.INVALID_ID):
             if not self.InitRes(): return False
         glew.glBindFramebufferEXT(glew.GL_FRAMEBUFFER_EXT,self.frameID[self.currentRes])
         if not self.CheckFrameBuffer(): return False
     return True
Example #2
0
    def InitRes(self):
        depth = self.kind==Canvas.DEPTH
        hide = self.kind==Canvas.DEPTH
        use_depth = self.kind==Canvas.COLOR_AND_DEPTH
        screensizex = self.GetHardRes()
        screensizey = self.GetHardRes()
        if (self.ratio2x1): screensizex*=2
        status=12345
        status = glew.glCheckFramebufferStatusEXT(glew.GL_FRAMEBUFFER_EXT)
        if status == 12345: return False
        self.frameID[self.currentRes] = glew.glGenFramebuffersEXT(1)
        self.textureID[self.currentRes] = GL.glGenTextures(1)
        glew.glBindFramebufferEXT(glew.GL_FRAMEBUFFER_EXT, self.frameID[self.currentRes])
        tryme = [glew.GL_DEPTH_COMPONENT24, glew.GL_DEPTH_COMPONENT16]
        if (depth or use_depth): NTRIES=2
        else: NTRIES = 1

        for i in range(NTRIES):
            #initialize texture
            #glew.glActiveTextureARB(glew.GL_TEXTURE1_ARB)
            GL.glBindTexture(GL.GL_TEXTURE_2D, self.textureID[self.currentRes] )
            if depth: code1=tryme[i]; code2=GL.GL_DEPTH_COMPONENT; code3=GL.GL_UNSIGNED_INT
            else: code1 = GL.GL_RGBA8; code2=GL.GL_RGBA; code3=GL.GL_UNSIGNED_BYTE
            glew.glTexImage2D(GL.GL_TEXTURE_2D, 0, code1,
                screensizex, screensizey, 0, code2, code3, 0)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)

            #attach texture to framebuffer depth or color buffer
            if (depth): code1 = glew.GL_DEPTH_ATTACHMENT_EXT
            else: code1 = glew.GL_COLOR_ATTACHMENT0_EXT
            glew.glFramebufferTexture2DEXT(glew.GL_FRAMEBUFFER_EXT, code1, GL.GL_TEXTURE_2D, self.textureID[self.currentRes], 0)
            if (depth):
                GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
                GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
                GL.glTexParameteri(GL.GL_TEXTURE_2D, glew.GL_DEPTH_TEXTURE_MODE, GL.GL_LUMINANCE)
                if (hide):
                    # TODO: render to buffer NONE
                    renderID = glew.glGenRenderbuffersEXT(1)
                    glew.glBindRenderbufferEXT(glew.GL_RENDERBUFFER_EXT, renderID )
                    glew.glRenderbufferStorageEXT(glew.GL_RENDERBUFFER_EXT, GL.GL_RGBA, screensizex, screensizey)
                    glew.glFramebufferRenderbufferEXT(glew.GL_FRAMEBUFFER_EXT, glew.GL_COLOR_ATTACHMENT0_EXT,
                            glew.GL_RENDERBUFFER_EXT, renderID )
            if (use_depth):
                if Canvas.dummydepth == 666: Canvas.dummydepth = glew.glGenRenderbuffersEXT(1)
                glew.glBindRenderbufferEXT(glew.GL_RENDERBUFFER_EXT, Canvas.dummydepth )
                glew.glRenderbufferStorageEXT(glew.GL_RENDERBUFFER_EXT, tryme[i], screensizex, screensizey )
                # attach it to framebuffer
                glew.glFramebufferRenderbufferEXT(glew.GL_FRAMEBUFFER_EXT, glew.GL_DEPTH_ATTACHMENT_EXT, glew.GL_RENDERBUFFER_EXT, Canvas.dummydepth)
            Canvas.dummydepth=666
            if (self.CheckFrameBuffer()):
                glew.glBindFramebufferEXT(glew.GL_FRAMEBUFFER_EXT, 0 )
                return True
        glew.glBindFramebufferEXT(glew.GL_FRAMEBUFFER_EXT, 0 )
        return False