Remove unused offscreen GL renderer.
This was used for Gtk 2 and old macOS, but all of those use direct rendering now.pull/513/head
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a60d4df179
commit
07992cecaa
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@ -375,22 +375,6 @@ public:
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std::shared_ptr<Pixmap> ReadFrame() override;
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};
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//-----------------------------------------------------------------------------
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// 3d renderers
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//-----------------------------------------------------------------------------
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// An offscreen renderer based on OpenGL framebuffers.
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class GlOffscreen {
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public:
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unsigned int framebuffer = 0;
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unsigned int colorRenderbuffer = 0;
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unsigned int depthRenderbuffer = 0;
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std::vector<uint8_t> data;
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bool Render(int width, int height, std::function<void()> renderFn);
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void Clear();
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};
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//-----------------------------------------------------------------------------
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// Factories
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//-----------------------------------------------------------------------------
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@ -1,58 +0,0 @@
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//-----------------------------------------------------------------------------
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// Offscreen rendering in OpenGL using EGL and framebuffer objects.
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//
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// Copyright 2015-2016 whitequark
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//-----------------------------------------------------------------------------
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#endif
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#include "solvespace.h"
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void GlOffscreen::Clear() {
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glDeleteRenderbuffersEXT(1, &depthRenderbuffer);
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glDeleteRenderbuffersEXT(1, &colorRenderbuffer);
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glDeleteFramebuffersEXT(1, &framebuffer);
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*this = {};
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}
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bool GlOffscreen::Render(int width, int height, std::function<void()> renderFn) {
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data.resize(width * height * 4);
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if(framebuffer == 0)
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glGenFramebuffersEXT(1, &framebuffer);
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if(colorRenderbuffer == 0)
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glGenRenderbuffersEXT(1, &colorRenderbuffer);
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if(depthRenderbuffer == 0)
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glGenRenderbuffersEXT(1, &depthRenderbuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorRenderbuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT, colorRenderbuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthRenderbuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, depthRenderbuffer);
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bool framebufferComplete =
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glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
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if(framebufferComplete) {
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renderFn();
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#if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__
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glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &data[0]);
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#else
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glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, &data[0]);
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#endif
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return framebufferComplete;
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}
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