//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include #include namespace sf::priv { //////////////////////////////////////////////////////////// RenderTextureImplDefault::RenderTextureImplDefault() = default; //////////////////////////////////////////////////////////// RenderTextureImplDefault::~RenderTextureImplDefault() = default; //////////////////////////////////////////////////////////// unsigned int RenderTextureImplDefault::getMaximumAntiAliasingLevel() { // If the system is so old that it doesn't support FBOs, chances are it is // also using either a software renderer or some CPU emulated support for AA // In order to not cripple performance in this rare case, we just return 0 here return 0; } //////////////////////////////////////////////////////////// bool RenderTextureImplDefault::create(Vector2u size, unsigned int, const ContextSettings& settings) { // Store the dimensions m_size = size; // Create the in-memory OpenGL context m_context = std::make_unique(settings, size); return true; } //////////////////////////////////////////////////////////// bool RenderTextureImplDefault::activate(bool active) { return m_context->setActive(active); } //////////////////////////////////////////////////////////// bool RenderTextureImplDefault::isSrgb() const { return m_context->getSettings().sRgbCapable; } //////////////////////////////////////////////////////////// void RenderTextureImplDefault::updateTexture(unsigned int textureId) { // Make sure that the current texture binding will be preserved const TextureSaver save; // Copy the rendered pixels to the texture glCheck(glBindTexture(GL_TEXTURE_2D, textureId)); glCheck( glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, static_cast(m_size.x), static_cast(m_size.y))); } } // namespace sf::priv