imgui-sfml-premake/sfml/src/SFML/Graphics/RenderTextureImplDefault.cpp

99 lines
3.3 KiB
C++

////////////////////////////////////////////////////////////
//
// 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 <SFML/Graphics/GLCheck.hpp>
#include <SFML/Graphics/GLExtensions.hpp>
#include <SFML/Graphics/RenderTextureImplDefault.hpp>
#include <SFML/Graphics/TextureSaver.hpp>
#include <SFML/Window/Context.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <memory>
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<Context>(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<GLsizei>(m_size.x), static_cast<GLsizei>(m_size.y)));
}
} // namespace sf::priv