Skip to main content
  • Home
  • Development
  • Documentation
  • Donate
  • Operational login
  • Browse the archive

swh logo
SoftwareHeritage
Software
Heritage
Archive
Features
  • Search

  • Downloads

  • Save code now

  • Add forge now

  • Help

https://github.com/lwt831/Real-time-Locally-Injective-Volumetric-Deformation
20 January 2026, 10:57:12 UTC
  • Code
  • Branches (1)
  • Releases (0)
  • Visits
    • Branches
    • Releases
    • HEAD
    • refs/heads/master
    No releases to show
  • c267948
  • /
  • glvu
  • /
  • VAOImage.h
Raw File Download
Take a new snapshot of a software origin

If the archived software origin currently browsed is not synchronized with its upstream version (for instance when new commits have been issued), you can explicitly request Software Heritage to take a new snapshot of it.

Use the form below to proceed. Once a request has been submitted and accepted, it will be processed as soon as possible. You can then check its processing state by visiting this dedicated page.
swh spinner

Processing "take a new snapshot" request ...

To reference or cite the objects present in the Software Heritage archive, permalinks based on SoftWare Hash IDentifiers (SWHIDs) must be used.
Select below a type of object currently browsed in order to display its associated SWHID and permalink.

  • content
  • directory
  • revision
  • snapshot
origin badgecontent badge
swh:1:cnt:4adf2e43bd1968b3e938f2b2aa1f71921bbc7464
origin badgedirectory badge
swh:1:dir:cf90c7a577b701392d16a2c3885de4cbc59b28a5
origin badgerevision badge
swh:1:rev:8da858a9a496faf7eb26f1854e8db3c57776c0e0
origin badgesnapshot badge
swh:1:snp:d460e09d7a0ebd508ffbb5fc8580c6584ff91442

This interface enables to generate software citations, provided that the root directory of browsed objects contains a citation.cff or codemeta.json file.
Select below a type of object currently browsed in order to generate citations for them.

  • content
  • directory
  • revision
  • snapshot
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
Tip revision: 8da858a9a496faf7eb26f1854e8db3c57776c0e0 authored by lwt831 on 30 April 2021, 08:00:14 UTC
Update Readme
Tip revision: 8da858a
VAOImage.h
#pragma once

#include "MyImage.h"
#include <algorithm>


#ifdef _DEBUG
#include <cassert>
#define MAKESURE(x) assert(x)
#else
#define MAKESURE(x) 
#endif

class GLQuad
{
private:
    unsigned int vaoHandle;

public:
	GLQuad() :vaoHandle(0) {
        // make sure OpenGL Context is created before this!

		// Set up the buffers
		unsigned int handle[2];
		glGenBuffers(2, handle);

		// Set up the VAO(vertex array object)
		glGenVertexArrays(1, &vaoHandle);
		glBindVertexArray(vaoHandle);

		// Vertex position
		glBindBuffer(GL_ARRAY_BUFFER, handle[0]);
		const GLbyte x[] = { -1, -1, 1, -1, -1, 1, 1, 1 };
		glBufferData(GL_ARRAY_BUFFER, sizeof(x), x, GL_STATIC_DRAW);
		glVertexAttribPointer(0, 2, GL_BYTE, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray(0);

		// Texture coordinates
		glBindBuffer(GL_ARRAY_BUFFER, handle[1]);
		const GLbyte uv[] = { 0, 0, 1, 0, 0, 1, 1, 1 };
		glBufferData(GL_ARRAY_BUFFER, sizeof(uv), uv, GL_STATIC_DRAW);
		glVertexAttribPointer(2, 2, GL_BYTE, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray(2);

		glBindVertexArray(0);
	}

	~GLQuad() { glDeleteVertexArrays(1, &vaoHandle); }

	void draw() const {
		glBindVertexArray(vaoHandle);
		//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // GL_QUADS not supported by glDrawArrays
		//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		glBindVertexArray(0);
	}

	static const char* vertexShaderStr() {
        return R"(#version 330
                layout (location = 0) in vec2 VertexPosition;
                layout (location = 2) in vec2 VertexTexCoord;
                uniform mat3 modelview;
                out vec2 TexCoord;
                void main(){
                    gl_Position = vec4(modelview*vec3(VertexPosition,1), 1);
                    TexCoord = VertexTexCoord;
                })";
	}

	static const char* fragShaderStr() {
        return R"(#version 330
                in vec2 TexCoord;
                out vec4 FragColor;
                uniform sampler2D img;
                uniform float alpha=1.0;
                void main(){ FragColor = vec4(texture(img, TexCoord).rgb, alpha); })";
	}

};

inline void drawUnitQuad()
{
	static GLQuad quad;
	quad.draw();
}




int imDim2glTexFormat(int d) 
{
    //const int formats[][4] = { { GL_RED, GL_RG, GL_RGB, GL_RGBA }, { GL_COMPRESSED_RGB, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA } };
    const int formats[] = { GL_RED, GL_RG, GL_RGB, GL_RGBA };
    return formats[std::max(d - 1, 0)];
}

int imDim2glTexInputFormat(int d) {
    const int formats[] = { GL_RED, GL_RG, GL_RGB, GL_RGBA };
    return formats[std::max(d - 1, 0)];
}



class GLTexture
{
public:
	unsigned int handle;
    unsigned int nMultisample;

    GLTexture(const MyImage* img = nullptr, int ms = 1) : handle(0),nMultisample(ms)	{ if (img) setImage(*img); }
    GLTexture(GLTexture&& t)    { swap(std::move(t)); }

    GLTexture(const GLTexture&) = delete;
    GLTexture& operator =(const GLTexture&) = delete;

	~GLTexture() { glDeleteTextures(1, &handle); }

    void swap(GLTexture&& t)    { std::swap(handle, t.handle); }

    GLenum target() const { return nMultisample>1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; }

    static GLTexture fromFile(const std::string &filename)    { MyImage tmp(filename); return GLTexture(&tmp); }

    static GLTexture genWhiteTexture(int w=16, int h=16) 
    {
        //int align;
        //glGetIntegerv(GL_UNPACK_ALIGNMENT, &align);
        //int pitch = (w * 3 + align - 1) / align*align;

        ////Upload pixel data.
        //std::vector<unsigned char> pixels(h * pitch, 255);
        //return GLTexture(&MyImage(pixels.data(), w, h, pitch, 3));

        GLTexture tex;
        tex.allocateStorage(w, h, GL_RGB, GL_RGB);
        unsigned char col[] = { 255, 255, 255, 255 };
        tex.clearToColor(col);
        return tex;
    }

    void clearToColor(const unsigned char *col)    {
#if OPENGL_VERSION >= 4
        glClearTexImage(handle, 0, GL_RGB, GL_UNSIGNED_BYTE, col); // only available on OpenGL4 hardware
#else
        GLuint fbo;
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, handle, 0);
        glDrawBuffer(GL_COLOR_ATTACHMENT0);
        GLuint clearcolor[] = { col[0], col[1], col[2], col[3] };
        glClearBufferuiv(GL_COLOR, 0, clearcolor);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
        glDeleteFramebuffers(1, &fbo);
#endif
    }

	void allocateStorage(int w, int h, int internalFormat, int format=GL_RGB, int filtering = GL_LINEAR, int clamping = GL_REPEAT);
    void setImage(const MyImage &img, bool allocated=false, int internalFormat=0);

	void bind()     { glBindTexture(target(), handle); }
	void unbind()   { glBindTexture(target(), 0); }
    bool isbinded() const { int v;  glGetIntegerv(GL_TEXTURE_BINDING_2D, &v); return v == handle; }
    int  width() const 	{ assert(isbinded()); int i; glGetTexLevelParameteriv(target(), 0, GL_TEXTURE_WIDTH, &i); return i; }
	int  height() const	{ assert(isbinded()); int i; glGetTexLevelParameteriv(target(), 0, GL_TEXTURE_HEIGHT, &i); return i; }
    int  format() const { assert(isbinded()); int i; glGetTexLevelParameteriv(target(), 0, GL_TEXTURE_INTERNAL_FORMAT, &i); return i; }
    operator MyImage();

	int filtering() {

		bind();
		int v, v2;
		glGetTexParameteriv(target(), GL_TEXTURE_MIN_FILTER, &v);
		glGetTexParameteriv(target(), GL_TEXTURE_MAG_FILTER, &v2);
		MAKESURE(v == v2);
		return v;  
	}

	int clamping() {
		bind();
		int v, v2;
		glGetTexParameteriv(target(), GL_TEXTURE_WRAP_S, &v);
		glGetTexParameteriv(target(), GL_TEXTURE_WRAP_T, &v2);
		MAKESURE(v == v2);
		return v;
	}

	void setFiltering(int v) 
	{
		bind();
		glTexParameteri(target(), GL_TEXTURE_MIN_FILTER, v);
		glTexParameteri(target(), GL_TEXTURE_MAG_FILTER, v);
	}

	void setClamping(int v) 
	{
		bind();
		glTexParameteri(target(), GL_TEXTURE_WRAP_S, v);
		glTexParameteri(target(), GL_TEXTURE_WRAP_T, v);
	}

    void setFormat(unsigned int v)
    {
        bind();
        if (handle && v != format()){ allocateStorage(width(), height(), v); }
    }
};

GLTexture::operator MyImage()
{
    bind();
    const int w = width();
    const int h = height();

    //download pixel data.
    int align;
    glGetIntegerv(GL_PACK_ALIGNMENT, &align);

    //int pitch = (w * 3 + align - 1) / align*align;
    int pitch = (w * 4 + align - 1) / align*align;
    std::vector<BYTE> pixels(h*pitch);
    //glGetTexImage(target(), 0, GL_BGR, GL_UNSIGNED_BYTE, &pixels[0]);
    glGetTexImage(target(), 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);

    return MyImage(pixels.data(), w, h, pitch, 4);
}


void GLTexture::allocateStorage(int w, int h, int internalFormat, int inputFormat, int filtering, int clamping)
{
	if (handle)
		glDeleteTextures(1, &handle); // clean previous memory

	glGenTextures(1, &handle);
	glBindTexture(target(), handle);

	glTexParameteri(target(), GL_TEXTURE_MIN_FILTER, filtering);
	glTexParameteri(target(), GL_TEXTURE_MAG_FILTER, filtering);
	glTexParameteri(target(), GL_TEXTURE_WRAP_S, clamping);
	glTexParameteri(target(), GL_TEXTURE_WRAP_T, clamping);

    if (internalFormat == GL_RED){  // for grayscale images
        GLint cols[] = { GL_RED, GL_RED, GL_RED, 1 };
        glTexParameteriv(target(), GL_TEXTURE_SWIZZLE_RGBA, cols);
    }
    // Allocate the storage. use RGB (no alpha channel)
    if (nMultisample>1)
        glTexImage2DMultisample(target(), nMultisample, GL_RGBA8, w, h, false);
    else
        glTexImage2D(target(), 0, internalFormat, w, h, 0, inputFormat, GL_UNSIGNED_BYTE, nullptr);
}

void GLTexture::setImage(const MyImage &img, bool allocated, int internalFormat)
{
    bind();
    if (!internalFormat) internalFormat = imDim2glTexFormat(img.dim());
    if (!allocated)  allocateStorage(img.width(), img.height(), internalFormat);
    //allocateStorage(img.width(), img.height(), internalFormat, dim2inputFormat(img.dim()));

    const int w = img.width();
    const int h = img.height();
    MAKESURE(w == width() && h == height());
 
    glPixelStorei(GL_UNPACK_ALIGNMENT, MyImage::alignment()); // for texture uploading
    
    int format = imDim2glTexInputFormat(img.dim());
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, format, GL_UNSIGNED_BYTE, img.data());

    const GLfloat white[] = { 1.f, 1.f, 1.f, 1.f };
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, white);
}


class GLArrayTexture
{
public:
	unsigned int handle;
	//unsigned int format;        // GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGB16F, GL_RGB32F, GL_RGB32, GL_COMPRESSED_RGB
	//unsigned int clamping;      // GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, GL_REPEAT, GL_MIRRORED_REPEAT
	//unsigned int filtering;     // GL_LINEAR, GL_NEAREST

    GLArrayTexture(const std::vector<MyImage> *img = nullptr) : handle(0)	{ if (img) setImage(*img); }
    GLArrayTexture(const GLArrayTexture&) = delete;
    GLArrayTexture& operator =(const GLArrayTexture&) = delete;

	~GLArrayTexture() { glDeleteTextures(1, &handle); }

	void allocateStorage(int w, int h, int nlayer, int format, int inputFormat=GL_RGB, int filtering = GL_LINEAR, int clamping = GL_REPEAT);
        operator std::vector<MyImage>();
	void clearToColor(const unsigned char *col, int iLayer=-1);
    int  loadFromFiles(const std::vector<std::string> &filenames, int internalFormat = 0);
	void setImage(const std::vector<MyImage> &imgs, bool allocated=false, int internalFormat = 0);
	void bind()     { MAKESURE(glIsTexture(handle));  glBindTexture(GL_TEXTURE_2D_ARRAY, handle); }
	void unbind()   { glBindTexture(GL_TEXTURE_2D_ARRAY, 0); }
	int  width() 	{ bind();  int i; glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_WIDTH,  &i); return i; }
	int  height()	{ bind();  int i; glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_HEIGHT, &i); return i; }
	int  numLayers(){ bind();  int i; glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_DEPTH,  &i); return i; }

	int filtering() {
		bind();
		int v, v2;
		glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, &v);
		glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, &v2);
		MAKESURE(v == v2);
		return v;  
	}

	int clamping() {
		bind();
		int v, v2;
		glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, &v);
		glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, &v2);
		MAKESURE(v == v2);
		return v;
	}

    int format() { bind();  int i; glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_INTERNAL_FORMAT, &i); return i; }

	void setFiltering(int v) 
	{
		bind();
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, v);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, v);
	}

	void setClamping(int v) 
	{
		bind();
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, v);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, v);
	}

    void setFormat(unsigned int v)
    {
        if (handle && v != format()){ bind(); allocateStorage(width(), height(), numLayers(), v); }
    }
};


void GLArrayTexture::allocateStorage(int w, int h, int nlayer, int internalFormat, int format, int filtering, int clamping)
{
	if (handle)
		glDeleteTextures(1, &handle); // clean previous memory

	glGenTextures(1, &handle);
	glBindTexture(GL_TEXTURE_2D_ARRAY, handle);

	//Allocate the storage. use RGB (no alpha channel)
	//glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, format, w, h, nlayer); // does not handle compression?
    glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internalFormat, w, h, nlayer, 0, format, GL_UNSIGNED_BYTE, nullptr);

	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filtering);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filtering);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, clamping);
	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, clamping);

    if (internalFormat == GL_RED){  // for grayscale images
        GLint cols[] = { GL_RED, GL_RED, GL_RED, 1 };
        glTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_RGBA, cols);
    }
}

void GLArrayTexture::clearToColor(const unsigned char *col, int iLayer)
{
    const int w = width();
    const int h = height();

#if OPENGL_VERSION >= 4
    if (iLayer < 0) 
        glClearTexImage(handle, 0, GL_RGB, GL_UNSIGNED_BYTE, col);
    else
        glClearTexSubImage(handle, 0, 0, 0, iLayer, w, h, 1, GL_RGB, GL_UNSIGNED_BYTE, col);
#else
    int nLayer = numLayers();
    //int align;
    //glGetIntegerv(GL_UNPACK_ALIGNMENT, &align);
    //int pitch = (w * 3 + align - 1) / align*align;
    //std::vector<unsigned char> pixels(h * pitch * nLayer);
    //for (int i = 0; i < h*nLayer; i++) {
    //	for (int j = 0; j < w; j++)
    //       std::copy_n(col, 3, &pixels[i*pitch + j * 3]);
    //}
    //
    ////Upload pixel data.
    //glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, w, h, nLayer, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);

    // TODO: not tested working
    GLuint fbo;
    glGenFramebuffers(1, &fbo);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);

    GLuint clearcolor[] = { col[0], col[1], col[2], col[3] };
    for (int i = 0; i < nLayer; i++){
        if (iLayer >= 0 && iLayer != i) continue;
        glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, handle, 0, i);
        glDrawBuffer(GL_COLOR_ATTACHMENT0);
        glClearBufferuiv(GL_COLOR, 0, clearcolor);
    }
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    glDeleteFramebuffers(1, &fbo);
#endif
}
	
GLArrayTexture::operator std::vector<MyImage>()
{
	bind();
    const int w = width();
    const int h = height();
    const int nLayers = numLayers();

	//download pixel data.
	int align;
	glGetIntegerv(GL_PACK_ALIGNMENT, &align);
	int pitch = (w * 3 + align - 1) / align*align;

	std::vector<BYTE> pixels(h*pitch*nLayers);
	glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
	
	std::vector<MyImage> imgs(nLayers);
	for (int i = 0; i < nLayers; i++)
		imgs[i] = MyImage(&pixels[i*pitch*h], w, h, pitch);

	return imgs;
}


void GLArrayTexture::setImage(const std::vector<MyImage> &imgs, bool allocated, int internalFormat)
{
    if (imgs.empty()) return;

    if (!internalFormat) internalFormat = imDim2glTexFormat(imgs[0].dim());
    if (!allocated)	allocateStorage(imgs[0].width(), imgs[0].height(), int(imgs.size()), internalFormat);

	const int nLayer = int(imgs.size());
    int w = imgs[0].width();
    int h = imgs[0].height();

	MAKESURE(w==width() && h==height() && nLayer<=numLayers()); // fixed, may have more layered allocated in the beginning
 
	//Upload pixel data.
	glPixelStorei(GL_UNPACK_ALIGNMENT, MyImage::alignment()); // for texture uploading

    int format = imDim2glTexInputFormat(imgs[0].dim());
	for (int iLayer = 0; iLayer < nLayer; iLayer++){
		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, iLayer, w, h, 1, format, GL_UNSIGNED_BYTE, imgs[iLayer].data());
	}

}


int GLArrayTexture::loadFromFiles(const std::vector<std::string> &filenames, int internalFormat)
{
	if (filenames.empty()) return 0;

	const int nLayer = int(filenames.size());

    MyImage img(filenames[0]);
    int w = img.width();
    int h = img.height();

    if (!internalFormat) internalFormat = imDim2glTexFormat(img.dim());
    allocateStorage(w, h, nLayer, internalFormat);
	MAKESURE(w==width() && h==height() && nLayer==numLayers());
 
	//Upload pixel data.
    if (MyImage::alignment() > 8) 
        fprintf(stderr, "!MyImage has too big alignment(%d)!\n", MyImage::alignment());

	glPixelStorei(GL_UNPACK_ALIGNMENT, MyImage::alignment()); // for texture uploading

    printf("Loading %d textures from disk...", nLayer);
	for (int iLayer = 0; iLayer < nLayer; iLayer++){
        if (iLayer>0) img = MyImage(filenames[iLayer]);
		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, iLayer, w, h, 1, GL_RGB, GL_UNSIGNED_BYTE, img.data());
	}

    printf("finished!\n");

    return nLayer;
}

class GLFbo
{
public:
	GLuint tex, fbo;
	GLFbo() :tex(0),fbo(0){};
	void allocateStorage(int w, int h, int internalFormat, int inputFormat, int filtering, int clamping, int attachmentFormat, int dataFormat = GL_FLOAT)
	{
		glGenFramebuffers(1, &fbo);
		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, inputFormat, dataFormat, nullptr);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamping);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamping);
		
		glBindFramebuffer(GL_FRAMEBUFFER, fbo);
		glFramebufferTexture2D(GL_FRAMEBUFFER, attachmentFormat, GL_TEXTURE_2D, tex, 0);
	}

	void bind() {glBindFramebuffer(GL_FRAMEBUFFER, fbo); };
	void unbind() {glBindFramebuffer(GL_FRAMEBUFFER, 0);};
};

class GLFboMs
{
public:
    GLuint tex, fbo;

    GLFboMs(int w, int h, int nSample)
    {
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);

        // Allocate the storage. use RGB (no alpha channel)
        glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, nSample, GL_RGBA8, w, h, false);

        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        //glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
        //glFramebufferRenderbuffer()
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
    }

    ~GLFboMs(){
        glDeleteFramebuffers(1, &fbo);
        glDeleteTextures(1, &tex);
    }
};


class GLTextureBuffer
{
public:
	unsigned int texHandle;
	unsigned int bufHandle;

    GLTextureBuffer() : texHandle(0), bufHandle(0){ }
    GLTextureBuffer(GLTextureBuffer&& t)    { swap(std::move(t)); }

    GLTextureBuffer(const GLTextureBuffer&) = delete;
    GLTextureBuffer& operator =(const GLTextureBuffer&) = delete;

	~GLTextureBuffer()
	{
	    glDeleteTextures(1, &texHandle);
	    glDeleteBuffers(1, &bufHandle);
	}

    void swap(GLTextureBuffer&& t)
	{
	    std::swap(texHandle, t.texHandle);
        std::swap(bufHandle, t.bufHandle);
	}

	void bind()     { glBindTexture(GL_TEXTURE_BUFFER, texHandle); }
	void unbind()   { glBindTexture(GL_TEXTURE_BUFFER, 0); }

    void upload(const void *data, int datasize, int datatype)
    {
        if (!bufHandle) glGenBuffers(1, &bufHandle);
        glBindBuffer(GL_TEXTURE_BUFFER, bufHandle);
        glBufferData(GL_TEXTURE_BUFFER, datasize, NULL, GL_STATIC_DRAW);
        glBufferSubData(GL_TEXTURE_BUFFER, 0 , datasize, data);

        if (!texHandle) glGenTextures(1, &texHandle);
        bind();
        glTexBuffer(GL_TEXTURE_BUFFER, datatype, bufHandle);
    }

};

back to top

Software Heritage — Copyright (C) 2015–2026, The Software Heritage developers. License: GNU AGPLv3+.
The source code of Software Heritage itself is available on our development forge.
The source code files archived by Software Heritage are available under their own copyright and licenses.
Terms of use: Archive access, API— Content policy— Contact— JavaScript license information— Web API