opencsg-sys 1.0.0

FFI bindings to OpenCSG (image-based CSG rendering for OpenGL)
Documentation
// OpenCSG - library for image-based CSG rendering for OpenGL
// Copyright (C) 2006-2026, Florian Kirsch
//
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110 - 1301 USA.

//
// frameBufferObject.cpp
//

#include "opencsgConfig.h"
#include "frameBufferObject.h"

namespace OpenCSG {

    namespace OpenGL {

        // ctor / dtor
        FrameBufferObject::FrameBufferObject()
          : textureTarget(GL_TEXTURE_2D),
            textureID(0),
            depthID(0),
            framebufferID(0),
            oldFramebufferID(0),
            initialized(false)
        {
        }

        FrameBufferObject::~FrameBufferObject() {
            Reset();
        }

        bool FrameBufferObject::ReadCurrent()
        {
            bool haveFBO = OPENCSG_HAS_EXT(ARB_framebuffer_object) != 0;

            if (haveFBO)
                glGetIntegerv(GL_FRAMEBUFFER_BINDING, &oldFramebufferID);

            return haveFBO;
        }

        bool FrameBufferObject::Initialize(Dimensions dims)
        {
            bool haveFBO = OPENCSG_HAS_EXT(ARB_framebuffer_object) != 0;
            if (!haveFBO)
                return false;

            dimensions = dims;

            glGenFramebuffers(1, &framebufferID);
            glGenRenderbuffers(1, &depthID); 
            glGenTextures(1, &textureID);

            glBindFramebuffer(GL_FRAMEBUFFER, framebufferID);

            GLenum target = GL_TEXTURE_2D;
            if (   !OPENCSG_HAS_EXT(ARB_texture_non_power_of_two)
                && (   OPENCSG_HAS_EXT(ARB_texture_rectangle)
                    || OPENCSG_HAS_EXT(EXT_texture_rectangle)
                    || OPENCSG_HAS_EXT(NV_texture_rectangle)))
                target = GL_TEXTURE_RECTANGLE_ARB;

            glBindTexture(target, textureID);
            glTexImage2D(target, 0, GL_RGBA8, GetWidth(), GetHeight(), 0, GL_RGBA, GL_INT, 0);
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureID, 0);

            glBindRenderbuffer(GL_RENDERBUFFER, depthID);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, GetWidth(), GetHeight());
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthID);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthID);

            GLenum status;
            status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
            if (status == GL_FRAMEBUFFER_UNSUPPORTED) {
                Reset();
                return false;
            }

            glBindFramebuffer(GL_FRAMEBUFFER, oldFramebufferID);
            glBindTexture(target, 0);

            textureTarget = target;

            initialized = true;

            return true;
        }

        // Releases frame buffer objects
        bool FrameBufferObject::Reset()
        {
            if (textureID) {
                glDeleteTextures(1, &textureID);
                textureID = 0;
            }
            if (depthID) {
                glDeleteRenderbuffers(1, &depthID); 
                depthID = 0;
            }
            if (framebufferID) {
                glDeleteFramebuffers(1, &framebufferID);
                framebufferID = 0;
            }

            dimensions = Dimensions();

            initialized = false;

            return true;
        }

        // If new requested size differs, regenerate FBO texture objects
        bool FrameBufferObject::Resize(Dimensions dims)
        {
            if (dimensions == dims) {
                return true;
            }

            Reset();
            return Initialize(dims);
        }

        // Binds the created frame buffer texture such we can render into it.
        bool FrameBufferObject::BeginCapture()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, framebufferID);
            return true;
        }

        // Unbinds frame buffer texture.
        bool FrameBufferObject::EndCapture()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, oldFramebufferID);
            return true;
        }

        // Sets the frame buffer texture as active texture object.
        void FrameBufferObject::Bind() const
        {
            glBindTexture(textureTarget, textureID);
        }

    } // namespace OpenGL

} // namespace OpenCSG