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use super::*;
pub struct ColorData<'a> {
width: usize,
height: usize,
buffer: Vec<raw::UByte>,
phantom_data: PhantomData<&'a i32>,
}
impl<'a> ColorData<'a> {
pub fn get(&self, x: usize, y: usize) -> Color<u8> {
assert!(x < self.width);
assert!(y < self.height);
Color::rgba(
self.buffer[(y * self.width + x) * 4],
self.buffer[(y * self.width + x) * 4 + 1],
self.buffer[(y * self.width + x) * 4 + 2],
self.buffer[(y * self.width + x) * 4 + 3],
)
}
}
impl<'a> FramebufferRead<'a> {
pub fn read_color(&self) -> ColorData {
let gl = &self.fbo.ugli.inner;
self.fbo.bind();
let result = unsafe {
let buffer_len = self.size.x * self.size.y * 4;
let mut buffer = Vec::with_capacity(buffer_len);
buffer.set_len(buffer_len);
gl.read_pixels(
0,
0,
self.size.x as raw::SizeI,
self.size.y as raw::SizeI,
raw::RGBA,
raw::UNSIGNED_BYTE,
&mut buffer,
);
ColorData {
width: self.size.x,
height: self.size.y,
buffer,
phantom_data: PhantomData,
}
};
self.fbo.ugli.debug_check();
result
}
pub fn copy_to_texture(
&self,
texture: &mut Texture,
source_rect: AABB<usize>,
dest: Vec2<usize>,
) {
let gl = &self.fbo.ugli.inner;
self.fbo.bind();
gl.bind_texture(raw::TEXTURE_2D, &texture.handle);
gl.copy_tex_sub_image_2d(
raw::TEXTURE_2D,
0,
dest.x as raw::Int,
dest.y as raw::Int,
source_rect.bottom_left().x as raw::Int,
source_rect.bottom_left().y as raw::Int,
source_rect.width() as raw::SizeI,
source_rect.height() as raw::SizeI,
);
self.fbo.ugli.debug_check();
}
}