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https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
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Fixing dep build script on Windows and removing some warnings. Use bundled igl by default. Not building with the dependency scripts if not explicitly stated. This way, it will stay in Fix the libigl patch to include C source files in header only mode.
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL_INIT_RENDER_TO_TEXTURE_H
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#define IGL_OPENGL_INIT_RENDER_TO_TEXTURE_H
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#include "../igl_inline.h"
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#include "gl.h"
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#include <cstdlib>
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namespace igl
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{
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namespace opengl
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{
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// Create a frame buffer that renders color to a RGBA texture a depth to a
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// "render buffer".
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//
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// After calling this, you can use with something like:
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//
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// glBindFramebuffer(GL_FRAMEBUFFER, fbo_id);
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// if(!depth_texture)
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// {
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// glBindRenderbuffer(GL_RENDERBUFFER, d_id);
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// }
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// //
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// // draw scene ...
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// //
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// // clean up
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// glBindFramebuffer(GL_FRAMEBUFFER,0);
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// if(!depth_texture)
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// {
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// glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// }
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// // Later ...
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// glActiveTexture(GL_TEXTURE0+0);
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// glBindTexture(GL_TEXTURE_2D,tex_id);
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// if(depth_texture)
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// {
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// glActiveTexture(GL_TEXTURE0+1);
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// glBindTexture(GL_TEXTURE_2D,d_id);
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// }
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// // draw textures
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//
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//
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//
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// Inputs:
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// width image width
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// height image height
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// depth_texture whether to create a texture for depth or to create a
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// render buffer for depth
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// Outputs:
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// tex_id id of the texture
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// fbo_id id of the frame buffer object
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// d_id id of the depth texture or frame buffer object
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//
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IGL_INLINE void init_render_to_texture(
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const size_t width,
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const size_t height,
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const bool depth_texture,
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GLuint & tex_id,
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GLuint & fbo_id,
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GLuint & d_id);
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// Wrapper with depth_texture = false for legacy reasons
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IGL_INLINE void init_render_to_texture(
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const size_t width,
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const size_t height,
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GLuint & tex_id,
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GLuint & fbo_id,
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GLuint & dfbo_id);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "init_render_to_texture.cpp"
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#endif
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#endif
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