: chain(width, height), width(width), height(height)
{
add_input(data, color_space, gamma_curve);
+
+ glGenTextures(1, &texnum);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, texnum);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+
+ glGenFramebuffers(1, &fbo);
+ check_error();
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ check_error();
+ glFramebufferTexture2D(
+ GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ texnum,
+ 0);
+ check_error();
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
}
Input *EffectChainTester::add_input(const float *data, ColorSpace color_space, GammaCurve gamma_curve)
chain.add_output(format);
chain.finalize();
- glViewport(0, 0, width, height);
- chain.render_to_screen();
+ chain.render_to_fbo(fbo, width, height);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glReadPixels(0, 0, width, height, GL_RED, GL_FLOAT, out_data);
// Flip upside-down to compensate for different origin.