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Aquaria/BBGE/FrameBuffer.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

342 lines
10 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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 program 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "FrameBuffer.h"
#include "Core.h"
#include "RenderBase.h"
#include "glext.h"
//WARNING: FrameBuffer objects have to have reloadDevice/unloadDevice called manually!
#ifdef BBGE_BUILD_FRAMEBUFFER
PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT = NULL;
PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = NULL;
PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = NULL;
PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT = NULL;
PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT = NULL;
PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT = NULL;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT = NULL;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT = NULL;
PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT = NULL;
PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT = NULL;
PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT = NULL;
#endif
FrameBuffer::FrameBuffer()
{
inited = false;
enabled = false;
w = 0;
h = 0;
g_frameBuffer = 0;
g_depthRenderBuffer = 0;
g_dynamicTextureID = 0;
_w = _h = 0;
}
FrameBuffer::~FrameBuffer()
{
unloadDevice();
}
float FrameBuffer::getWidthP()
{
float px=0;
int sw=core->getWindowWidth();
px = (float)sw/(float)w;
return px;
}
float FrameBuffer::getHeightP()
{
float py=0;
int sh=core->getWindowHeight();
py = (float)sh/(float)h;
return py;
}
bool FrameBuffer::init(int width, int height, bool fitToScreen)
{
// !!! FIXME: check for common GMA GL_RENDERER strings on Linux, too.
#ifdef BBGE_BUILD_MACOSX
std::ostringstream oss;
oss << "Vendor: [" << glGetString(GL_VENDOR) << "] Renderer: [" << glGetString(GL_RENDERER) << "]";
debugLog(oss.str());
std::string renderer = (const char*)glGetString(GL_RENDERER);
if (renderer.find("Intel GMA 950") != std::string::npos)
{
debugLog("Video Card is Intel GMA 950. Disabling FrameBuffer Effects.");
return false;
}
#endif
#ifdef BBGE_BUILD_FRAMEBUFFER
_w = width;
_h = height;
if (width == -1)
width = core->width;
if (height == -1)
height = core->height;
if (fitToScreen)
{
sizePowerOf2Texture(width);
sizePowerOf2Texture(height);
}
_fitToScreen = fitToScreen;
if (width == 0 || height == 0)
return false;
w=width;
h=height;
char *ext = (char*)glGetString( GL_EXTENSIONS );
std::ostringstream os;
os << "Loading EXT_framebuffer_object (" << w << ", " << h << ")";
debugLog(os.str());
if( strstr( ext, "EXT_framebuffer_object" ) == NULL )
{
debugLog("EXT_framebuffer_object extension was not found");
return false;
}
else
{
if (!glIsRenderbufferEXT)
{
glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glIsRenderbufferEXT");
glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glBindRenderbufferEXT");
glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)SDL_GL_GetProcAddress("glDeleteRenderbuffersEXT");
glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)SDL_GL_GetProcAddress("glGenRenderbuffersEXT");
glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)SDL_GL_GetProcAddress("glRenderbufferStorageEXT");
glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)SDL_GL_GetProcAddress("glGetRenderbufferParameterivEXT");
glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)SDL_GL_GetProcAddress("glIsFramebufferEXT");
glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)SDL_GL_GetProcAddress("glBindFramebufferEXT");
glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)SDL_GL_GetProcAddress("glGenFramebuffersEXT");
glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)SDL_GL_GetProcAddress("glFramebufferTexture1DEXT");
glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)SDL_GL_GetProcAddress("glFramebufferTexture3DEXT");
glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glFramebufferRenderbufferEXT");
glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)SDL_GL_GetProcAddress("glGetFramebufferAttachmentParameterivEXT");
glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)SDL_GL_GetProcAddress("glGenerateMipmapEXT");
}
if( !glIsRenderbufferEXT || !glBindRenderbufferEXT || !glDeleteRenderbuffersEXT ||
!glGenRenderbuffersEXT || !glRenderbufferStorageEXT || !glGetRenderbufferParameterivEXT ||
!glIsFramebufferEXT || !glBindFramebufferEXT || !glDeleteFramebuffersEXT ||
!glGenFramebuffersEXT || !glCheckFramebufferStatusEXT || !glFramebufferTexture1DEXT ||
!glFramebufferTexture2DEXT || !glFramebufferTexture3DEXT || !glFramebufferRenderbufferEXT||
!glGetFramebufferAttachmentParameterivEXT || !glGenerateMipmapEXT )
{
debugLog("One or more EXT_framebuffer_object functions were not found");
return false;
}
//
// Create a frame-buffer object and a render-buffer object...
//
glGenFramebuffersEXT( 1, &g_frameBuffer );
glGenRenderbuffersEXT( 1, &g_depthRenderBuffer );
// Initialize the render-buffer for usage as a depth buffer.
// We don't really need this to render things into the frame-buffer object,
// but without it the geometry will not be sorted properly.
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, g_depthRenderBuffer );
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height );
//
// Check for errors...
//
GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
switch( status )
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
debugLog("GL_FRAMEBUFFER_UNSUPPORTED_EXT!");
return false;
break;
default:
return false;
}
glGenTextures( 1, &g_dynamicTextureID );
glBindTexture( GL_TEXTURE_2D, g_dynamicTextureID );
// GL_LINEAR
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
width, height,
0, GL_BGR, GL_UNSIGNED_BYTE, 0 );
}
glBindTexture(GL_TEXTURE_2D, 0);
debugLog("Done");
inited = true;
enabled = true;
return true;
#endif
return false;
}
void FrameBuffer::unloadDevice()
{
debugLog("frameBuffer::unloadDevice");
#ifdef BBGE_BUILD_FRAMEBUFFER
if (glDeleteFramebuffersEXT == NULL)
{
debugLog("Already shut down the GL, don't delete framebuffers");
return;
}
if (g_frameBuffer)
{
debugLog("bind 0");
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
debugLog("frameBuffer handle present, deleting");
glDeleteFramebuffersEXT(1, &g_frameBuffer);
g_frameBuffer = 0;
}
if (g_dynamicTextureID)
{
debugLog("bind 0");
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
debugLog("dynamic texture ID handle present, deleting");
glDeleteTextures(1, &g_dynamicTextureID);
g_dynamicTextureID = 0;
}
if (g_depthRenderBuffer)
{
debugLog("bind 0");
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
debugLog("depth render buffer handle present, deleting");
glDeleteRenderbuffersEXT(1, &g_depthRenderBuffer);
g_depthRenderBuffer = 0;
}
#endif
debugLog("done");
}
void FrameBuffer::resetOpenGL()
{
#if defined(BBGE_BUILD_FRAMEBUFFER)
// set these back to NULL and reload them upon reinit, otherwise they
// might point to a bogus address when the shared library is reloaded.
glIsRenderbufferEXT = NULL;
glBindRenderbufferEXT = NULL;
glDeleteRenderbuffersEXT = NULL;
glGenRenderbuffersEXT = NULL;
glRenderbufferStorageEXT = NULL;
glGetRenderbufferParameterivEXT = NULL;
glIsFramebufferEXT = NULL;
glBindFramebufferEXT = NULL;
glDeleteFramebuffersEXT = NULL;
glGenFramebuffersEXT = NULL;
glCheckFramebufferStatusEXT = NULL;
glFramebufferTexture1DEXT = NULL;
glFramebufferTexture2DEXT = NULL;
glFramebufferTexture3DEXT = NULL;
glFramebufferRenderbufferEXT = NULL;
glGetFramebufferAttachmentParameterivEXT = NULL;
glGenerateMipmapEXT = NULL;
#endif
}
void FrameBuffer::reloadDevice()
{
debugLog("frameBuffer::reloadDevice");
init(_w, _h, _fitToScreen);
}
void FrameBuffer::startCapture()
{
#ifdef BBGE_BUILD_FRAMEBUFFER
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, g_frameBuffer );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, g_dynamicTextureID, 0 );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, g_depthRenderBuffer );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
#endif
}
void FrameBuffer::endCapture()
{
#ifdef BBGE_BUILD_FRAMEBUFFER
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
#endif
}
void FrameBuffer::bindTexture()
{
#ifdef BBGE_BUILD_FRAMEBUFFER
glBindTexture( GL_TEXTURE_2D, g_dynamicTextureID );
#endif
}
void FrameBuffer::setEnabled(bool e)
{
enabled = e;
}