mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 12:03:51 +00:00
225 lines
5.4 KiB
C++
225 lines
5.4 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "FrameBuffer.h"
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#include "Core.h"
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#include "RenderBase.h"
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//WARNING: FrameBuffer objects have to have reloadDevice/unloadDevice called manually!
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FrameBuffer::FrameBuffer()
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{
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inited = false;
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w = 0;
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h = 0;
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g_frameBuffer = 0;
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g_depthRenderBuffer = 0;
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g_dynamicTextureID = 0;
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_w = _h = 0;
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}
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FrameBuffer::~FrameBuffer()
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{
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unloadDevice();
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}
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float FrameBuffer::getWidthP()
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{
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float px=0;
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int sw=core->getWindowWidth();
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px = (float)sw/(float)w;
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return px;
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}
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float FrameBuffer::getHeightP()
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{
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float py=0;
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int sh=core->getWindowHeight();
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py = (float)sh/(float)h;
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return py;
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}
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bool FrameBuffer::init(int width, int height, bool fitToScreen)
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{
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_w = width;
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_h = height;
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if (width == -1)
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width = core->width;
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if (height == -1)
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height = core->height;
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if (fitToScreen)
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{
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sizePowerOf2Texture(width);
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sizePowerOf2Texture(height);
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}
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_fitToScreen = fitToScreen;
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if (width == 0 || height == 0)
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return false;
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w=width;
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h=height;
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std::ostringstream os;
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os << "Loading EXT_framebuffer_object (" << w << ", " << h << ")";
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debugLog(os.str());
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if( !glIsRenderbufferEXT || !glBindRenderbufferEXT || !glDeleteRenderbuffersEXT ||
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!glGenRenderbuffersEXT || !glRenderbufferStorageEXT || !glGetRenderbufferParameterivEXT ||
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!glIsFramebufferEXT || !glBindFramebufferEXT || !glDeleteFramebuffersEXT ||
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!glGenFramebuffersEXT || !glCheckFramebufferStatusEXT || !glFramebufferTexture1DEXT ||
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!glFramebufferTexture2DEXT || !glFramebufferTexture3DEXT || !glFramebufferRenderbufferEXT||
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!glGetFramebufferAttachmentParameterivEXT)
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{
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debugLog("One or more EXT_framebuffer_object functions were not found");
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return false;
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}
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unloadDevice();
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//
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// Create a frame-buffer object and a render-buffer object...
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//
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glGenFramebuffersEXT( 1, &g_frameBuffer );
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glGenRenderbuffersEXT( 1, &g_depthRenderBuffer );
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// Initialize the render-buffer for usage as a depth buffer.
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// We don't really need this to render things into the frame-buffer object,
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// but without it the geometry will not be sorted properly.
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, g_depthRenderBuffer );
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glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height );
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glGenTextures( 1, &g_dynamicTextureID );
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glBindTexture( GL_TEXTURE_2D, g_dynamicTextureID );
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// GL_LINEAR
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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// FIXME: check for GL_ARB_texture_float; otherwise stick with old format
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F_ARB,
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width, height,
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0, GL_RGBA, GL_FLOAT, 0 );
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// Put together
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, g_frameBuffer );
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, g_dynamicTextureID, 0 );
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, g_depthRenderBuffer );
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//
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// Check for errors...
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//
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GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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switch( status )
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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debugLog("GL_FRAMEBUFFER_UNSUPPORTED_EXT!");
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default:
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unloadDevice();
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return false;
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}
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debugLog("Done");
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inited = true;
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return true;
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}
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void FrameBuffer::unloadDevice()
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{
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debugLog("frameBuffer::unloadDevice");
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inited = false;
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if (glDeleteFramebuffersEXT == NULL)
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{
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debugLog("Already shut down the GL, don't delete framebuffers");
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return;
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}
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if (g_frameBuffer)
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{
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
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debugLog("frameBuffer handle present, deleting");
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glDeleteFramebuffersEXT(1, &g_frameBuffer);
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g_frameBuffer = 0;
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}
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if (g_dynamicTextureID)
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{
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
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debugLog("dynamic texture ID handle present, deleting");
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glDeleteTextures(1, &g_dynamicTextureID);
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g_dynamicTextureID = 0;
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}
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if (g_depthRenderBuffer)
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{
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
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debugLog("depth render buffer handle present, deleting");
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glDeleteRenderbuffersEXT(1, &g_depthRenderBuffer);
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g_depthRenderBuffer = 0;
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}
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debugLog("done");
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}
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void FrameBuffer::reloadDevice()
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{
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debugLog("frameBuffer::reloadDevice");
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init(_w, _h, _fitToScreen);
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}
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void FrameBuffer::startCapture() const
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{
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assert(inited);
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, g_frameBuffer );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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void FrameBuffer::endCapture() const
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{
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assert(inited);
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
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}
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void FrameBuffer::bindTexture() const
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{
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assert(inited);
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glBindTexture( GL_TEXTURE_2D, g_dynamicTextureID );
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}
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