mirror of
https://github.com/AquariaOSE/Aquaria.git
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b781b45789
This makes the window resizable in desktop mode, and fixed size otherwise. Fullscreen desktop has always the dame resolution as the desktop. Add config setting to specify initial display. Add config setting for the refresh rate (not yet properly integrated) Closes #17
248 lines
5.6 KiB
C++
248 lines
5.6 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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#ifdef BBGE_BUILD_FRAMEBUFFER
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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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#endif
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return false;
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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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#ifdef BBGE_BUILD_FRAMEBUFFER
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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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#endif
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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()
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{
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assert(inited);
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#ifdef BBGE_BUILD_FRAMEBUFFER
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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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#endif
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}
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void FrameBuffer::endCapture()
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{
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assert(inited);
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#ifdef BBGE_BUILD_FRAMEBUFFER
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
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#endif
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}
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void FrameBuffer::bindTexture()
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{
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assert(inited);
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#ifdef BBGE_BUILD_FRAMEBUFFER
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glBindTexture( GL_TEXTURE_2D, g_dynamicTextureID );
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#endif
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}
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