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Aquaria/BBGE/FrameBuffer.cpp
fgenesis b781b45789 Implement "Desktop" resolution (0x0, default). Also fix music slider update in options menu
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
2017-01-13 18:20:35 +01:00

248 lines
5.6 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"
//WARNING: FrameBuffer objects have to have reloadDevice/unloadDevice called manually!
FrameBuffer::FrameBuffer()
{
inited = 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)
{
#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;
std::ostringstream os;
os << "Loading EXT_framebuffer_object (" << w << ", " << h << ")";
debugLog(os.str());
if( !glIsRenderbufferEXT || !glBindRenderbufferEXT || !glDeleteRenderbuffersEXT ||
!glGenRenderbuffersEXT || !glRenderbufferStorageEXT || !glGetRenderbufferParameterivEXT ||
!glIsFramebufferEXT || !glBindFramebufferEXT || !glDeleteFramebuffersEXT ||
!glGenFramebuffersEXT || !glCheckFramebufferStatusEXT || !glFramebufferTexture1DEXT ||
!glFramebufferTexture2DEXT || !glFramebufferTexture3DEXT || !glFramebufferRenderbufferEXT||
!glGetFramebufferAttachmentParameterivEXT)
{
debugLog("One or more EXT_framebuffer_object functions were not found");
return false;
}
unloadDevice();
//
// 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 );
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 );
// FIXME: check for GL_ARB_texture_float; otherwise stick with old format
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F_ARB,
width, height,
0, GL_RGBA, GL_FLOAT, 0 );
// Put together
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 );
//
// Check for errors...
//
GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
switch( status )
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
debugLog("GL_FRAMEBUFFER_UNSUPPORTED_EXT!");
default:
unloadDevice();
return false;
}
debugLog("Done");
inited = true;
return true;
#endif
return false;
}
void FrameBuffer::unloadDevice()
{
debugLog("frameBuffer::unloadDevice");
inited = false;
#ifdef BBGE_BUILD_FRAMEBUFFER
if (glDeleteFramebuffersEXT == NULL)
{
debugLog("Already shut down the GL, don't delete framebuffers");
return;
}
if (g_frameBuffer)
{
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
debugLog("frameBuffer handle present, deleting");
glDeleteFramebuffersEXT(1, &g_frameBuffer);
g_frameBuffer = 0;
}
if (g_dynamicTextureID)
{
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
debugLog("dynamic texture ID handle present, deleting");
glDeleteTextures(1, &g_dynamicTextureID);
g_dynamicTextureID = 0;
}
if (g_depthRenderBuffer)
{
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
debugLog("depth render buffer handle present, deleting");
glDeleteRenderbuffersEXT(1, &g_depthRenderBuffer);
g_depthRenderBuffer = 0;
}
#endif
debugLog("done");
}
void FrameBuffer::reloadDevice()
{
debugLog("frameBuffer::reloadDevice");
init(_w, _h, _fitToScreen);
}
void FrameBuffer::startCapture()
{
assert(inited);
#ifdef BBGE_BUILD_FRAMEBUFFER
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, g_frameBuffer );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
#endif
}
void FrameBuffer::endCapture()
{
assert(inited);
#ifdef BBGE_BUILD_FRAMEBUFFER
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
#endif
}
void FrameBuffer::bindTexture()
{
assert(inited);
#ifdef BBGE_BUILD_FRAMEBUFFER
glBindTexture( GL_TEXTURE_2D, g_dynamicTextureID );
#endif
}