tibia-client/src/framebuffer.cpp

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2010-11-23 16:30:43 +01:00
/* The MIT License
*
* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#define GL_GLEXT_PROTOTYPES
#include "framebuffer.h"
#include <GL/glext.h>
#include <GL/glu.h>
#include "platform.h"
#include "graphics.h"
FrameBuffer::FrameBuffer(int width, int height) :
m_fbo(0)
{
m_width = width;
m_height = height;
// texture where the framebuffer will be store
m_frameTexture = TexturePtr(new Texture(width, height, 4));
// we want a smooth framebuffer
m_frameTexture->enableBilinearFilter();
// use FBO only if supported
if(Platform::isExtensionSupported("EXT_framebuffer_object")) {
m_fallbackOldImp = false;
// generate FBO
glGenFramebuffersEXT(1, &m_fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
// attach 2D texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_frameTexture->getTextureId(), 0);
// must be called before checking
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
//ok
break;
default:
m_fallbackOldImp = true;
break;
}
} else {
// otherwise fallback to copy texture from screen implementation
m_fallbackOldImp = true;
}
}
FrameBuffer::~FrameBuffer()
{
if(m_fbo)
glDeleteFramebuffersEXT(1, &m_fbo);
}
void FrameBuffer::bind()
{
if(!m_fallbackOldImp) {
// bind framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
// must be called before rendering to framebuffer
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
// clear framebuffer
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
// setup framebuffer viewport
g_graphics.setViewport(m_width, m_height);
}
void FrameBuffer::unbind()
{
if(!m_fallbackOldImp) {
// bind back buffer again
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// must be called to render to back buffer again
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
} else {
// copy screen to texture
m_frameTexture->copyFromScreen(0, 0, 0, 0, m_width, m_height);
// clear screen
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
// restore graphics viewport
g_graphics.restoreViewport();
}