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