tibia-client/src/framework/graphics/framebuffer.cpp

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/*
* Copyright (c) 2010-2011 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.
*/
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#include "framebuffer.h"
#include "graphics.h"
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#include "texture.h"
FrameBuffer::FrameBuffer(int width, int height)
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{
// create FBO texture
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m_texture = TexturePtr(new Texture(width, height, 4));
m_texture->enableBilinearFilter();
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// generate FBO
glGenFramebuffers(1, &m_fbo);
if(!m_fbo)
logFatal("Unable to create framebuffer object");
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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// attach 2D texture to this FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->getId(), 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
logFatal("Unable to create framebuffer object");
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// restore back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
FrameBuffer::~FrameBuffer()
{
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glDeleteFramebuffers(1, &m_fbo);
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}
void FrameBuffer::bind()
{
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, m_texture->getWidth(), m_texture->getHeight());
g_painter.updateProjectionMatrix(m_texture->getSize(), true);
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}
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void FrameBuffer::release()
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{
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// bind back buffer again
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// restore graphics viewport
glViewport(0, 0, g_graphics.getViewportSize().width(), g_graphics.getViewportSize().height());
g_painter.updateProjectionMatrix(g_graphics.getViewportSize());
}
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void FrameBuffer::draw(const Rect& dest)
{
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g_painter.drawTexturedRect(dest, m_texture);
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}