tibia-client/src/framework/framebuffer.cpp

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/* 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.
*/
#include "framebuffer.h"
#include "platform.h"
#include "graphics.h"
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#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
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PFNGLGENFRAMEBUFFERSPROC oglGenFramebuffers = 0;
PFNGLBINDFRAMEBUFFERPROC oglBindFramebuffer = 0;
PFNGLFRAMEBUFFERTEXTURE2DPROC oglFramebufferTexture2D = 0;
PFNGLDELETEFRAMEBUFFERSPROC oglDeleteFramebuffers = 0;
PFNGLCHECKFRAMEBUFFERSTATUSPROC oglCheckFramebufferStatus = 0;
FrameBuffer::FrameBuffer(int width, int height)
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{
m_fbo = 0;
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m_width = width;
m_height = height;
// create FBO texture
glGenTextures(1, &m_fboTexture);
glBindTexture(GL_TEXTURE_2D, m_fboTexture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// we want bilinear filtering (for a smooth framebuffer)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// use FBO ext only if supported
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if(g_graphics.isExtensionSupported("ARB_framebuffer_object")) {
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m_fallbackOldImp = false;
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if(!oglGenFramebuffers) {
oglGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)Platform::getExtensionProcAddress("glGenFramebuffers");
oglBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)Platform::getExtensionProcAddress("glBindFramebuffer");
oglFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)Platform::getExtensionProcAddress("glFramebufferTexture2D");
oglDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)Platform::getExtensionProcAddress("glDeleteFramebuffers");
oglCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)Platform::getExtensionProcAddress("glCheckFramebufferStatus");
}
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// generate FBO
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oglGenFramebuffers(1, &m_fbo);
oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
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// attach 2D texture to this FBO
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oglFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_fboTexture, 0);
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GLenum status = oglCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
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switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
//ok
break;
default: // fallback to old implementation
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m_fallbackOldImp = true;
break;
}
} else {
// otherwise fallback to copy texture from screen implementation
m_fallbackOldImp = true;
}
}
FrameBuffer::~FrameBuffer()
{
glDeleteTextures(1, &m_fboTexture);
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if(m_fbo)
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oglDeleteFramebuffers(1, &m_fbo);
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}
void FrameBuffer::bind()
{
if(!m_fallbackOldImp) {
// bind framebuffer
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oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
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}
// setup framebuffer viewport
glViewport(0, 0, m_width, m_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0f, m_width, 0, m_height);
// back to model view
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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// clear framebuffer
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
void FrameBuffer::unbind()
{
if(!m_fallbackOldImp) {
// bind back buffer again
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oglBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
// restore graphics viewport
g_graphics.restoreViewport();
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} else {
// copy screen to texture
glBindTexture(GL_TEXTURE_2D, m_fboTexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
// restore graphics viewport
g_graphics.restoreViewport();
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// clear screen
glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
}
}
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void FrameBuffer::draw(int x, int y, int width, int height)
{
glBindTexture(GL_TEXTURE_2D, m_fboTexture);
glBegin(GL_QUADS);
glTexCoord2i(0, 0); glVertex2i(x, y);
glTexCoord2i(0, 1); glVertex2i(x, y+height);
glTexCoord2i(1, 1); glVertex2i(x+width, y+height);
glTexCoord2i(1, 0); glVertex2i(x+width, y);
glEnd();
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}