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

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#include "framebuffer.h"
#include "graphics.h"
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#include <core/platform.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("GL_ARB_framebuffer_object")) {
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m_fallbackOldImp = false;
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if(!oglGenFramebuffers) {
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oglGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)g_platform.getExtensionProcAddress("glGenFramebuffers");
oglBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)g_platform.getExtensionProcAddress("glBindFramebuffer");
oglFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)g_platform.getExtensionProcAddress("glFramebufferTexture2D");
oglDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)g_platform.getExtensionProcAddress("glDeleteFramebuffers");
oglCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)g_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;
}
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// restore back buffer
oglBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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} 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)
{
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glColor4ubv(Color::white.rgbaPtr());
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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}