FBO working as expected, render background on menu state
This commit is contained in:
parent
4b2886ebec
commit
4102ae093c
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@ -68,6 +68,8 @@ void Engine::init()
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void Engine::terminate()
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void Engine::terminate()
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{
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{
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changeState(NULL);
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// save configs
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// save configs
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g_config.setValue("width", Platform::getWindowWidth());
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g_config.setValue("width", Platform::getWindowWidth());
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g_config.setValue("height", Platform::getWindowHeight());
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g_config.setValue("height", Platform::getWindowHeight());
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@ -24,25 +24,31 @@
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#define GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES
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#include "framebuffer.h"
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#include "framebuffer.h"
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#include "platform.h"
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#include "graphics.h"
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#include "logger.h"
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#include <GL/glext.h>
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#include <GL/glext.h>
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#include <GL/glu.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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FrameBuffer::FrameBuffer(int width, int height)
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m_fbo(0)
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{
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{
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m_fbo = 0;
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m_width = width;
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m_width = width;
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m_height = height;
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m_height = height;
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// texture where the framebuffer will be store
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// create FBO texture
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m_frameTexture = TexturePtr(new Texture(width, height, 4));
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glGenTextures(1, &m_fboTexture);
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glBindTexture(GL_TEXTURE_2D, m_fboTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// we want a smooth framebuffer
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// we want bilinear filtering (for a smooth framebuffer)
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m_frameTexture->enableBilinearFilter();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// use FBO only if supported
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// use FBO ext only if supported
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if(Platform::isExtensionSupported("EXT_framebuffer_object")) {
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if(Platform::isExtensionSupported("EXT_framebuffer_object")) {
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m_fallbackOldImp = false;
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m_fallbackOldImp = false;
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@ -51,18 +57,14 @@ FrameBuffer::FrameBuffer(int width, int height) :
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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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// 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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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_fboTexture, 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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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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switch(status) {
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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//ok
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//ok
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break;
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break;
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default:
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default: // fallback to old implementation
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m_fallbackOldImp = true;
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m_fallbackOldImp = true;
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break;
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break;
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}
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}
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@ -74,6 +76,7 @@ FrameBuffer::FrameBuffer(int width, int height) :
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FrameBuffer::~FrameBuffer()
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FrameBuffer::~FrameBuffer()
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{
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{
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glDeleteTextures(1, &m_fboTexture);
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if(m_fbo)
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if(m_fbo)
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glDeleteFramebuffersEXT(1, &m_fbo);
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glDeleteFramebuffersEXT(1, &m_fbo);
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}
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}
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@ -83,18 +86,21 @@ void FrameBuffer::bind()
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if(!m_fallbackOldImp) {
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if(!m_fallbackOldImp) {
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// bind framebuffer
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// bind framebuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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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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}
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// setup framebuffer viewport
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glViewport(0, 0, m_width, m_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.0f, m_width, 0, m_height);
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// back to model view
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// clear framebuffer
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// clear framebuffer
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glClearColor(0.0, 0.0, 0.0, 0.0);
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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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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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}
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void FrameBuffer::unbind()
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void FrameBuffer::unbind()
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@ -102,19 +108,32 @@ void FrameBuffer::unbind()
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if(!m_fallbackOldImp) {
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if(!m_fallbackOldImp) {
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// bind back buffer again
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// bind back buffer again
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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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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glDrawBuffer(GL_BACK);
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glReadBuffer(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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// restore graphics viewport
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g_graphics.restoreViewport();
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g_graphics.restoreViewport();
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} else {
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// copy screen to texture
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glBindTexture(GL_TEXTURE_2D, m_fboTexture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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// restore graphics viewport
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g_graphics.restoreViewport();
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// clear screen
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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void FrameBuffer::draw(int x, int y, int width, int height)
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{
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glBindTexture(GL_TEXTURE_2D, m_fboTexture);
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glBegin(GL_QUADS);
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glTexCoord2i(0, 0); glVertex2i(x, y);
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glTexCoord2i(0, 1); glVertex2i(x, y+height);
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glTexCoord2i(1, 1); glVertex2i(x+width, y+height);
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glTexCoord2i(1, 0); glVertex2i(x+width, y);
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glEnd();
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}
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}
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@ -25,24 +25,25 @@
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#ifndef FRAMEBUFFER_H
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#ifndef FRAMEBUFFER_H
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#define FRAMEBUFFER_H
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#define FRAMEBUFFER_H
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#include "texture.h"
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#include <GL/gl.h>
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class FrameBuffer
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class FrameBuffer
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{
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{
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public:
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FrameBuffer(int width, int height);
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FrameBuffer(int width, int height);
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virtual ~FrameBuffer();
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virtual ~FrameBuffer();
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/// Return the texture where everything was drawn
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TexturePtr getFramebufferTexture();
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/// Bind the framebuffer, everything rendered will be draw on it
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/// Bind the framebuffer, everything rendered will be draw on it
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void bind();
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void bind();
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/// Unbind the framebuffer, render on back buffer again
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/// Unbind the framebuffer, render on back buffer again
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void unbind();
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void unbind();
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/// Draw framebuffer
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void draw(int x, int y, int width, int height);
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private:
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private:
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TexturePtr m_frameTexture;
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GLuint m_fboTexture;
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GLuint m_fbo;
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GLuint m_fbo;
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bool m_fallbackOldImp;
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bool m_fallbackOldImp;
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int m_width;
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int m_width;
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@ -27,6 +27,7 @@
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#include <GL/gl.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glu.h>
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#include "texture.h"
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Graphics g_graphics;
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Graphics g_graphics;
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@ -43,10 +44,10 @@ Graphics::~Graphics()
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void Graphics::init()
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void Graphics::init()
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{
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{
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// setup opengl
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// setup opengl
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // black background
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glEnable(GL_ALPHA_TEST); // enable alpha by default
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glEnable(GL_ALPHA_TEST); // enable alpha
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glAlphaFunc(GL_GREATER, 0.0f); // default alpha mode
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glAlphaFunc(GL_GREATER, 0.0f); // default alpha mode
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glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need it
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glDisable(GL_DEPTH_TEST); // we are rendering 2D only, we don't need it
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glEnable(GL_TEXTURE_2D); // enable textures by default
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notice("GPU %s", (const char*)glGetString(GL_RENDERER));
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notice("GPU %s", (const char*)glGetString(GL_RENDERER));
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notice("OpenGL %s", (const char*)glGetString(GL_VERSION));
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notice("OpenGL %s", (const char*)glGetString(GL_VERSION));
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restoreViewport();
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restoreViewport();
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}
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}
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void Graphics::setViewport(int width, int height)
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void Graphics::restoreViewport()
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{
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{
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// resize gl viewport
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// resize gl viewport
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glViewport(0, 0, width, height);
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glViewport(0, 0, m_width, m_height);
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/*
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/*
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0 ,0---------0,w**
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0,0---------0,w
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@ -79,7 +80,7 @@ void Graphics::setViewport(int width, int height)
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// setup view region like above
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// setup view region like above
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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gluOrtho2D(0.0f, width, height, 0.0f);
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gluOrtho2D(0.0f, m_width, m_height, 0.0f);
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// back to model view
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// back to model view
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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@ -88,6 +89,7 @@ void Graphics::setViewport(int width, int height)
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void Graphics::beginRender()
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void Graphics::beginRender()
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{
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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glLoadIdentity();
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}
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}
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#ifndef GRAPHICS_H
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#ifndef GRAPHICS_H
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#define GRAPHICS_H
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#define GRAPHICS_H
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class Texture;
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class Graphics
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class Graphics
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{
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{
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public:
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public:
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/// Called after every window resize
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/// Called after every window resize
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void resize(int width, int height);
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void resize(int width, int height);
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/// Restore original viewport
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void restoreViewport();
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/// Called before every render
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/// Called before every render
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void beginRender();
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void beginRender();
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/// Called after every render
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/// Called after every render
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void endRender();
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void endRender();
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/// Restore original viewport
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void restoreViewport() { setViewport(m_width, m_height); }
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/// Set viewport, used by FrameBuffer
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void setViewport(int width, int height);
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int getWidth() { return m_width; }
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int getWidth() { return m_width; }
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int getHeight() { return m_height; }
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int getHeight() { return m_height; }
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g_resources.init(argv[0]);
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g_resources.init(argv[0]);
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if(g_resources.setWriteDir(Platform::getAppUserDir()))
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if(g_resources.setWriteDir(Platform::getAppUserDir()))
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g_resources.addToSearchPath(Platform::getAppUserDir());
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g_resources.addToSearchPath(Platform::getAppUserDir());
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g_resources.addToSearchPath("data");
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// before loading configurations set the default ones
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// before loading configurations set the default ones
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setDefaultConfigs();
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setDefaultConfigs();
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#include "framebuffer.h"
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#include "framebuffer.h"
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#include "graphics.h"
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#include "graphics.h"
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#include "texturemanager.h"
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#include "texturemanager.h"
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#include "logger.h"
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#include "engine.h"
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FrameBuffer *fbo;
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TexturePtr background;
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MenuState::MenuState()
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MenuState::MenuState()
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{
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{
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}
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}
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MenuState::~MenuState()
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MenuState::~MenuState()
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void MenuState::onEnter()
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void MenuState::onEnter()
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{
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{
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background = g_textures.get("background.png");
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background->enableBilinearFilter();
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}
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}
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void MenuState::onLeave()
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void MenuState::onLeave()
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void MenuState::onClose()
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void MenuState::onClose()
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{
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{
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g_engine.stop();
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}
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}
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void MenuState::onInputEvent(InputEvent* event)
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void MenuState::onInputEvent(InputEvent* event)
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{
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{
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}
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}
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void MenuState::render()
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void MenuState::render()
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{
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{
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// draw background
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background->bind();
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int x = 0;
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int y = 0;
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int screenWidth = g_graphics.getWidth();
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int screenHeight = g_graphics.getHeight();
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int textureWidth = background->getWidth();
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int textureHeight = background->getHeight();
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int texCoordX;
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int texCoordY;
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int texCoordWidth;
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int texCoordHeight;
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int wantedWidth = 1240;
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int wantedHeight = 880;
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float originalRatio = (float)wantedWidth/wantedHeight;
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float screenRatio = (float)screenWidth/screenHeight;
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if(screenRatio >= originalRatio) {
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texCoordHeight = wantedHeight;
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texCoordWidth = std::min((int)(wantedHeight*screenRatio), textureWidth);
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} else {
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texCoordWidth = wantedWidth;
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texCoordHeight = std::min((int)(wantedWidth/screenRatio), textureHeight);
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}
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texCoordX = textureWidth - texCoordWidth;
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texCoordY = textureHeight - texCoordHeight;
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glBegin(GL_QUADS);
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glTexCoord2f((float)texCoordX/textureWidth, (float)texCoordY/textureHeight); glVertex2i(x, y);
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glTexCoord2f((float)texCoordX/textureWidth, (float)(texCoordY+texCoordHeight)/textureHeight); glVertex2i(x, y+screenHeight);
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glTexCoord2f((float)(texCoordX+texCoordWidth)/textureWidth, (float)(texCoordY+texCoordHeight)/textureHeight); glVertex2i(x+screenWidth, y+screenHeight);
|
||||||
|
glTexCoord2f((float)(texCoordX+texCoordWidth)/textureWidth, (float)texCoordY/textureHeight); glVertex2i(x+screenWidth, y);
|
||||||
|
glEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
void MenuState::update(int elapsedTicks)
|
void MenuState::update(int elapsedTicks)
|
||||||
|
|
|
@ -62,7 +62,7 @@ Texture::Texture(int width, int height, int components, unsigned char *pixels)
|
||||||
|
|
||||||
Texture::~Texture()
|
Texture::~Texture()
|
||||||
{
|
{
|
||||||
if(m_textureId > 0)
|
if(m_textureId)
|
||||||
glDeleteTextures(1, &m_textureId);
|
glDeleteTextures(1, &m_textureId);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -73,14 +73,23 @@ void Texture::bind()
|
||||||
|
|
||||||
void Texture::enableBilinearFilter()
|
void Texture::enableBilinearFilter()
|
||||||
{
|
{
|
||||||
bind();
|
glBindTexture(GL_TEXTURE_2D, m_textureId);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture::copyFromScreen(int xoffset, int yoffset, int x, int y, int width, int height)
|
void Texture::draw(int x, int y)
|
||||||
{
|
{
|
||||||
bind();
|
draw(x, y, m_width, m_height);
|
||||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Texture::draw(int x, int y, int width, int height)
|
||||||
|
{
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_textureId);
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
|
|
@ -43,12 +43,11 @@ public:
|
||||||
/// Enable texture bilinear filter (smooth scaled textures)
|
/// Enable texture bilinear filter (smooth scaled textures)
|
||||||
void enableBilinearFilter();
|
void enableBilinearFilter();
|
||||||
|
|
||||||
/// Copy screen pixels to texture
|
void draw(int x, int y);
|
||||||
void copyFromScreen(int xoffset, int yoffset, int x, int y, int width, int height);
|
void draw(int x, int y, int width, int height);
|
||||||
|
|
||||||
int getWidth() const { return m_width; }
|
int getWidth() const { return m_width; }
|
||||||
int getHeight() const { return m_height; }
|
int getHeight() const { return m_height; }
|
||||||
GLuint getTextureId() const { return m_textureId; }
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
GLuint m_textureId;
|
GLuint m_textureId;
|
||||||
|
|
Loading…
Reference in New Issue