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@ -25,6 +25,12 @@
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#include "platform.h"
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#include "graphics.h"
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PFNGLGENFRAMEBUFFERSEXTPROC oglGenFramebuffersEXT = 0;
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PFNGLBINDFRAMEBUFFEREXTPROC oglBindFramebufferEXT = 0;
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PFNGLFRAMEBUFFERTEXTURE2DEXTPROC oglFramebufferTexture2DEXT = 0;
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PFNGLDELETEFRAMEBUFFERSEXTPROC oglDeleteFramebuffersEXT = 0;
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PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC oglCheckFramebufferStatusEXT = 0;
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FrameBuffer::FrameBuffer(int width, int height)
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{
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m_fbo = 0;
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@ -45,15 +51,22 @@ FrameBuffer::FrameBuffer(int width, int height)
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// use FBO ext only if supported
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if(Platform::isExtensionSupported("EXT_framebuffer_object")) {
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m_fallbackOldImp = false;
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if(!oglGenFramebuffersEXT) {
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oglGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)Platform::getExtensionProcAddress("glGenFramebuffersEXT");
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oglBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)Platform::getExtensionProcAddress("glBindFramebufferEXT");
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oglFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)Platform::getExtensionProcAddress("glFramebufferTexture2DEXT");
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oglDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)Platform::getExtensionProcAddress("glDeleteFramebuffersEXT");
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oglCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)Platform::getExtensionProcAddress("glCheckFramebufferStatusEXT");
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}
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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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oglGenFramebuffersEXT(1, &m_fbo);
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oglBindFramebufferEXT(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_fboTexture, 0);
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oglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_fboTexture, 0);
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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GLenum status = oglCheckFramebufferStatusEXT(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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@ -72,14 +85,14 @@ FrameBuffer::~FrameBuffer()
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{
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glDeleteTextures(1, &m_fboTexture);
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if(m_fbo)
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glDeleteFramebuffersEXT(1, &m_fbo);
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oglDeleteFramebuffersEXT(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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oglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
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}
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// setup framebuffer viewport
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@ -101,7 +114,7 @@ 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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oglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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