/* 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" FrameBuffer::FrameBuffer(int width, int height) { m_fbo = 0; 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); // 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); // use FBO ext only if supported if(Platform::isExtensionSupported("EXT_framebuffer_object")) { m_fallbackOldImp = false; // generate FBO glGenFramebuffersEXT(1, &m_fbo); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); // attach 2D texture to this FBO glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_fboTexture, 0); GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: //ok break; default: // fallback to old implementation m_fallbackOldImp = true; break; } } else { // otherwise fallback to copy texture from screen implementation m_fallbackOldImp = true; } } FrameBuffer::~FrameBuffer() { glDeleteTextures(1, &m_fboTexture); if(m_fbo) glDeleteFramebuffersEXT(1, &m_fbo); } void FrameBuffer::bind() { if(!m_fallbackOldImp) { // bind framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } // 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(); // 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 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); // restore graphics viewport g_graphics.restoreViewport(); } 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(); // clear screen glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); } } 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(); }