/* 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. */ #define GL_GLEXT_PROTOTYPES #include "framebuffer.h" #include #include #include "platform.h" #include "graphics.h" FrameBuffer::FrameBuffer(int width, int height) : m_fbo(0) { m_width = width; m_height = height; // texture where the framebuffer will be store m_frameTexture = TexturePtr(new Texture(width, height, 4)); // we want a smooth framebuffer m_frameTexture->enableBilinearFilter(); // use FBO 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_frameTexture->getTextureId(), 0); // must be called before checking glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: //ok break; default: m_fallbackOldImp = true; break; } } else { // otherwise fallback to copy texture from screen implementation m_fallbackOldImp = true; } } FrameBuffer::~FrameBuffer() { if(m_fbo) glDeleteFramebuffersEXT(1, &m_fbo); } void FrameBuffer::bind() { if(!m_fallbackOldImp) { // bind framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); // must be called before rendering to framebuffer glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } // clear framebuffer glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); // setup framebuffer viewport g_graphics.setViewport(m_width, m_height); } void FrameBuffer::unbind() { if(!m_fallbackOldImp) { // bind back buffer again glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // must be called to render to back buffer again glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); } else { // copy screen to texture m_frameTexture->copyFromScreen(0, 0, 0, 0, m_width, m_height); // clear screen glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); } // restore graphics viewport g_graphics.restoreViewport(); }