/* * Copyright (c) 2010-2011 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 "graphics.h" #include "texture.h" FrameBuffer::FrameBuffer(int width, int height) { // create FBO texture m_texture = TexturePtr(new Texture(width, height, 4)); m_texture->enableBilinearFilter(); // generate FBO glGenFramebuffers(1, &m_fbo); if(!m_fbo) logFatal("Unable to create framebuffer object"); glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); // attach 2D texture to this FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->getId(), 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(status != GL_FRAMEBUFFER_COMPLETE) logFatal("Unable to create framebuffer object"); // restore back buffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } FrameBuffer::~FrameBuffer() { glDeleteFramebuffers(1, &m_fbo); } void FrameBuffer::bind() { glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); glClear(GL_COLOR_BUFFER_BIT); glViewport(0, 0, m_texture->getWidth(), m_texture->getHeight()); g_painter.updateProjectionMatrix(m_texture->getSize(), true); } void FrameBuffer::release() { // bind back buffer again glBindFramebuffer(GL_FRAMEBUFFER, 0); // restore graphics viewport glViewport(0, 0, g_graphics.getViewportSize().width(), g_graphics.getViewportSize().height()); g_painter.updateProjectionMatrix(g_graphics.getViewportSize()); } void FrameBuffer::draw(const Rect& dest) { g_painter.drawTexturedRect(dest, m_texture); }