/* * 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" #include #include #include PFNGLGENFRAMEBUFFERSPROC oglGenFramebuffers = 0; PFNGLBINDFRAMEBUFFERPROC oglBindFramebuffer = 0; PFNGLFRAMEBUFFERTEXTURE2DPROC oglFramebufferTexture2D = 0; PFNGLDELETEFRAMEBUFFERSPROC oglDeleteFramebuffers = 0; PFNGLCHECKFRAMEBUFFERSTATUSPROC oglCheckFramebufferStatus = 0; FrameBuffer::FrameBuffer(int width, int height) { m_fbo = 0; // create FBO texture m_texture = TexturePtr(new Texture(width, height, 4)); m_texture->enableBilinearFilter(); // use FBO ext only if supported if(g_graphics.isExtensionSupported("GL_ARB_framebuffer_object")) { m_fallbackOldImp = false; if(!oglGenFramebuffers) { oglGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)g_platform.getExtensionProcAddress("glGenFramebuffers"); oglBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)g_platform.getExtensionProcAddress("glBindFramebuffer"); oglFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)g_platform.getExtensionProcAddress("glFramebufferTexture2D"); oglDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)g_platform.getExtensionProcAddress("glDeleteFramebuffers"); oglCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)g_platform.getExtensionProcAddress("glCheckFramebufferStatus"); } // generate FBO oglGenFramebuffers(1, &m_fbo); oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo); // attach 2D texture to this FBO oglFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture->getId(), 0); GLenum status = oglCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: //ok break; default: // fallback to old implementation m_fallbackOldImp = true; break; } // restore back buffer oglBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); } else { // otherwise fallback to copy texture from screen implementation m_fallbackOldImp = true; } } FrameBuffer::~FrameBuffer() { if(m_fbo) oglDeleteFramebuffers(1, &m_fbo); } void FrameBuffer::bind() { if(!m_fallbackOldImp) { // bind framebuffer oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo); } // setup framebuffer viewport glViewport(0, 0, m_texture->getWidth(), m_texture->getHeight()); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, m_texture->getWidth(), 0, m_texture->getHeight(), -1, 1); // back to model view glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // clear framebuffer glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); } void FrameBuffer::unbind() { if(!m_fallbackOldImp) { // bind back buffer again oglBindFramebuffer(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_texture->getId()); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_texture->getWidth(), m_texture->getHeight()); // 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(const Rect& screenCoords, const Rect& framebufferCoords) { g_graphics.drawTexturedRect(screenCoords, m_texture, framebufferCoords); }