#include "framebuffer.h" #include "graphics.h" #include #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; 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(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_fboTexture, 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); } else { // otherwise fallback to copy texture from screen implementation m_fallbackOldImp = true; } } FrameBuffer::~FrameBuffer() { glDeleteTextures(1, &m_fboTexture); 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_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 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_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) { glColor4ubv(Color::white.rgbaPtr()); 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(); }