tibia-client/src/framework/graphics/framebuffer.cpp

154 lines
5.6 KiB
C++

/*
* Copyright (c) 2010-2011 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 "graphics.h"
#include "texture.h"
#include <framework/platform/platform.h>
#include <GL/gl.h>
#include <GL/glext.h>
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;
}
if(m_fallbackOldImp)
logInfo("Framebuffers not supported, falling back to old implementation.");
}
FrameBuffer::~FrameBuffer()
{
if(m_fbo)
oglDeleteFramebuffers(1, &m_fbo);
}
void FrameBuffer::bind()
{
if(!m_fallbackOldImp) {
// bind framebuffer
oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
} else {
int screenWidth = g_graphics.getScreenSize().width();
int screenHeight = g_graphics.getScreenSize().height();
if(!m_screenBackup || m_screenBackup->getSize() != g_graphics.getScreenSize())
m_screenBackup = TexturePtr(new Texture(screenWidth, screenHeight, 4));
// save screen state
glBindTexture(GL_TEXTURE_2D, m_screenBackup->getId());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
}
// setup framebuffer viewport
glViewport(0, 0, m_texture->getWidth(), m_texture->getHeight());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, m_texture->getWidth(), m_texture->getHeight(), 0, -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();
// restore screen
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
g_graphics.drawTexturedRect(Rect(Point(0,0), g_graphics.getScreenSize()), m_screenBackup, Rect(), true);
}
}
void FrameBuffer::draw(const Rect& screenCoords, const Rect& framebufferCoords)
{
g_graphics.drawTexturedRect(screenCoords, m_texture, framebufferCoords, true);
}