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refactoring paths and includes
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150
src/framework/graphics/framebuffer.cpp
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150
src/framework/graphics/framebuffer.cpp
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/* The MIT License
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*
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* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "framebuffer.h"
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#include "core/platform.h"
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#include "graphics.h"
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h>
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PFNGLGENFRAMEBUFFERSPROC oglGenFramebuffers = 0;
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PFNGLBINDFRAMEBUFFERPROC oglBindFramebuffer = 0;
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PFNGLFRAMEBUFFERTEXTURE2DPROC oglFramebufferTexture2D = 0;
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PFNGLDELETEFRAMEBUFFERSPROC oglDeleteFramebuffers = 0;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC oglCheckFramebufferStatus = 0;
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FrameBuffer::FrameBuffer(int width, int height)
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{
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m_fbo = 0;
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m_width = width;
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m_height = height;
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// create FBO texture
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glGenTextures(1, &m_fboTexture);
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glBindTexture(GL_TEXTURE_2D, m_fboTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// we want bilinear filtering (for a smooth framebuffer)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// use FBO ext only if supported
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if(g_graphics.isExtensionSupported("ARB_framebuffer_object")) {
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m_fallbackOldImp = false;
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if(!oglGenFramebuffers) {
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oglGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)Platform::getExtensionProcAddress("glGenFramebuffers");
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oglBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)Platform::getExtensionProcAddress("glBindFramebuffer");
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oglFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)Platform::getExtensionProcAddress("glFramebufferTexture2D");
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oglDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)Platform::getExtensionProcAddress("glDeleteFramebuffers");
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oglCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)Platform::getExtensionProcAddress("glCheckFramebufferStatus");
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}
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// generate FBO
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oglGenFramebuffers(1, &m_fbo);
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oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
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// attach 2D texture to this FBO
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oglFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_fboTexture, 0);
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GLenum status = oglCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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//ok
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break;
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default: // fallback to old implementation
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m_fallbackOldImp = true;
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break;
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}
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} else {
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// otherwise fallback to copy texture from screen implementation
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m_fallbackOldImp = true;
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}
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}
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FrameBuffer::~FrameBuffer()
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{
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glDeleteTextures(1, &m_fboTexture);
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if(m_fbo)
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oglDeleteFramebuffers(1, &m_fbo);
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}
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void FrameBuffer::bind()
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{
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if(!m_fallbackOldImp) {
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// bind framebuffer
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oglBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
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}
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// setup framebuffer viewport
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glViewport(0, 0, m_width, m_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.0f, m_width, 0, m_height);
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// back to model view
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// clear framebuffer
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void FrameBuffer::unbind()
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{
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if(!m_fallbackOldImp) {
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// bind back buffer again
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oglBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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// restore graphics viewport
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g_graphics.restoreViewport();
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} else {
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// copy screen to texture
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glBindTexture(GL_TEXTURE_2D, m_fboTexture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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// restore graphics viewport
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g_graphics.restoreViewport();
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// clear screen
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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void FrameBuffer::draw(int x, int y, int width, int height)
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{
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glBindTexture(GL_TEXTURE_2D, m_fboTexture);
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glBegin(GL_QUADS);
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glTexCoord2i(0, 0); glVertex2i(x, y);
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glTexCoord2i(0, 1); glVertex2i(x, y+height);
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glTexCoord2i(1, 1); glVertex2i(x+width, y+height);
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glTexCoord2i(1, 0); glVertex2i(x+width, y);
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glEnd();
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}
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