use GLSL shaders

This commit is contained in:
Eduardo Bart
2011-12-06 22:31:55 -02:00
parent cf0aab6d4d
commit 7eead50806
64 changed files with 1219 additions and 630 deletions

View File

@@ -26,110 +26,52 @@
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;
// generate FBO
glGenFramebuffers(1, &m_fbo);
if(!m_fbo)
logFatal("Unable to create framebuffer object");
// generate FBO
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// attach 2D texture to this FBO
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture->getId(), 0);
// attach 2D texture to this FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->getId(), 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
//ok
break;
default: // fallback to old implementation
m_fallbackOldImp = true;
break;
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
logFatal("Unable to create framebuffer object");
// restore back buffer
glBindFramebuffer(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.");
// restore back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FrameBuffer::~FrameBuffer()
{
if(m_fbo)
glDeleteFramebuffers(1, &m_fbo);
glDeleteFramebuffers(1, &m_fbo);
}
void FrameBuffer::bind()
{
if(!m_fallbackOldImp) {
// bind framebuffer
glBindFramebuffer(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);
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::unbind()
void FrameBuffer::release()
{
if(!m_fallbackOldImp) {
// bind back buffer again
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
// bind back buffer again
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 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);
}
// 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& screenCoords, const Rect& framebufferCoords)
void FrameBuffer::draw(const Rect& dest)
{
g_graphics.drawTexturedRect(screenCoords, m_texture, framebufferCoords, true);
g_painter.drawTexturedRect(dest, m_texture);
}