continue implementing new graphics engine

* implement OpenGL ES 1.1 and OpenGL ES 2.0 support
* new framebuffer that can run on any opengl implementation
* fixes in outfit size rendering
This commit is contained in:
Eduardo Bart
2012-04-20 07:16:03 -03:00
parent 58d76e255d
commit f14706206a
25 changed files with 515 additions and 398 deletions

View File

@@ -26,7 +26,6 @@
#include <framework/platform/platformwindow.h>
uint FrameBuffer::boundFbo = 0;
std::vector<bool> auxBuffers;
FrameBuffer::FrameBuffer()
{
@@ -41,42 +40,19 @@ FrameBuffer::FrameBuffer(const Size& size)
void FrameBuffer::internalCreate()
{
m_prevBoundFbo = 0;
m_fbo = 0;
if(g_graphics.canUseFBO()) {
glGenFramebuffers(1, &m_fbo);
if(!m_fbo)
logFatal("Unable to create framebuffer object");
}
#ifndef OPENGL_ES2
else { // use auxiliar buffers when FBOs are not supported
m_fbo = 0;
if(auxBuffers.size() == 0) {
int maxAuxs = 0;
glGetIntegerv(GL_AUX_BUFFERS, &maxAuxs);
auxBuffers.resize(maxAuxs+1, false);
}
for(uint i=1;i<auxBuffers.size();++i) {
if(auxBuffers[i] == false) {
m_fbo = i;
auxBuffers[i] = true;
break;
}
}
if(!m_fbo)
logFatal("There is no available auxiliar buffer for a new framebuffer, total AUXs: ", auxBuffers.size()-1);
}
#endif
}
FrameBuffer::~FrameBuffer()
{
if(g_graphics.canUseFBO()) {
if(m_fbo != 0)
glDeleteFramebuffers(1, &m_fbo);
}
#ifndef OPENGL_ES2
else {
auxBuffers[m_fbo] = false;
}
#endif
}
void FrameBuffer::resize(const Size& size)
@@ -90,7 +66,7 @@ void FrameBuffer::resize(const Size& size)
m_texture = TexturePtr(new Texture(size.width(), size.height(), 4));
m_texture->setSmooth(true);
if(g_graphics.canUseFBO()) {
if(m_fbo) {
internalBind();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->getId(), 0);
@@ -98,6 +74,8 @@ void FrameBuffer::resize(const Size& size)
if(status != GL_FRAMEBUFFER_COMPLETE)
logFatal("Unable to setup framebuffer object");
internalRelease();
} else {
m_screenBackup = TexturePtr(new Texture(size.width(), size.height(), 4));
}
}
@@ -147,58 +125,43 @@ void FrameBuffer::draw(const Rect& dest)
void FrameBuffer::internalBind()
{
if(boundFbo == m_fbo)
return;
assert(boundFbo != m_fbo);
if(g_graphics.canUseFBO()) {
if(m_fbo) {
assert(boundFbo != m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
m_prevBoundFbo = boundFbo;
boundFbo = m_fbo;
} else {
// backup screen color buffer into a texture
m_screenBackup->bind();
Size size = getSize();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.width(), size.height());
}
#ifndef OPENGL_ES2
else {
int buffer = GL_AUX0 + m_fbo - 1;
glDrawBuffer(buffer);
glReadBuffer(buffer);
}
#endif
m_prevBoundFbo = boundFbo;
boundFbo = m_fbo;
}
void FrameBuffer::internalRelease()
{
assert(boundFbo == m_fbo);
if(g_graphics.canUseFBO()) {
if(m_fbo) {
assert(boundFbo == m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_prevBoundFbo);
}
#ifndef OPENGL_ES2
else {
m_texture->bind();
boundFbo = m_prevBoundFbo;
} else {
Size size = getSize();
// copy the drawn color buffer into the framebuffer texture
m_texture->bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.width(), size.height());
int buffer = GL_BACK;
if(m_prevBoundFbo != 0)
buffer = GL_AUX0 + m_fbo - 1;
glDrawBuffer(buffer);
glReadBuffer(buffer);
// restore screen original content
g_painter->drawTexturedRect(Rect(0, 0, size), m_screenBackup, Rect(0, 0, size));
}
#endif
boundFbo = m_prevBoundFbo;
}
Size FrameBuffer::getSize()
{
#ifndef OPENGL_ES2
if(!g_graphics.canUseFBO()) {
if(m_fbo == 0) {
// the buffer size is limited by the window size
return Size(std::min(m_texture->getWidth(), g_window.getWidth()),
std::min(m_texture->getHeight(), g_window.getHeight()));
}
#endif
return m_texture->getSize();
}