|
@@ -1,6 +1,170 @@
|
|
|
#include "Framebuffer.h"
|
|
|
#include <common/Matrix.h>
|
|
|
|
|
|
+#include <iostream>
|
|
|
+#include <string>
|
|
|
+#include <sstream>
|
|
|
+#include <vector>
|
|
|
+#include <algorithm>
|
|
|
+#include <iterator>
|
|
|
+using namespace std;
|
|
|
+
|
|
|
+namespace {
|
|
|
+
|
|
|
+ // functions to get opengl capabilities at runtime
|
|
|
+ vector<string> tokenize(const string& str)
|
|
|
+ {
|
|
|
+ vector<string> tokens;
|
|
|
+
|
|
|
+ istringstream iss( str );
|
|
|
+ copy(istream_iterator<string>(iss), istream_iterator<string>(),
|
|
|
+ back_inserter< vector<string> >(tokens));
|
|
|
+ return tokens;
|
|
|
+ }
|
|
|
+
|
|
|
+ float getOpenGLVersionNumber()
|
|
|
+ {
|
|
|
+ vector<string> tokens = tokenize( (const char*)glGetString(GL_VERSION) );
|
|
|
+ stringstream toNumber( tokens.at(0) );
|
|
|
+
|
|
|
+ double version;
|
|
|
+ toNumber >> version;
|
|
|
+ return version;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool hasFramebufferExtension()
|
|
|
+ {
|
|
|
+ vector<string> ext = tokenize( (const char*)glGetString(GL_EXTENSIONS) );
|
|
|
+ return find(ext.begin(), ext.end(), "GL_EXT_framebuffer_object") != ext.end();
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // strategy for fbo creation, interchangable at runtime:
|
|
|
+ // none, opengl >= 3.0, extensions
|
|
|
+ struct FramebufferStrategy {
|
|
|
+ /// create a new framebuffer, depthbuffer and texture
|
|
|
+ /**
|
|
|
+ * @param[out] framebuffer Framebuffer name
|
|
|
+ * @param[out] depthbuffer Depthbuffer name
|
|
|
+ * @param[out] img Texture name
|
|
|
+ * @param[in] width Width of framebuffer
|
|
|
+ * @param[in] height Height of framebuffer
|
|
|
+ * @return Creation status
|
|
|
+ */
|
|
|
+ virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
|
|
|
+ { return GL_FRAMEBUFFER_UNSUPPORTED; }
|
|
|
+ /// remove objects
|
|
|
+ /**
|
|
|
+ * @param[in] framebuffer Framebuffer name
|
|
|
+ * @param[in] depthbuffer Depthbuffer name
|
|
|
+ * @param[in] img Texture name
|
|
|
+ */
|
|
|
+ virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img) {}
|
|
|
+ virtual void bindFBO(GLuint framebuffer) {}
|
|
|
+ };
|
|
|
+
|
|
|
+#ifdef GL_VERSION_3_0
|
|
|
+ struct FramebufferStrategyGL3 : public FramebufferStrategy {
|
|
|
+ virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
|
|
|
+ {
|
|
|
+ // generate depth buffer
|
|
|
+ glGenRenderbuffers(1, &depthbuffer);
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
+
|
|
|
+ // generate texture save target
|
|
|
+ glGenTextures(1, &img);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, img);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
|
|
|
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+
|
|
|
+ // create framebuffer
|
|
|
+ glGenFramebuffers(1, &framebuffer);
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
|
+ GL_TEXTURE_2D, img, 0);
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
|
|
+ GL_RENDERBUFFER, depthbuffer);
|
|
|
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
+
|
|
|
+ // unbind buffers and texture
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
+ return status;
|
|
|
+ }
|
|
|
+ virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img)
|
|
|
+ {
|
|
|
+ glDeleteTextures(1, &framebuffer);
|
|
|
+ glDeleteRenderbuffers(1, &depthbuffer);
|
|
|
+ glDeleteFramebuffers(1, &img);
|
|
|
+ }
|
|
|
+
|
|
|
+ virtual void bindFBO(GLuint framebuffer)
|
|
|
+ {
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
|
+ }
|
|
|
+ };
|
|
|
+#endif
|
|
|
+
|
|
|
+ struct FramebufferStrategyEXT : public FramebufferStrategy {
|
|
|
+
|
|
|
+ virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
|
|
|
+ {
|
|
|
+ // generate depth buffer
|
|
|
+ glGenRenderbuffersEXT(1, &depthbuffer);
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER_EXT, depthbuffer);
|
|
|
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, width, height);
|
|
|
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
+
|
|
|
+ // generate texture save target
|
|
|
+ glGenTextures(1, &img);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, img);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
|
|
|
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+
|
|
|
+ // create framebuffer
|
|
|
+ glGenFramebuffersEXT(1, &framebuffer);
|
|
|
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
|
|
|
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
|
+ GL_TEXTURE_2D, img, 0);
|
|
|
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
|
+ GL_RENDERBUFFER_EXT, depthbuffer);
|
|
|
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
|
+
|
|
|
+ // unbind buffers and texture
|
|
|
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
+ return status;
|
|
|
+ }
|
|
|
+
|
|
|
+ virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img)
|
|
|
+ {
|
|
|
+ glDeleteTextures(1, &framebuffer);
|
|
|
+ glDeleteRenderbuffersEXT(1, &depthbuffer);
|
|
|
+ glDeleteFramebuffersEXT(1, &img);
|
|
|
+ }
|
|
|
+
|
|
|
+ virtual void bindFBO(GLuint framebuffer)
|
|
|
+ {
|
|
|
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ FramebufferStrategy* strategy = NULL;
|
|
|
+
|
|
|
+ FramebufferStrategy strategyNone;
|
|
|
+#ifdef GL_VERSION_3_0
|
|
|
+ FramebufferStrategyGL3 strategyGL3;
|
|
|
+#endif
|
|
|
+ FramebufferStrategyEXT strategyEXT;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
namespace love
|
|
|
{
|
|
|
namespace graphics
|
|
@@ -25,32 +189,21 @@ namespace opengl
|
|
|
vertices[2].s = 1; vertices[2].t = 0;
|
|
|
vertices[3].s = 1; vertices[3].t = 1;
|
|
|
|
|
|
- // generate depth buffer
|
|
|
- glGenRenderbuffers(1, &depthbuffer);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
+ if (!strategy) {
|
|
|
+#ifdef GL_VERSION_3_0
|
|
|
+ if (getOpenGLVersionNumber() >= 3.0)
|
|
|
+ strategy = &strategyGL3;
|
|
|
+ else if (hasFramebufferExtension())
|
|
|
+#else
|
|
|
+ if (hasFramebufferExtension())
|
|
|
+#endif
|
|
|
+ strategy = &strategyEXT;
|
|
|
+ else
|
|
|
+ strategy = &strategyNone;
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- // generate texture save target
|
|
|
- glGenTextures(1, &img);
|
|
|
- glBindTexture(GL_TEXTURE_2D, img);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
|
|
|
- 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-
|
|
|
- // create framebuffer
|
|
|
- glGenFramebuffers(1, &fbo);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
|
- GL_TEXTURE_2D, img, 0);
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
|
|
- GL_RENDERBUFFER, depthbuffer);
|
|
|
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
-
|
|
|
- // unbind buffers and texture
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
+ status = strategy->createFBO(fbo, depthbuffer, img, width, height);
|
|
|
}
|
|
|
|
|
|
Framebuffer::~Framebuffer()
|
|
@@ -59,10 +212,7 @@ namespace opengl
|
|
|
if (current == this)
|
|
|
stopGrab();
|
|
|
|
|
|
- // clear fbo
|
|
|
- glDeleteTextures(1, &fbo);
|
|
|
- glDeleteRenderbuffers(1, &depthbuffer);
|
|
|
- glDeleteFramebuffers(1, &img);
|
|
|
+ strategy->deleteFBO(fbo, depthbuffer, img);
|
|
|
}
|
|
|
|
|
|
void Framebuffer::bindDefaultBuffer()
|
|
@@ -83,12 +233,12 @@ namespace opengl
|
|
|
|
|
|
// bind buffer and clear screen
|
|
|
glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
+ strategy->bindFBO(fbo);
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
glClearColor(.0f, .0f, .0f, .0f);
|
|
|
glViewport(0, 0, width, height);
|
|
|
|
|
|
- // indicate
|
|
|
+ // indicate we are using this fbo
|
|
|
current = this;
|
|
|
}
|
|
|
|
|
@@ -99,7 +249,7 @@ namespace opengl
|
|
|
return;
|
|
|
|
|
|
// bind default
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
+ strategy->bindFBO( 0 );
|
|
|
glPopAttrib();
|
|
|
current = NULL;
|
|
|
}
|