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- #include "Framebuffer.h"
- #include <common/Matrix.h>
- #include <cstring> // For memcpy
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
-
- // 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&, GLuint&, GLuint&, int, int)
- { 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, GLuint, GLuint) {}
- virtual void bindFBO(GLuint) {}
- };
- struct FramebufferStrategyGL3 : public FramebufferStrategy {
- virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
- {
- // get currently bound fbo to reset to it later
- GLint current_fbo;
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_fbo);
- // 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 framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)current_fbo);
- return status;
- }
- virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img)
- {
- glDeleteTextures(1, &img);
- glDeleteRenderbuffers(1, &depthbuffer);
- glDeleteFramebuffers(1, &framebuffer);
- }
- virtual void bindFBO(GLuint framebuffer)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
- }
- };
- struct FramebufferStrategyEXT : public FramebufferStrategy {
- virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
- {
- GLint current_fbo;
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo);
- // generate depth buffer
- glGenRenderbuffersEXT(1, &depthbuffer);
- glBindRenderbufferEXT(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 framebuffer
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint)current_fbo);
- return status;
- }
- virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img)
- {
- glDeleteTextures(1, &img);
- glDeleteRenderbuffersEXT(1, &depthbuffer);
- glDeleteFramebuffersEXT(1, &framebuffer);
- }
- virtual void bindFBO(GLuint framebuffer)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
- }
- };
-
- FramebufferStrategy* strategy;
-
- FramebufferStrategy strategyNone;
-
- FramebufferStrategyGL3 strategyGL3;
-
- FramebufferStrategyEXT strategyEXT;
-
- Framebuffer* Framebuffer::current = NULL;
- Framebuffer::Framebuffer(int width, int height) :
- width(width), height(height)
- {
- strategy = NULL;
- float w = static_cast<float>(width);
- float h = static_cast<float>(height);
- // world coordinates
- vertices[0].x = 0; vertices[0].y = 0;
- vertices[1].x = 0; vertices[1].y = h;
- vertices[2].x = w; vertices[2].y = h;
- vertices[3].x = w; vertices[3].y = 0;
- // texture coordinates
- vertices[0].s = 0; vertices[0].t = 1;
- vertices[1].s = 0; vertices[1].t = 0;
- vertices[2].s = 1; vertices[2].t = 0;
- vertices[3].s = 1; vertices[3].t = 1;
- if (!strategy) {
- if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
- strategy = &strategyGL3;
- else if (GLEE_EXT_framebuffer_object)
- strategy = &strategyEXT;
- else
- strategy = &strategyNone;
- }
- loadVolatile();
- }
- Framebuffer::~Framebuffer()
- {
- // reset framebuffer if still using this one
- if (current == this)
- stopGrab();
- unloadVolatile();
- }
- void Framebuffer::bindDefaultBuffer()
- {
- if (current != NULL)
- current->stopGrab();
- }
- void Framebuffer::startGrab()
- {
- // already grabbing
- if (current == this)
- return;
- // cleanup after previous fbo
- if (current != NULL)
- current->stopGrab();
- // bind buffer and clear screen
- glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_TRANSFORM_BIT);
- strategy->bindFBO(fbo);
- glClearColor(.0f, .0f, .0f, .0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glViewport(0, 0, width, height);
-
- // Reset the projection matrix
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- // Set up orthographic view (no depth)
- glOrtho(0.0, width, height, 0.0, -1.0, 1.0);
-
- // Switch back to modelview matrix
- glMatrixMode(GL_MODELVIEW);
- // indicate we are using this fbo
- current = this;
- }
- void Framebuffer::stopGrab()
- {
- // i am not grabbing. leave me alone
- if (current != this)
- return;
- // bind default
- strategy->bindFBO( 0 );
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- current = NULL;
- }
- void Framebuffer::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
- {
- static Matrix t;
- t.setTransformation(x, y, angle, sx, sy, ox, oy);
- glPushMatrix();
- glMultMatrixf((const GLfloat*)t.getElements());
- glBindTexture(GL_TEXTURE_2D, img);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].x);
- glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].s);
- glDrawArrays(GL_QUADS, 0, 4);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glPopMatrix();
- }
- love::image::ImageData * Framebuffer::getImageData(love::image::Image * image)
- {
- int row = 4 * width;
- int size = row * height;
- // see Graphics::newScreenshot. OpenGL reads from lower-left,
- // but we need the pixels from upper-left.
- GLubyte* pixels = new GLubyte[size];
- GLubyte* screenshot = new GLubyte[size];
- strategy->bindFBO( fbo );
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- if (current)
- strategy->bindFBO( current->fbo );
- else
- strategy->bindFBO( 0 );
- GLubyte* src = pixels - row; // second line of buffer
- GLubyte* dst = screenshot + size; // end of buffer
- for (int i = 0; i < height; ++i)
- memcpy(dst -= row, src += row, row);
- love::image::ImageData * img = image->newImageData(width, height, (void*)screenshot);
- delete[] screenshot;
- delete[] pixels;
- return img;
- }
- void Framebuffer::setFilter(Image::Filter f)
- {
- GLint gmin = (f.min == Image::FILTER_NEAREST) ? GL_NEAREST : GL_LINEAR;
- GLint gmag = (f.mag == Image::FILTER_NEAREST) ? GL_NEAREST : GL_LINEAR;
- glBindTexture(GL_TEXTURE_2D, img);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
- }
- Image::Filter Framebuffer::getFilter() const
- {
- GLint gmin, gmag;
- glBindTexture(GL_TEXTURE_2D, img);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
- Image::Filter f;
- f.min = (gmin == GL_NEAREST) ? Image::FILTER_NEAREST : Image::FILTER_LINEAR;
- f.mag = (gmag == GL_NEAREST) ? Image::FILTER_NEAREST : Image::FILTER_LINEAR;
- return f;
- }
- bool Framebuffer::loadVolatile()
- {
- status = strategy->createFBO(fbo, depthbuffer, img, width, height);
- if (status == GL_FRAMEBUFFER_COMPLETE)
- setFilter(settings.filter);
- return (status == GL_FRAMEBUFFER_COMPLETE);
- }
-
- void Framebuffer::unloadVolatile()
- {
- settings.filter = getFilter();
- strategy->deleteFBO(fbo, depthbuffer, img);
- }
- } // opengl
- } // graphics
- } // love
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