GRAPHICS: Move common OpenGL files into graphics/opengl
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16 changed files with 21 additions and 21 deletions
184
graphics/opengl/framebuffer.cpp
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184
graphics/opengl/framebuffer.cpp
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/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/textconsole.h"
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#if defined(USE_OPENGL) && !defined(AMIGAOS)
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#ifdef USE_OPENGL_SHADERS
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#include "graphics/opengl/framebuffer.h"
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#elif defined(SDL_BACKEND)
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#define GL_GLEXT_PROTOTYPES // For the GL_EXT_framebuffer_object extension
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#include "graphics/opengl/framebuffer.h"
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#ifndef GL_ARB_framebuffer_object
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
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#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
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#define GL_STENCIL_INDEX8 GL_STENCIL_INDEX8_EXT
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#define GL_DEPTH24_STENCIL8 0x88F0
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#endif
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#include "backends/platform/sdl/sdl-sys.h"
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#endif // defined(SDL_BACKEND)
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#include "graphics/opengl/extensions.h"
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#ifdef USE_GLES2
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#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#endif
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namespace Graphics {
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#if defined(SDL_BACKEND) && !defined(USE_GLEW)
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static bool framebuffer_object_functions = false;
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static PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebuffer;
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static PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbuffer;
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static PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatus;
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static PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffers;
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static PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffers;
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static PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbuffer;
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static PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2D;
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static PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffers;
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static PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffers;
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static PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorage;
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static void grabFramebufferObjectPointers() {
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if (framebuffer_object_functions)
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return;
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framebuffer_object_functions = true;
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union {
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void *obj_ptr;
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void (APIENTRY *func_ptr)();
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} u;
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// We're casting from an object pointer to a function pointer, the
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// sizes need to be the same for this to work.
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assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
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u.obj_ptr = SDL_GL_GetProcAddress("glBindFramebuffer");
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFEREXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glBindRenderbuffer");
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glBindRenderbuffer = (PFNGLBINDRENDERBUFFEREXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glCheckFramebufferStatus");
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glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glDeleteFramebuffers");
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glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSEXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glDeleteRenderbuffers");
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glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSEXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glFramebufferRenderbuffer");
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glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glFramebufferTexture2D");
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glGenFramebuffers");
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSEXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glGenRenderbuffers");
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glGenRenderbuffers = (PFNGLGENRENDERBUFFERSEXTPROC)u.func_ptr;
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u.obj_ptr = SDL_GL_GetProcAddress("glRenderbufferStorage");
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glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEEXTPROC)u.func_ptr;
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}
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#endif // defined(SDL_BACKEND) && !defined(USE_OPENGL_SHADERS)
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static bool usePackedBuffer() {
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#ifdef USE_GLES2
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return Graphics::isExtensionSupported("GL_OES_packed_depth_stencil");
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#endif
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#ifndef USE_OPENGL_SHADERS
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return Graphics::isExtensionSupported("GL_EXT_packed_depth_stencil");
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#endif
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return true;
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}
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FrameBuffer::FrameBuffer(uint width, uint height) :
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Texture(width, height) {
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#ifdef SDL_BACKEND
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if (!Graphics::isExtensionSupported("GL_EXT_framebuffer_object")) {
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error("GL_EXT_framebuffer_object extension is not supported!");
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}
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#endif
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#if defined(SDL_BACKEND) && !defined(USE_GLEW)
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grabFramebufferObjectPointers();
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#endif
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init();
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}
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FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
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Texture(texture_name, width, height, texture_width, texture_height) {
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init();
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}
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FrameBuffer::~FrameBuffer() {
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glDeleteRenderbuffers(2, _renderBuffers);
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glDeleteFramebuffers(1, &_frameBuffer);
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}
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void FrameBuffer::init() {
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glGenFramebuffers(1, &_frameBuffer);
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glGenRenderbuffers(2, _renderBuffers);
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
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if (usePackedBuffer()) {
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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} else {
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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GLenum status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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error("Framebuffer is not complete! status: %d", status);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::attach() {
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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glViewport(0,0, _width, _height);
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void FrameBuffer::detach() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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#endif
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