OPENGL: Introduce abstraction for framebuffer.
This allows us to use various framebuffer settings easily. Now the GPU accelerated CLUT8 surface implementation does not need to query former framebuffer state anymore.
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9 changed files with 488 additions and 132 deletions
157
backends/graphics/opengl/framebuffer.h
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157
backends/graphics/opengl/framebuffer.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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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#ifndef BACKENDS_GRAPHICS_OPENGL_FRAMEBUFFER_H
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#define BACKENDS_GRAPHICS_OPENGL_FRAMEBUFFER_H
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#include "backends/graphics/opengl/opengl-sys.h"
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namespace OpenGL {
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/**
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* Object describing a framebuffer OpenGL can render to.
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*/
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class Framebuffer {
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public:
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Framebuffer();
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virtual ~Framebuffer() {};
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/**
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* Activate framebuffer.
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*
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* This is supposed to set all state associated with the framebuffer.
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*/
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virtual void activate() = 0;
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/**
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* Deactivate framebuffer.
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*
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* This is supposed to make any cleanup required when unbinding the
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* framebuffer.
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*/
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virtual void deactivate();
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/**
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* Set the clear color of the framebuffer.
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*/
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void setClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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/**
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* Enable/disable GL_BLEND.
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*/
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void enableBlend(bool enable);
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/**
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* Enable/disable GL_SCISSOR_TEST.
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*/
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void enableScissorTest(bool enable);
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/**
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* Set scissor box dimensions.
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*/
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void setScissorBox(GLint x, GLint y, GLsizei w, GLsizei h);
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/**
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* Obtain projection matrix of the framebuffer.
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*/
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const GLfloat *getProjectionMatrix() const { return _projectionMatrix; }
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protected:
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bool isActive() const { return _isActive; }
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GLint _viewport[4];
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void applyViewport();
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GLfloat _projectionMatrix[4*4];
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private:
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bool _isActive;
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GLfloat _clearColor[4];
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void applyClearColor();
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bool _blendState;
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void applyBlendState();
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bool _scissorTestState;
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void applyScissorTestState();
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GLint _scissorBox[4];
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void applyScissorBox();
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};
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/**
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* Default back buffer implementation.
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*/
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class Backbuffer : public Framebuffer {
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public:
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virtual void activate();
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/**
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* Set the dimensions (a.k.a. size) of the back buffer.
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*/
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void setDimensions(uint width, uint height);
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};
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#if !USE_FORCED_GLES
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class GLTexture;
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/**
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* Render to texture framebuffer implementation.
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*
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* This target allows to render to a texture, which can then be used for
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* further rendering.
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*/
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class TextureTarget : public Framebuffer {
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public:
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TextureTarget();
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virtual ~TextureTarget();
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virtual void activate();
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/**
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* Notify that the GL context is about to be destroyed.
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*/
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void destroy();
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/**
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* Notify that the GL context has been created.
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*/
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void create();
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/**
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* Set size of the texture target.
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*/
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void setSize(uint width, uint height);
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/**
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* Query pointer to underlying GL texture.
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*/
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GLTexture *getTexture() const { return _texture; }
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private:
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GLTexture *_texture;
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GLuint _glFBO;
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bool _needUpdate;
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};
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#endif
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} // End of namespace OpenGL
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#endif
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