scummvm/backends/graphics/opengl/framebuffer.cpp

304 lines
7.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/graphics/opengl/framebuffer.h"
#include "backends/graphics/opengl/pipelines/pipeline.h"
#include "backends/graphics/opengl/texture.h"
#include "graphics/opengl/debug.h"
namespace OpenGL {
Framebuffer::Framebuffer()
: _viewport(), _projectionMatrix(), _pipeline(nullptr), _clearColor(),
_blendState(kBlendModeDisabled), _scissorTestState(false), _scissorBox() {
}
void Framebuffer::activate(Pipeline *pipeline) {
assert(pipeline);
_pipeline = pipeline;
applyViewport();
applyProjectionMatrix();
applyClearColor();
applyBlendState();
applyScissorTestState();
applyScissorBox();
activateInternal();
}
void Framebuffer::deactivate() {
deactivateInternal();
_pipeline = nullptr;
}
void Framebuffer::setClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
_clearColor[0] = r;
_clearColor[1] = g;
_clearColor[2] = b;
_clearColor[3] = a;
// Directly apply changes when we are active.
if (isActive()) {
applyClearColor();
}
}
void Framebuffer::enableBlend(BlendMode mode) {
_blendState = mode;
// Directly apply changes when we are active.
if (isActive()) {
applyBlendState();
}
}
void Framebuffer::enableScissorTest(bool enable) {
_scissorTestState = enable;
// Directly apply changes when we are active.
if (isActive()) {
applyScissorTestState();
}
}
void Framebuffer::setScissorBox(GLint x, GLint y, GLsizei w, GLsizei h) {
_scissorBox[0] = x;
_scissorBox[1] = y;
_scissorBox[2] = w;
_scissorBox[3] = h;
// Directly apply changes when we are active.
if (isActive()) {
applyScissorBox();
}
}
void Framebuffer::applyViewport() {
GL_CALL(glViewport(_viewport[0], _viewport[1], _viewport[2], _viewport[3]));
}
void Framebuffer::applyProjectionMatrix() {
assert(_pipeline);
_pipeline->setProjectionMatrix(_projectionMatrix);
}
void Framebuffer::applyClearColor() {
GL_CALL(glClearColor(_clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]));
}
void Framebuffer::applyBlendState() {
switch (_blendState) {
case kBlendModeDisabled:
GL_CALL(glDisable(GL_BLEND));
break;
case kBlendModeTraditionalTransparency:
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
break;
case kBlendModePremultipliedTransparency:
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
break;
case kBlendModeAdditive:
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_ONE, GL_ONE));
break;
case kBlendModeMaskAlphaAndInvertByColor:
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA));
break;
default:
break;
}
}
void Framebuffer::applyScissorTestState() {
if (_scissorTestState) {
GL_CALL(glEnable(GL_SCISSOR_TEST));
} else {
GL_CALL(glDisable(GL_SCISSOR_TEST));
}
}
void Framebuffer::applyScissorBox() {
GL_CALL(glScissor(_scissorBox[0], _scissorBox[1], _scissorBox[2], _scissorBox[3]));
}
void Framebuffer::copyRenderStateFrom(const Framebuffer &other, uint copyMask) {
if (copyMask & kCopyMaskClearColor) {
memcpy(_clearColor, other._clearColor, sizeof(_clearColor));
}
if (copyMask & kCopyMaskBlendState) {
_blendState = other._blendState;
}
if (copyMask & kCopyMaskScissorState) {
_scissorTestState = other._scissorTestState;
}
if (copyMask & kCopyMaskScissorBox) {
memcpy(_scissorBox, other._scissorBox, sizeof(_scissorBox));
}
if (isActive()) {
applyClearColor();
applyBlendState();
applyScissorTestState();
applyScissorBox();
}
}
//
// Backbuffer implementation
//
void Backbuffer::activateInternal() {
#if !USE_FORCED_GLES
if (OpenGLContext.framebufferObjectSupported) {
GL_CALL(glBindFramebuffer(GL_FRAMEBUFFER, 0));
}
#endif
}
void Backbuffer::setDimensions(uint width, uint height) {
// Set viewport dimensions.
_viewport[0] = 0;
_viewport[1] = 0;
_viewport[2] = width;
_viewport[3] = height;
// Setup orthogonal projection matrix.
_projectionMatrix(0, 0) = 2.0f / width;
_projectionMatrix(0, 1) = 0.0f;
_projectionMatrix(0, 2) = 0.0f;
_projectionMatrix(0, 3) = 0.0f;
_projectionMatrix(1, 0) = 0.0f;
_projectionMatrix(1, 1) = -2.0f / height;
_projectionMatrix(1, 2) = 0.0f;
_projectionMatrix(1, 3) = 0.0f;
_projectionMatrix(2, 0) = 0.0f;
_projectionMatrix(2, 1) = 0.0f;
_projectionMatrix(2, 2) = 0.0f;
_projectionMatrix(2, 3) = 0.0f;
_projectionMatrix(3, 0) = -1.0f;
_projectionMatrix(3, 1) = 1.0f;
_projectionMatrix(3, 2) = 0.0f;
_projectionMatrix(3, 3) = 1.0f;
// Directly apply changes when we are active.
if (isActive()) {
applyViewport();
applyProjectionMatrix();
}
}
//
// Render to texture target implementation
//
#if !USE_FORCED_GLES
TextureTarget::TextureTarget()
: _texture(new GLTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE)), _glFBO(0), _needUpdate(true) {
}
TextureTarget::~TextureTarget() {
delete _texture;
GL_CALL_SAFE(glDeleteFramebuffers, (1, &_glFBO));
}
void TextureTarget::activateInternal() {
// Allocate framebuffer object if necessary.
if (!_glFBO) {
GL_CALL(glGenFramebuffers(1, &_glFBO));
_needUpdate = true;
}
// Attach destination texture to FBO.
GL_CALL(glBindFramebuffer(GL_FRAMEBUFFER, _glFBO));
// If required attach texture to FBO.
if (_needUpdate) {
GL_CALL(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getGLTexture(), 0));
_needUpdate = false;
}
}
void TextureTarget::destroy() {
GL_CALL(glDeleteFramebuffers(1, &_glFBO));
_glFBO = 0;
_texture->destroy();
}
void TextureTarget::create() {
_texture->create();
_needUpdate = true;
}
bool TextureTarget::setSize(uint width, uint height) {
if (!_texture->setSize(width, height)) {
return false;
}
const uint texWidth = _texture->getWidth();
const uint texHeight = _texture->getHeight();
// Set viewport dimensions.
_viewport[0] = 0;
_viewport[1] = 0;
_viewport[2] = texWidth;
_viewport[3] = texHeight;
// Setup orthogonal projection matrix.
_projectionMatrix(0, 0) = 2.0f / texWidth;
_projectionMatrix(0, 1) = 0.0f;
_projectionMatrix(0, 2) = 0.0f;
_projectionMatrix(0, 3) = 0.0f;
_projectionMatrix(1, 0) = 0.0f;
_projectionMatrix(1, 1) = 2.0f / texHeight;
_projectionMatrix(1, 2) = 0.0f;
_projectionMatrix(1, 3) = 0.0f;
_projectionMatrix(2, 0) = 0.0f;
_projectionMatrix(2, 1) = 0.0f;
_projectionMatrix(2, 2) = 0.0f;
_projectionMatrix(2, 3) = 0.0f;
_projectionMatrix(3, 0) = -1.0f;
_projectionMatrix(3, 1) = -1.0f;
_projectionMatrix(3, 2) = 0.0f;
_projectionMatrix(3, 3) = 1.0f;
// Directly apply changes when we are active.
if (isActive()) {
applyViewport();
applyProjectionMatrix();
}
return true;
}
#endif // !USE_FORCED_GLES
} // End of namespace OpenGL