1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include "core.h" |
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16 | #include "lolgl.h" |
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17 | |
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18 | #if defined _WIN32 && defined USE_D3D9 |
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19 | # define FAR |
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20 | # define NEAR |
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21 | # include <d3d9.h> |
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22 | #endif |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | #if defined USE_D3D9 |
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27 | extern IDirect3DDevice9 *g_d3ddevice; |
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28 | #elif defined _XBOX |
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29 | extern D3DDevice *g_d3ddevice; |
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30 | #endif |
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31 | |
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32 | namespace lol |
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33 | { |
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34 | |
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35 | // |
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36 | // The FrameBufferData class |
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37 | // ------------------------- |
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38 | // |
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39 | |
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40 | class FrameBufferData |
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41 | { |
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42 | friend class FrameBuffer; |
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43 | |
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44 | ivec2 m_size; |
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45 | |
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46 | #if defined USE_D3D9 |
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47 | #elif defined _XBOX |
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48 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
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49 | GLuint m_fbo, m_texture, m_depth; |
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50 | #endif |
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51 | }; |
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52 | |
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53 | // |
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54 | // The FrameBuffer class |
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55 | // ---------------------- |
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56 | // |
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57 | |
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58 | FrameBuffer::FrameBuffer(ivec2 size) |
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59 | : m_data(new FrameBufferData) |
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60 | { |
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61 | m_data->m_size = size; |
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62 | #if defined USE_D3D9 || defined _XBOX |
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63 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
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64 | GLenum format = GL_RGBA8; |
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65 | GLenum depth = GL_DEPTH_COMPONENT; |
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66 | GLenum wrapmode = GL_REPEAT; |
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67 | GLenum filtering = GL_NEAREST; |
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68 | |
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69 | glGenFramebuffers(1, &m_data->m_fbo); |
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70 | glBindFramebuffer(GL_FRAMEBUFFER, m_data->m_fbo); |
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71 | |
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72 | glGenTextures(1, &m_data->m_texture); |
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73 | glActiveTexture(GL_TEXTURE0); |
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74 | glBindTexture(GL_TEXTURE_2D, m_data->m_texture); |
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75 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (GLenum)wrapmode); |
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76 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (GLenum)wrapmode); |
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77 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLenum)filtering); |
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78 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLenum)filtering); |
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79 | glTexImage2D(GL_TEXTURE_2D, 0, (GLenum)format, size.x, size.y, 0, |
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80 | GL_BGRA, GL_UNSIGNED_BYTE, NULL); |
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81 | |
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82 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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83 | GL_TEXTURE_2D, m_data->m_texture, 0); |
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84 | m_data->m_depth = GL_INVALID_INDEX; |
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85 | if (depth != GL_INVALID_INDEX) |
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86 | { |
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87 | glGenRenderbuffers(1, &m_data->m_depth); |
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88 | glBindRenderbuffer(GL_RENDERBUFFER, m_data->m_depth); |
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89 | glRenderbufferStorage(GL_RENDERBUFFER, depth, size.x, size.y); |
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90 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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91 | GL_RENDERBUFFER, m_data->m_depth); |
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92 | } |
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93 | glCheckFramebufferStatus(GL_FRAMEBUFFER); |
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94 | |
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95 | Unbind(); |
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96 | #endif |
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97 | } |
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98 | |
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99 | FrameBuffer::~FrameBuffer() |
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100 | { |
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101 | #if defined USE_D3D9 || defined _XBOX |
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102 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
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103 | glDeleteFramebuffers(1, &m_data->m_fbo); |
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104 | glDeleteTextures(1, &m_data->m_texture); |
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105 | if (m_data->m_depth != GL_INVALID_INDEX) |
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106 | glDeleteRenderbuffers(1, &m_data->m_depth); |
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107 | #endif |
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108 | delete m_data; |
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109 | } |
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110 | |
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111 | int FrameBuffer::GetTexture() const |
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112 | { |
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113 | #if defined USE_D3D9 || defined _XBOX |
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114 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
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115 | return m_data->m_texture; |
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116 | #endif |
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117 | } |
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118 | |
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119 | void FrameBuffer::Bind() |
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120 | { |
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121 | #if defined USE_D3D9 || defined _XBOX |
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122 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
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123 | glBindFramebuffer(GL_FRAMEBUFFER, m_data->m_fbo); |
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124 | #endif |
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125 | } |
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126 | |
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127 | void FrameBuffer::Unbind() |
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128 | { |
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129 | #if defined USE_D3D9 || defined _XBOX |
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130 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
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131 | glBindFramebuffer(GL_FRAMEBUFFER, NULL); |
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132 | #endif |
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133 | } |
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134 | |
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135 | } /* namespace lol */ |
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136 | |
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