1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2013 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://www.wtfpl.net/ 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 | #elif defined _XBOX |
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23 | # include <xtl.h> |
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24 | # undef near /* Fuck Microsoft */ |
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25 | # undef far /* Fuck Microsoft again */ |
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26 | #endif |
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27 | |
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28 | using namespace std; |
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29 | |
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30 | namespace lol |
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31 | { |
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32 | |
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33 | // |
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34 | // The FramebufferData class |
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35 | // ------------------------- |
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36 | // |
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37 | |
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38 | class FramebufferData |
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39 | { |
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40 | friend class Framebuffer; |
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41 | |
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42 | ibox2 m_saved_viewport; |
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43 | ivec2 m_size; |
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44 | bool m_bound; |
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45 | |
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46 | #if defined USE_D3D9 |
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47 | IDirect3DDevice9 *m_dev; |
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48 | IDirect3DTexture9 *m_texture; |
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49 | IDirect3DSurface9 *m_surface, *m_back_surface; |
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50 | #elif defined _XBOX |
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51 | D3DDevice *m_dev; |
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52 | D3DTexture *m_texture; |
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53 | D3DSurface *m_surface, *m_back_surface; |
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54 | #else |
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55 | GLuint m_fbo, m_texture, m_depth; |
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56 | #endif |
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57 | }; |
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58 | |
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59 | // |
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60 | // The FramebufferFormat struct |
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61 | // ---------------------- |
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62 | // |
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63 | |
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64 | uint32_t FramebufferFormat::GetFormat() |
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65 | { |
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66 | switch (m_format) |
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67 | { |
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68 | #if defined USE_D3D9 |
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69 | case R_16_F: return D3DFMT_R16F; |
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70 | case R_32_F: return D3DFMT_R32F; |
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71 | case RG_16: |
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72 | case RG_16_I: |
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73 | case RG_16_UI: return D3DFMT_G16R16; |
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74 | case RG_16_F: return D3DFMT_G16R16F; |
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75 | case RG_32_F: return D3DFMT_G32R32F; |
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76 | case RGB_8: |
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77 | case RGB_8_I: |
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78 | case RGB_8_UI: return D3DFMT_R8G8B8; |
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79 | case RGBA_8: |
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80 | case RGBA_8_I: |
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81 | case RGBA_8_UI: return D3DFMT_A8R8G8B8; |
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82 | case RGBA_16: |
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83 | case RGBA_16_I: |
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84 | case RGBA_16_UI: return D3DFMT_A16B16G16R16; |
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85 | case RGBA_16_F: return D3DFMT_A16B16G16R16F; |
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86 | case RGBA_32_F: return D3DFMT_A32B32G32R32F; |
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87 | #elif defined _XBOX |
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88 | case R_16_F: return D3DFMT_R16F; |
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89 | case R_32_F: return D3DFMT_R32F; |
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90 | case RG_16: |
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91 | case RG_16_I: |
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92 | case RG_16_UI: return D3DFMT_G16R16; |
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93 | case RG_16_F: return D3DFMT_G16R16F; |
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94 | case RG_32_F: return D3DFMT_G32R32F; |
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95 | case RGB_8: |
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96 | case RGB_8_I: |
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97 | case RGB_8_UI: return D3DFMT_X8R8G8B8; |
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98 | case RGBA_8: |
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99 | case RGBA_8_I: |
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100 | case RGBA_8_UI: return D3DFMT_A8R8G8B8; |
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101 | case RGBA_16: |
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102 | case RGBA_16_I: |
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103 | case RGBA_16_UI: return D3DFMT_A16B16G16R16; |
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104 | case RGBA_16_F: return D3DFMT_A16B16G16R16F; |
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105 | case RGBA_32_F: return D3DFMT_A32B32G32R32F; |
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106 | #elif defined __CELLOS_LV2__ |
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107 | /* Supported drawable formats on the PS3: GL_ARGB_SCE, GL_RGB16F_ARB, |
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108 | * GL_RGBA16F_ARB, GL_RGB32F_ARB, GL_RGBA32F_ARB, GL_LUMINANCE32F_ARB. */ |
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109 | case RGB_16_F: return GL_RGB16F_ARB; |
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110 | case RGB_32_F: return GL_RGB32F_ARB; |
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111 | case RGBA_8: return GL_ARGB_SCE; |
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112 | case RGBA_16_F: return GL_RGBA16F_ARB; |
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113 | case RGBA_32_F: return GL_RGBA32F_ARB; |
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114 | #elif defined HAVE_GLES_2X |
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115 | /* FIXME: incomplete */ |
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116 | case RGBA_8: |
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117 | case RGBA_8_I: |
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118 | case RGBA_8_UI: return GL_RGBA; |
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119 | #elif defined __APPLE__ && defined __MACH__ |
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120 | case R_8: |
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121 | case R_8_I: |
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122 | case R_8_UI: |
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123 | case R_8_F: |
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124 | |
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125 | case R_16: |
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126 | case R_16_I: |
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127 | case R_16_UI: |
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128 | case R_16_F: |
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129 | |
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130 | case R_32_I: |
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131 | case R_32: |
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132 | case R_32_UI: |
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133 | case R_32_F: return GL_RED; |
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134 | |
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135 | case RG_8: |
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136 | case RG_8_I: |
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137 | case RG_8_UI: |
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138 | case RG_8_F: |
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139 | |
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140 | case RG_16: |
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141 | case RG_16_I: |
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142 | case RG_16_UI: |
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143 | case RG_16_F: |
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144 | |
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145 | case RG_32: |
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146 | case RG_32_I: |
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147 | case RG_32_UI: |
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148 | case RG_32_F: return GL_RG; |
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149 | |
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150 | case RGB_8: |
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151 | case RGB_8_I: |
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152 | case RGB_8_UI: |
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153 | case RGB_8_F: |
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154 | |
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155 | case RGB_16: |
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156 | case RGB_16_I: |
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157 | case RGB_16_UI: |
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158 | case RGB_16_F: |
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159 | |
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160 | case RGB_32: |
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161 | case RGB_32_I: |
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162 | case RGB_32_UI: |
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163 | case RGB_32_F: return (m_invert_rgb)?(GL_BGR):(GL_RGB); |
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164 | |
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165 | case RGBA_8: |
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166 | case RGBA_8_I: |
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167 | case RGBA_8_UI: |
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168 | case RGBA_8_F: |
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169 | |
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170 | case RGBA_16: |
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171 | case RGBA_16_I: |
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172 | case RGBA_16_UI: |
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173 | case RGBA_16_F: |
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174 | |
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175 | case RGBA_32: |
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176 | case RGBA_32_I: |
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177 | case RGBA_32_UI: |
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178 | case RGBA_32_F: return (m_invert_rgb)?(GL_BGRA):(GL_RGBA); |
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179 | #else |
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180 | case R_8: return GL_R8; |
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181 | case R_8_I: return GL_R8I; |
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182 | case R_8_UI: return GL_R8UI; |
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183 | |
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184 | case R_16: return GL_R16; |
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185 | case R_16_I: return GL_R16I; |
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186 | case R_16_UI: return GL_R16UI; |
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187 | case R_16_F: return GL_R16F; |
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188 | |
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189 | case R_32_I: return GL_R32I; |
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190 | case R_32_UI: return GL_R32UI; |
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191 | case R_32_F: return GL_R32F; |
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192 | |
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193 | case RG_8: return GL_RG8; |
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194 | case RG_8_I: return GL_RG8I; |
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195 | case RG_8_UI: return GL_RG8UI; |
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196 | |
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197 | case RG_16: return GL_RG16; |
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198 | case RG_16_I: return GL_RG16I; |
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199 | case RG_16_UI: return GL_RG16UI; |
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200 | case RG_16_F: return GL_RG16F; |
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201 | |
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202 | case RG_32_I: return GL_RG32I; |
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203 | case RG_32_UI: return GL_RG32UI; |
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204 | case RG_32_F: return GL_RG32F; |
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205 | |
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206 | case RGB_8: return GL_RGB8; |
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207 | case RGB_8_I: return GL_RGB8I; |
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208 | case RGB_8_UI: return GL_RGB8UI; |
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209 | |
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210 | case RGB_16: return GL_RGB16; |
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211 | case RGB_16_I: return GL_RGB16I; |
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212 | case RGB_16_UI: return GL_RGB16UI; |
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213 | case RGB_16_F: return GL_RGB16F; |
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214 | |
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215 | case RGB_32_I: return GL_RGB32I; |
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216 | case RGB_32_UI: return GL_RGB32UI; |
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217 | case RGB_32_F: return GL_RGB32F; |
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218 | |
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219 | case RGBA_8: return GL_RGBA8; |
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220 | case RGBA_8_I: return GL_RGBA8I; |
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221 | case RGBA_8_UI: return GL_RGBA8UI; |
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222 | |
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223 | case RGBA_16: return GL_RGBA16; |
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224 | case RGBA_16_I: return GL_RGBA16I; |
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225 | case RGBA_16_UI: return GL_RGBA16UI; |
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226 | case RGBA_16_F: return GL_RGBA16F; |
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227 | |
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228 | case RGBA_32_I: return GL_RGBA32I; |
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229 | case RGBA_32_UI: return GL_RGBA32UI; |
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230 | case RGBA_32_F: return GL_RGBA32F; |
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231 | #endif |
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232 | default: |
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233 | ASSERT(false, "unknown framebuffer format %d", m_format); |
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234 | return 0; |
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235 | } |
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236 | } |
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237 | |
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238 | uint32_t FramebufferFormat::GetFormatOrder() |
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239 | { |
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240 | switch (m_format) |
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241 | { |
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242 | #if defined USE_D3D9 || defined _XBOX |
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243 | /* FIXME: not implemented at all */ |
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244 | #elif defined __CELLOS_LV2__ |
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245 | /* FIXME: not implemented at all */ |
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246 | #elif defined HAVE_GLES_2X |
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247 | /* FIXME: incomplete */ |
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248 | case R_8: case RG_8: case RGB_8: case RGBA_8: |
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249 | case R_8_I: case RG_8_I: case RGB_8_I: case RGBA_8_I: |
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250 | return GL_BYTE; |
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251 | case R_8_UI: case RG_8_UI: case RGB_8_UI: case RGBA_8_UI: |
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252 | return GL_UNSIGNED_BYTE; |
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253 | #elif defined __APPLE__ && defined __MACH__ |
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254 | case R_8: case RG_8: case RGB_8: case RGBA_8: |
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255 | case R_8_I: case RG_8_I: case RGB_8_I: case RGBA_8_I: |
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256 | return GL_BYTE; |
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257 | case R_8_UI: case RG_8_UI: case RGB_8_UI: case RGBA_8_UI: |
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258 | return GL_UNSIGNED_BYTE; |
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259 | |
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260 | case R_16: case RG_16: case RGB_16: case RGBA_16: |
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261 | case R_16_I: case RG_16_I: case RGB_16_I: case RGBA_16_I: |
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262 | return GL_SHORT; |
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263 | case R_16_UI: case RG_16_UI: case RGB_16_UI: case RGBA_16_UI: |
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264 | return GL_UNSIGNED_SHORT; |
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265 | |
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266 | case R_16_F: case RG_16_F: case RGB_16_F: case RGBA_16_F: |
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267 | ASSERT(false, "unsupported framebuffer format order %d", m_format); |
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268 | return 0; |
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269 | |
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270 | case R_32_I: case RG_32_I: case RGB_32_I: case RGBA_32_I: |
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271 | return GL_INT; |
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272 | case R_32_UI: case RG_32_UI: case RGB_32_UI: case RGBA_32_UI: |
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273 | return GL_UNSIGNED_INT; |
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274 | case R_32_F: case RG_32_F: case RGB_32_F: case RGBA_32_F: |
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275 | return GL_FLOAT; |
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276 | #else |
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277 | case R_8: case R_8_I: case R_8_UI: case R_8_F: |
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278 | case R_16: case R_16_I: case R_16_UI: case R_16_F: |
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279 | case R_32: case R_32_I: case R_32_UI: case R_32_F: |
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280 | return GL_RED; |
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281 | |
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282 | case RG_8: case RG_8_I: case RG_8_UI: case RG_8_F: |
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283 | case RG_16: case RG_16_I: case RG_16_UI: case RG_16_F: |
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284 | case RG_32: case RG_32_I: case RG_32_UI: case RG_32_F: |
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285 | return GL_RG; |
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286 | |
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287 | case RGB_8: case RGB_8_I: case RGB_8_UI: case RGB_8_F: |
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288 | case RGB_16: case RGB_16_I: case RGB_16_UI: case RGB_16_F: |
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289 | case RGB_32: case RGB_32_I: case RGB_32_UI: case RGB_32_F: |
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290 | return m_invert_rgb ? GL_BGR : GL_RGB; |
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291 | |
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292 | case RGBA_8: case RGBA_8_I: case RGBA_8_UI: case RGBA_8_F: |
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293 | case RGBA_16: case RGBA_16_I: case RGBA_16_UI: case RGBA_16_F: |
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294 | case RGBA_32: case RGBA_32_I: case RGBA_32_UI: case RGBA_32_F: |
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295 | return (m_invert_rgb)?(GL_BGRA):(GL_RGBA); |
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296 | #endif |
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297 | default: |
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298 | ASSERT(false, "unknown framebuffer format order %d", m_format); |
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299 | return 0; |
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300 | } |
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301 | } |
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302 | |
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303 | // |
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304 | // The Framebuffer class |
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305 | // ---------------------- |
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306 | // |
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307 | |
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308 | Framebuffer::Framebuffer(ivec2 size, FramebufferFormat fbo_format) |
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309 | : m_data(new FramebufferData) |
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310 | { |
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311 | m_data->m_size = size; |
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312 | m_data->m_bound = false; |
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313 | #if defined USE_D3D9 |
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314 | m_data->m_dev = (IDirect3DDevice9 *)g_renderer->GetDevice(); |
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315 | |
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316 | if (FAILED(m_data->m_dev->CreateTexture(size.x, size.y, 1, |
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317 | D3DUSAGE_RENDERTARGET, |
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318 | (D3DFORMAT)fbo_format.GetFormat(), |
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319 | D3DPOOL_DEFAULT, |
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320 | &m_data->m_texture, nullptr))) |
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321 | Abort(); |
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322 | if (FAILED(m_data->m_texture->GetSurfaceLevel(0, &m_data->m_surface))) |
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323 | Abort(); |
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324 | #elif defined _XBOX |
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325 | m_data->m_dev = (D3DDevice *)g_renderer->GetDevice(); |
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326 | |
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327 | if (FAILED(m_data->m_dev->CreateTexture(size.x, size.y, 1, 0, |
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328 | (D3DFORMAT)fbo_format.GetFormat(), |
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329 | D3DPOOL_DEFAULT, |
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330 | &m_data->m_texture, nullptr))) |
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331 | Abort(); |
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332 | if (FAILED(m_data->m_dev->CreateRenderTarget(size.x, size.y, |
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333 | (D3DFORMAT)fbo_format.GetFormat(), |
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334 | D3DMULTISAMPLE_NONE, 0, 0, |
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335 | &m_data->m_surface, nullptr))) |
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336 | Abort(); |
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337 | #else |
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338 | # if GL_VERSION_1_1 |
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339 | GLenum internal_format = fbo_format.GetFormat(); |
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340 | GLenum format = fbo_format.GetFormatOrder(); |
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341 | GLenum depth = GL_DEPTH_COMPONENT; |
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342 | # elif defined __CELLOS_LV2__ |
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343 | /* Supported drawable formats on the PS3: GL_ARGB_SCE, GL_RGB16F_ARB, |
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344 | * GL_RGBA16F_ARB, GL_RGB32F_ARB, GL_RGBA32F_ARB, GL_LUMINANCE32F_ARB. */ |
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345 | GLenum internal_format = fbo_format.GetFormat(); |
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346 | GLenum format = fbo_format.GetFormatOrder(); |
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347 | # else |
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348 | /* In OpenGL ES, internal format and format must match. */ |
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349 | GLenum internal_format = fbo_format.GetFormat(); |
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350 | GLenum format = fbo_format.GetFormat(); |
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351 | # endif |
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352 | GLenum wrapmode = GL_REPEAT; |
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353 | GLenum filtering = GL_NEAREST; |
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354 | |
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355 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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356 | glGenFramebuffers(1, &m_data->m_fbo); |
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357 | glBindFramebuffer(GL_FRAMEBUFFER, m_data->m_fbo); |
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358 | # else |
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359 | glGenFramebuffersOES(1, &m_data->m_fbo); |
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360 | glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_data->m_fbo); |
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361 | # endif |
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362 | |
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363 | glGenTextures(1, &m_data->m_texture); |
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364 | glActiveTexture(GL_TEXTURE0); |
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365 | glBindTexture(GL_TEXTURE_2D, m_data->m_texture); |
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366 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapmode); |
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367 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapmode); |
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368 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); |
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369 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); |
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370 | glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size.x, size.y, 0, |
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371 | format, GL_UNSIGNED_BYTE, nullptr); |
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372 | |
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373 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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374 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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375 | GL_TEXTURE_2D, m_data->m_texture, 0); |
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376 | # else |
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377 | glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, |
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378 | GL_TEXTURE_2D, m_data->m_texture, 0); |
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379 | # endif |
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380 | |
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381 | m_data->m_depth = GL_INVALID_ENUM; |
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382 | # if GL_VERSION_1_1 |
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383 | /* FIXME: not implemented on GL ES, see |
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384 | * http://stackoverflow.com/q/4041682/111461 */ |
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385 | if (depth != GL_INVALID_ENUM) |
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386 | { |
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387 | glGenRenderbuffers(1, &m_data->m_depth); |
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388 | glBindRenderbuffer(GL_RENDERBUFFER, m_data->m_depth); |
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389 | glRenderbufferStorage(GL_RENDERBUFFER, depth, size.x, size.y); |
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390 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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391 | GL_RENDERBUFFER, m_data->m_depth); |
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392 | } |
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393 | # endif |
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394 | |
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395 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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396 | GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
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397 | ASSERT(status == GL_FRAMEBUFFER_COMPLETE, |
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398 | "invalid framebuffer status 0x%x", status); |
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399 | # endif |
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400 | |
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401 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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402 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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403 | # else |
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404 | glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); |
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405 | # endif |
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406 | #endif |
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407 | } |
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408 | |
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409 | Framebuffer::~Framebuffer() |
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410 | { |
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411 | #if defined USE_D3D9 || defined _XBOX |
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412 | m_data->m_surface->Release(); |
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413 | m_data->m_texture->Release(); |
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414 | #else |
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415 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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416 | glDeleteFramebuffers(1, &m_data->m_fbo); |
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417 | # else |
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418 | glDeleteFramebuffersOES(1, &m_data->m_fbo); |
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419 | # endif |
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420 | glDeleteTextures(1, &m_data->m_texture); |
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421 | # if GL_VERSION_1_1 |
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422 | if (m_data->m_depth != GL_INVALID_ENUM) |
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423 | glDeleteRenderbuffers(1, &m_data->m_depth); |
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424 | # endif |
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425 | #endif |
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426 | delete m_data; |
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427 | } |
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428 | |
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429 | ShaderTexture Framebuffer::GetTexture() const |
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430 | { |
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431 | ShaderTexture ret; |
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432 | #if defined USE_D3D9 || defined _XBOX |
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433 | ret.m_flags = (uint64_t)(uintptr_t)m_data->m_texture; |
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434 | #else |
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435 | ret.m_flags = m_data->m_texture; |
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436 | #endif |
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437 | return ret; |
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438 | } |
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439 | |
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440 | ivec2 Framebuffer::GetSize() const |
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441 | { |
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442 | return m_data->m_size; |
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443 | } |
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444 | |
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445 | void Framebuffer::Bind() |
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446 | { |
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447 | ASSERT(!m_data->m_bound, "trying to bind an already bound framebuffer"); |
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448 | |
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449 | #if defined USE_D3D9 || defined _XBOX |
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450 | if (FAILED(m_data->m_dev->GetRenderTarget(0, &m_data->m_back_surface))) |
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451 | Abort(); |
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452 | if (FAILED(m_data->m_dev->SetRenderTarget(0, m_data->m_surface))) |
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453 | Abort(); |
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454 | #else |
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455 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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456 | glBindFramebuffer(GL_FRAMEBUFFER, m_data->m_fbo); |
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457 | # else |
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458 | glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_data->m_fbo); |
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459 | # endif |
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460 | #endif |
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461 | |
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462 | /* FIXME: this should be done in the RenderContext object |
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463 | * instead, maybe by getting rid of Framebuffer::Bind() and |
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464 | * creating RenderContext::SetFramebuffer() instead. */ |
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465 | m_data->m_saved_viewport = g_renderer->GetViewport(); |
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466 | g_renderer->SetViewport(ibox2(ivec2(0), m_data->m_size)); |
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467 | m_data->m_bound = true; |
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468 | } |
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469 | |
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470 | void Framebuffer::Unbind() |
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471 | { |
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472 | ASSERT(m_data->m_bound, "trying to unbind an unbound framebuffer"); |
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473 | |
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474 | #if defined USE_D3D9 || defined _XBOX |
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475 | # if defined _XBOX |
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476 | if (FAILED(m_data->m_dev->Resolve(D3DRESOLVE_RENDERTARGET0, nullptr, |
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477 | m_data->m_texture, nullptr, 0, 0, nullptr, |
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478 | 0, 0, nullptr))) |
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479 | Abort(); |
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480 | # endif |
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481 | if (FAILED(m_data->m_dev->SetRenderTarget(0, m_data->m_back_surface))) |
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482 | Abort(); |
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483 | m_data->m_back_surface->Release(); |
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484 | #else |
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485 | # if GL_VERSION_1_1 || GL_ES_VERSION_2_0 |
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486 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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487 | # else |
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488 | glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); |
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489 | # endif |
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490 | #endif |
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491 | |
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492 | g_renderer->SetViewport(m_data->m_saved_viewport); |
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493 | m_data->m_bound = false; |
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494 | } |
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495 | |
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496 | } /* namespace lol */ |
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497 | |
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