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moved the FramebufferStrategy structs back to Framebuffer.cpp
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@@ -7,6 +7,129 @@ namespace graphics
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{
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namespace opengl
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{
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// strategy for fbo creation, interchangable at runtime:
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// none, opengl >= 3.0, extensions
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struct FramebufferStrategy {
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/// create a new framebuffer, depthbuffer and texture
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/**
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* @param[out] framebuffer Framebuffer name
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* @param[out] depthbuffer Depthbuffer name
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* @param[out] img Texture name
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* @param[in] width Width of framebuffer
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* @param[in] height Height of framebuffer
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* @return Creation status
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*/
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virtual GLenum createFBO(GLuint&, GLuint&, GLuint&, int, int)
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{ return GL_FRAMEBUFFER_UNSUPPORTED; }
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/// remove objects
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/**
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* @param[in] framebuffer Framebuffer name
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* @param[in] depthbuffer Depthbuffer name
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* @param[in] img Texture name
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*/
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virtual void deleteFBO(GLuint, GLuint, GLuint) {}
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virtual void bindFBO(GLuint) {}
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};
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struct FramebufferStrategyGL3 : public FramebufferStrategy {
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virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
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{
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// generate depth buffer
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glGenRenderbuffers(1, &depthbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// generate texture save target
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glGenTextures(1, &img);
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glBindTexture(GL_TEXTURE_2D, img);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// create framebuffer
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, img, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depthbuffer);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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// unbind buffers and texture
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return status;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img)
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{
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glDeleteTextures(1, &img);
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glDeleteRenderbuffers(1, &depthbuffer);
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glDeleteFramebuffers(1, &framebuffer);
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}
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virtual void bindFBO(GLuint framebuffer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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}
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};
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struct FramebufferStrategyEXT : public FramebufferStrategy {
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virtual GLenum createFBO(GLuint& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
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{
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// generate depth buffer
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glGenRenderbuffersEXT(1, &depthbuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, width, height);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// generate texture save target
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glGenTextures(1, &img);
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glBindTexture(GL_TEXTURE_2D, img);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// create framebuffer
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glGenFramebuffersEXT(1, &framebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, img, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, depthbuffer);
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// unbind buffers and texture
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return status;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depthbuffer, GLuint img)
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{
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glDeleteTextures(1, &img);
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glDeleteRenderbuffersEXT(1, &depthbuffer);
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glDeleteFramebuffersEXT(1, &framebuffer);
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}
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virtual void bindFBO(GLuint framebuffer)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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}
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};
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FramebufferStrategy* strategy;
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FramebufferStrategy strategyNone;
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FramebufferStrategyGL3 strategyGL3;
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FramebufferStrategyEXT strategyEXT;
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Framebuffer* Framebuffer::current = NULL;
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Framebuffer::Framebuffer(int width, int height) :
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