mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Cleaned up love.graphics.Framebuffer code, using GLee to check for support instead
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@@ -1,183 +1,18 @@
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#include "Framebuffer.h"
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#include <common/Matrix.h>
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#include <string.h>
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#include <iostream>
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#include <string>
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#include <sstream>
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#include <vector>
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#include <algorithm>
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#include <iterator>
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using namespace std;
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namespace {
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// functions to get opengl capabilities at runtime
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vector<string> tokenize(const string& str)
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{
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vector<string> tokens;
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istringstream iss( str );
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copy(istream_iterator<string>(iss), istream_iterator<string>(),
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back_inserter< vector<string> >(tokens));
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return tokens;
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}
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float getOpenGLVersionNumber()
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{
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vector<string> tokens = tokenize( (const char*)glGetString(GL_VERSION) );
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stringstream toNumber( tokens.at(0) );
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double version;
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toNumber >> version;
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return version;
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}
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bool hasFramebufferExtension()
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{
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vector<string> ext = tokenize( (const char*)glGetString(GL_EXTENSIONS) );
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return find(ext.begin(), ext.end(), "GL_EXT_framebuffer_object") != ext.end();
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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& framebuffer, GLuint& depthbuffer, GLuint& img, int width, int height)
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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 framebuffer, GLuint depthbuffer, GLuint img) {}
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virtual void bindFBO(GLuint framebuffer) {}
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};
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#ifdef GL_VERSION_3_0
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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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#endif
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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 = NULL;
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FramebufferStrategy strategyNone;
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#ifdef GL_VERSION_3_0
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FramebufferStrategyGL3 strategyGL3;
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#endif
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FramebufferStrategyEXT strategyEXT;
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};
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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{
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Framebuffer* Framebuffer::current = NULL;
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Framebuffer::Framebuffer(int width, int height) :
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width(width), height(height)
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{
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strategy = NULL;
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// world coordinates
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vertices[0].x = 0; vertices[0].y = 0;
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@@ -192,17 +27,12 @@ namespace opengl
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vertices[3].s = 1; vertices[3].t = 1;
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if (!strategy) {
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#ifdef GL_VERSION_3_0
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if (getOpenGLVersionNumber() >= 3.0)
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if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
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strategy = &strategyGL3;
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else if (hasFramebufferExtension())
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#else
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if (hasFramebufferExtension())
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#endif
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strategy = &strategyEXT;
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else if (GLEE_EXT_framebuffer_object)
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strategy = &strategyEXT;
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else
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strategy = &strategyNone;
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strategy = &strategyNone;
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}
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loadVolatile();
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@@ -6,7 +6,6 @@
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#include <image/Image.h>
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#include <image/ImageData.h>
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#include <common/math.h>
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#include <map>
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#include "GLee.h"
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namespace love
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@@ -15,6 +14,120 @@ 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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class Framebuffer : public Drawable, public Volatile
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{
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@@ -46,6 +159,14 @@ namespace opengl
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vertex vertices[4];
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GLenum status;
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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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};
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} // opengl
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