/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "backends/graphics/opengl/framebuffer.h" #include "backends/graphics/opengl/texture.h" #include "backends/graphics/opengl/pipelines/pipeline.h" namespace OpenGL { Framebuffer::Framebuffer() : _viewport(), _projectionMatrix(), _isActive(false), _clearColor(), _blendState(false), _scissorTestState(false), _scissorBox() { } void Framebuffer::activate() { _isActive = true; applyViewport(); applyProjectionMatrix(); applyClearColor(); applyBlendState(); applyScissorTestState(); applyScissorBox(); activateInternal(); } void Framebuffer::deactivate() { _isActive = false; deactivateInternal(); } 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(bool enable) { _blendState = enable; // 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() { g_context.getActivePipeline()->setProjectionMatrix(_projectionMatrix); } void Framebuffer::applyClearColor() { GL_CALL(glClearColor(_clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3])); } void Framebuffer::applyBlendState() { if (_blendState) { GL_CALL(glEnable(GL_BLEND)); } else { GL_CALL(glDisable(GL_BLEND)); } } 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])); } // // Backbuffer implementation // void Backbuffer::activateInternal() { #if !USE_FORCED_GLES if (g_context.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] = 2.0f / width; _projectionMatrix[ 1] = 0.0f; _projectionMatrix[ 2] = 0.0f; _projectionMatrix[ 3] = 0.0f; _projectionMatrix[ 4] = 0.0f; _projectionMatrix[ 5] = -2.0f / height; _projectionMatrix[ 6] = 0.0f; _projectionMatrix[ 7] = 0.0f; _projectionMatrix[ 8] = 0.0f; _projectionMatrix[ 9] = 0.0f; _projectionMatrix[10] = 0.0f; _projectionMatrix[11] = 0.0f; _projectionMatrix[12] = -1.0f; _projectionMatrix[13] = 1.0f; _projectionMatrix[14] = 0.0f; _projectionMatrix[15] = 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; } void TextureTarget::setSize(uint width, uint height) { _texture->setSize(width, height); 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] = 2.0f / texWidth; _projectionMatrix[ 1] = 0.0f; _projectionMatrix[ 2] = 0.0f; _projectionMatrix[ 3] = 0.0f; _projectionMatrix[ 4] = 0.0f; _projectionMatrix[ 5] = 2.0f / texHeight; _projectionMatrix[ 6] = 0.0f; _projectionMatrix[ 7] = 0.0f; _projectionMatrix[ 8] = 0.0f; _projectionMatrix[ 9] = 0.0f; _projectionMatrix[10] = 0.0f; _projectionMatrix[11] = 0.0f; _projectionMatrix[12] = -1.0f; _projectionMatrix[13] = -1.0f; _projectionMatrix[14] = 0.0f; _projectionMatrix[15] = 1.0f; // Directly apply changes when we are active. if (isActive()) { applyViewport(); applyProjectionMatrix(); } } #endif // !USE_FORCED_GLES } // End of namespace OpenGL