mirror of
https://github.com/clementine-player/Clementine
synced 2024-12-16 19:31:02 +01:00
294 lines
8.9 KiB
C++
Executable File
294 lines
8.9 KiB
C++
Executable File
/**
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* projectM -- Milkdrop-esque visualisation SDK
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* Copyright (C)2003-2004 projectM Team
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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* See 'LICENSE.txt' included within this release
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*
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*/
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/**
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* $Id: FBO.c,v 1.1.1.1 2005/12/23 18:05:00 psperl Exp $
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*
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* Render this methods
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*/
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#include <stdio.h>
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//#include <GL/gl.h>
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#include <iostream>
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#include "Common.hpp"
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#include "FBO.hpp"
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RenderTarget::~RenderTarget() {
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glDeleteTextures( 1, &this->textureID[0]);
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#ifdef USE_FBO
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if (useFBO)
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{
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glDeleteTextures( 1, &this->textureID[1] );
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glDeleteRenderbuffersEXT(1, &this->depthb[0]);
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glDeleteFramebuffersEXT(1, &this->fbuffer[0]);
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if(renderToTexture)
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{
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glDeleteTextures( 1, &this->textureID[2] );
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glDeleteRenderbuffersEXT(1, &this->depthb[1]);
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glDeleteFramebuffersEXT(1, &this->fbuffer[1]);
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}
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}
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#endif
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}
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GLuint RenderTarget::initRenderToTexture()
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{
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#ifdef USE_FBO
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if (this->useFBO==1)
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{
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this->renderToTexture=1;
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GLuint fb2, depth_rb2;
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glGenFramebuffersEXT(1, &fb2);
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fb2 );
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glGenRenderbuffersEXT(1, &depth_rb2);
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, depth_rb2 );
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glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, this->texsize,this->texsize );
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb2 );
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this->fbuffer[1] = fb2;
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this->depthb[1]= depth_rb2;
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glGenTextures(1, &this->textureID[2]);
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glBindTexture(GL_TEXTURE_2D, this->textureID[2]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, this->textureID[2], 0 );
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return this->textureID[2];
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}
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#endif
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return -1;
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}
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/** Creates new pbuffers */
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RenderTarget::RenderTarget(int texsize, int width, int height) : useFBO(false) {
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int mindim = 0;
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int origtexsize = 0;
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this->renderToTexture = 0;
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this->texsize = texsize;
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#ifdef USE_FBO
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glewInit();
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// Forceably disable FBO if user requested it but the video card / driver lacks
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// the appropraite frame buffer extension.
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if (useFBO = glewIsSupported("GL_EXT_framebuffer_object"))
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{
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GLuint fb, depth_rb, rgba_tex, other_tex;
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glGenFramebuffersEXT(1, &fb);
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fb );
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glGenRenderbuffersEXT(1, &depth_rb);
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, depth_rb );
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glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, this->texsize,this->texsize );
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb );
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this->fbuffer[0] = fb;
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this->depthb[0]= depth_rb;
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glGenTextures(1, &other_tex);
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glBindTexture(GL_TEXTURE_2D,other_tex);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
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glTexParameterf(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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//glGenerateMipmapEXT(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glGenTextures(1, &rgba_tex);
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glBindTexture(GL_TEXTURE_2D, rgba_tex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//glGenerateMipmapEXT(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, rgba_tex, 0 );
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this->textureID[0] = rgba_tex;
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this->textureID[1] = other_tex;
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
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return;
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}
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std::cerr << "[projecM] warning: FBO support not detected. Using fallback." << std::endl;
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}
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#endif
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// Can reach here via two code paths:
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// (1) useFBO was set to false externally by cmake / system setting / etc.
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// (2) useFBO was true but forced to false as it failed to pass all the GLU extension checks.
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/** Fallback pbuffer creation via teximage hack */
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/** Check the texture size against the viewport size */
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/** If the viewport is smaller, then we'll need to scale the texture size down */
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/** If the viewport is larger, scale it up */
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mindim = width < height ? width : height;
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origtexsize = this->texsize;
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this->texsize = nearestPower2( mindim, SCALE_MINIFY );
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glGenTextures(1, &this->textureID[0] );
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glBindTexture(GL_TEXTURE_2D, this->textureID[0] );
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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this->texsize, this->texsize,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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NULL);
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return;
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}
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void RenderTarget::fallbackRescale(int width, int height)
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{
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int mindim = width < height ? width : height;
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int origtexsize = this->texsize;
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this->texsize = nearestPower2( mindim, SCALE_MINIFY );
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/* Create the texture that will be bound to the render this */
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/*
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if ( this->texsize != origtexsize ) {
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glDeleteTextures( 1, &this->textureID[0] );
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}
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*/
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glGenTextures(1, &this->textureID[0] );
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glBindTexture(GL_TEXTURE_2D, this->textureID[0] );
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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this->texsize, this->texsize,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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NULL);
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}
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/** Destroys the pbuffer */
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/** Locks the pbuffer */
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void RenderTarget::lock() {
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#ifdef USE_FBO
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if(this->useFBO)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, this->fbuffer[0]);
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}
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#endif
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}
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/** Unlocks the pbuffer */
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void RenderTarget::unlock() {
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#ifdef USE_FBO
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if(this->useFBO)
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{
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glBindTexture( GL_TEXTURE_2D, this->textureID[1] );
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glCopyTexSubImage2D( GL_TEXTURE_2D,
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0, 0, 0, 0, 0,
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this->texsize, this->texsize );
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return;
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}
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#endif
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/** Fallback texture path */
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glBindTexture( GL_TEXTURE_2D, this->textureID[0] );
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, this->texsize, this->texsize );
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}
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/**
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* Calculates the nearest power of two to the given number using the
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* appropriate rule
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*/
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int RenderTarget::nearestPower2( int value, TextureScale scaleRule ) {
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int x = value;
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int power = 0;
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while ( ( x & 0x01 ) != 1 ) {
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x >>= 1;
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}
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if ( x == 1 ) {
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return value;
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} else {
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x = value;
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while ( x != 0 ) {
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x >>= 1;
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power++;
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}
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switch ( scaleRule ) {
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case SCALE_NEAREST:
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if ( ( ( 1 << power ) - value ) <= ( value - ( 1 << ( power - 1 ) ) ) ) {
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return 1 << power;
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} else {
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return 1 << ( power - 1 );
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}
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case SCALE_MAGNIFY:
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return 1 << power;
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case SCALE_MINIFY:
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return 1 << ( power - 1 );
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default:
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break;
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}
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}
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return 0;
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}
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