148 lines
3.7 KiB
C#
148 lines
3.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using System.IO;
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namespace OpenRA.Platforms.Default
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{
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sealed class FrameBuffer : ThreadAffine, IFrameBuffer
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{
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readonly Texture texture;
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readonly Size size;
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uint framebuffer, depth;
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bool disposed;
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public FrameBuffer(Size size)
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{
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this.size = size;
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if (!Exts.IsPowerOf2(size.Width) || !Exts.IsPowerOf2(size.Height))
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throw new InvalidDataException("Frame buffer size ({0}x{1}) must be a power of two".F(size.Width, size.Height));
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OpenGL.glGenFramebuffers(1, out framebuffer);
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OpenGL.CheckGLError();
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OpenGL.glBindFramebuffer(OpenGL.FRAMEBUFFER_EXT, framebuffer);
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OpenGL.CheckGLError();
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// Color
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texture = new Texture();
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texture.SetEmpty(size.Width, size.Height);
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OpenGL.glFramebufferTexture2D(OpenGL.FRAMEBUFFER_EXT, OpenGL.COLOR_ATTACHMENT0_EXT, OpenGL.GL_TEXTURE_2D, texture.ID, 0);
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OpenGL.CheckGLError();
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// Depth
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OpenGL.glGenRenderbuffers(1, out depth);
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OpenGL.CheckGLError();
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OpenGL.glBindRenderbuffer(OpenGL.RENDERBUFFER_EXT, depth);
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OpenGL.CheckGLError();
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OpenGL.glRenderbufferStorage(OpenGL.RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT, size.Width, size.Height);
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OpenGL.CheckGLError();
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OpenGL.glFramebufferRenderbuffer(OpenGL.FRAMEBUFFER_EXT, OpenGL.DEPTH_ATTACHMENT_EXT, OpenGL.RENDERBUFFER_EXT, depth);
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OpenGL.CheckGLError();
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// Test for completeness
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var status = OpenGL.glCheckFramebufferStatus(OpenGL.FRAMEBUFFER_EXT);
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if (status != OpenGL.FRAMEBUFFER_COMPLETE_EXT)
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{
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var error = "Error creating framebuffer: {0}\n{1}".F(status, new StackTrace());
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OpenGL.WriteGraphicsLog(error);
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throw new InvalidOperationException("OpenGL Error: See graphics.log for details.");
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}
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// Restore default buffer
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OpenGL.glBindFramebuffer(OpenGL.FRAMEBUFFER_EXT, 0);
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OpenGL.CheckGLError();
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}
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static int[] ViewportRectangle()
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{
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var v = new int[4];
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unsafe
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{
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fixed (int* ptr = &v[0])
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OpenGL.glGetIntegerv(OpenGL.GL_VIEWPORT, ptr);
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}
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OpenGL.CheckGLError();
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return v;
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}
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int[] cv = new int[4];
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public void Bind()
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{
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VerifyThreadAffinity();
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// Cache viewport rect to restore when unbinding
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cv = ViewportRectangle();
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OpenGL.glFlush();
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OpenGL.CheckGLError();
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OpenGL.glBindFramebuffer(OpenGL.FRAMEBUFFER_EXT, framebuffer);
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OpenGL.CheckGLError();
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OpenGL.glViewport(0, 0, size.Width, size.Height);
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OpenGL.CheckGLError();
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OpenGL.glClearColor(0, 0, 0, 0);
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OpenGL.CheckGLError();
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OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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public void Unbind()
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{
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VerifyThreadAffinity();
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OpenGL.glFlush();
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OpenGL.CheckGLError();
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OpenGL.glBindFramebuffer(OpenGL.FRAMEBUFFER_EXT, 0);
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OpenGL.CheckGLError();
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OpenGL.glViewport(cv[0], cv[1], cv[2], cv[3]);
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OpenGL.CheckGLError();
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}
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public ITexture Texture
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{
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get
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{
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VerifyThreadAffinity();
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return texture;
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}
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}
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~FrameBuffer()
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{
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Game.RunAfterTick(() => Dispose(false));
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}
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public void Dispose()
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{
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Game.RunAfterTick(() => Dispose(true));
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GC.SuppressFinalize(this);
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}
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void Dispose(bool disposing)
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{
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if (disposed)
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return;
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disposed = true;
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if (disposing)
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texture.Dispose();
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OpenGL.glDeleteFramebuffers(1, ref framebuffer);
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OpenGL.CheckGLError();
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OpenGL.glDeleteRenderbuffers(1, ref depth);
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OpenGL.CheckGLError();
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}
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}
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}
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