124 lines
3.4 KiB
C#
124 lines
3.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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using Tao.OpenGl;
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namespace OpenRA.Renderer.SdlCommon
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{
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public class FrameBuffer : IFrameBuffer
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{
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Texture texture;
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Size size;
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int framebuffer, depth;
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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("Non-power-of-two array {0}x{1}".F(size.Width, size.Height));
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Gl.glGenFramebuffersEXT(1, out framebuffer);
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ErrorHandler.CheckGlError();
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Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, framebuffer);
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ErrorHandler.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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Gl.glFramebufferTexture2DEXT(Gl.GL_FRAMEBUFFER_EXT, Gl.GL_COLOR_ATTACHMENT0_EXT, Gl.GL_TEXTURE_2D, texture.ID, 0);
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ErrorHandler.CheckGlError();
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// Depth
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Gl.glGenRenderbuffersEXT(1, out depth);
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ErrorHandler.CheckGlError();
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Gl.glBindRenderbufferEXT(Gl.GL_RENDERBUFFER_EXT, depth);
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ErrorHandler.CheckGlError();
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Gl.glRenderbufferStorageEXT(Gl.GL_RENDERBUFFER_EXT, Gl.GL_DEPTH_COMPONENT16, size.Width, size.Height);
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ErrorHandler.CheckGlError();
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Gl.glFramebufferRenderbufferEXT(Gl.GL_FRAMEBUFFER_EXT, Gl.GL_DEPTH_ATTACHMENT_EXT, Gl.GL_RENDERBUFFER_EXT, depth);
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ErrorHandler.CheckGlError();
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// Test for completeness
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var status = Gl.glCheckFramebufferStatusEXT(Gl.GL_FRAMEBUFFER_EXT);
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if (status != Gl.GL_FRAMEBUFFER_COMPLETE_EXT)
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throw new InvalidOperationException("Error creating framebuffer");
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// Restore default buffer
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Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, 0);
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ErrorHandler.CheckGlError();
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}
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void FinalizeInner()
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{
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Gl.glDeleteFramebuffersEXT(1, ref framebuffer);
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ErrorHandler.CheckGlError();
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Gl.glDeleteRenderbuffersEXT(1, ref depth);
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ErrorHandler.CheckGlError();
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}
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~FrameBuffer() { Game.RunAfterTick(FinalizeInner); }
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static int[] ViewportRectangle()
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{
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int[] 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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{
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IntPtr intPtr = new IntPtr((void*)ptr);
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Gl.glGetIntegerv(Gl.GL_VIEWPORT, intPtr);
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}
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}
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ErrorHandler.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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// Cache viewport rect to restore when unbinding
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cv = ViewportRectangle();
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Gl.glFlush();
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ErrorHandler.CheckGlError();
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Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, framebuffer);
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ErrorHandler.CheckGlError();
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Gl.glViewport(0, 0, size.Width, size.Height);
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ErrorHandler.CheckGlError();
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Gl.glClearColor(0, 0, 0, 0);
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ErrorHandler.CheckGlError();
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
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ErrorHandler.CheckGlError();
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}
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public void Unbind()
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{
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Gl.glFlush();
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ErrorHandler.CheckGlError();
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Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, 0);
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ErrorHandler.CheckGlError();
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Gl.glViewport(cv[0], cv[1], cv[2], cv[3]);
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ErrorHandler.CheckGlError();
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}
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public ITexture Texture { get { return texture; } }
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}
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}
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