Files
OpenRA/OpenRA.Renderer.Sdl2/FrameBuffer.cs
2014-05-02 23:38:47 +12:00

127 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Diagnostics;
using System.Drawing;
using System.IO;
using OpenRA.Graphics;
using Tao.OpenGl;
namespace OpenRA.Renderer.Sdl2
{
public class FrameBuffer : IFrameBuffer
{
Texture texture;
Size size;
int framebuffer, depth;
public FrameBuffer(Size size)
{
this.size = size;
if (!Exts.IsPowerOf2(size.Width) || !Exts.IsPowerOf2(size.Height))
throw new InvalidDataException("Frame buffer size ({0}x{1}) must be a power of two".F(size.Width, size.Height));
Gl.glGenFramebuffersEXT(1, out framebuffer);
ErrorHandler.CheckGlError();
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, framebuffer);
ErrorHandler.CheckGlError();
// Color
texture = new Texture();
texture.SetEmpty(size.Width, size.Height);
Gl.glFramebufferTexture2DEXT(Gl.GL_FRAMEBUFFER_EXT, Gl.GL_COLOR_ATTACHMENT0_EXT, Gl.GL_TEXTURE_2D, texture.ID, 0);
ErrorHandler.CheckGlError();
// Depth
Gl.glGenRenderbuffersEXT(1, out depth);
ErrorHandler.CheckGlError();
Gl.glBindRenderbufferEXT(Gl.GL_RENDERBUFFER_EXT, depth);
ErrorHandler.CheckGlError();
Gl.glRenderbufferStorageEXT(Gl.GL_RENDERBUFFER_EXT, Gl.GL_DEPTH_COMPONENT, size.Width, size.Height);
ErrorHandler.CheckGlError();
Gl.glFramebufferRenderbufferEXT(Gl.GL_FRAMEBUFFER_EXT, Gl.GL_DEPTH_ATTACHMENT_EXT, Gl.GL_RENDERBUFFER_EXT, depth);
ErrorHandler.CheckGlError();
// Test for completeness
var status = Gl.glCheckFramebufferStatusEXT(Gl.GL_FRAMEBUFFER_EXT);
if (status != Gl.GL_FRAMEBUFFER_COMPLETE_EXT)
{
var error = "Error creating framebuffer: {0}\n{1}".F((ErrorHandler.GlError)status, new StackTrace());
ErrorHandler.WriteGraphicsLog(error);
throw new InvalidOperationException("OpenGL Error: See graphics.log for details.");
}
// Restore default buffer
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, 0);
ErrorHandler.CheckGlError();
}
static int[] ViewportRectangle()
{
var v = new int[4];
unsafe
{
fixed (int* ptr = &v[0])
{
IntPtr intPtr = new IntPtr((void*)ptr);
Gl.glGetIntegerv(Gl.GL_VIEWPORT, intPtr);
}
}
ErrorHandler.CheckGlError();
return v;
}
void FinalizeInner()
{
Gl.glDeleteFramebuffersEXT(1, ref framebuffer);
ErrorHandler.CheckGlError();
Gl.glDeleteRenderbuffersEXT(1, ref depth);
ErrorHandler.CheckGlError();
}
~FrameBuffer() { Game.RunAfterTick(FinalizeInner); }
int[] cv = new int[4];
public void Bind()
{
// Cache viewport rect to restore when unbinding
cv = ViewportRectangle();
Gl.glFlush();
ErrorHandler.CheckGlError();
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, framebuffer);
ErrorHandler.CheckGlError();
Gl.glViewport(0, 0, size.Width, size.Height);
ErrorHandler.CheckGlError();
Gl.glClearColor(0, 0, 0, 0);
ErrorHandler.CheckGlError();
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
ErrorHandler.CheckGlError();
}
public void Unbind()
{
Gl.glFlush();
ErrorHandler.CheckGlError();
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, 0);
ErrorHandler.CheckGlError();
Gl.glViewport(cv[0], cv[1], cv[2], cv[3]);
ErrorHandler.CheckGlError();
}
public ITexture Texture { get { return texture; } }
}
}