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https://github.com/TorqueGameEngines/Torque3D.git
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Add OpenGL support.
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c354f59b72
commit
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55 changed files with 2957 additions and 802 deletions
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@ -25,9 +25,19 @@
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#include "gfx/gl/gfxGLWindowTarget.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "postFx/postEffect.h"
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GFX_ImplementTextureProfile( BackBufferDepthProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize |
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GFXTextureProfile::NoMipmap |
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GFXTextureProfile::ZTarget |
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GFXTextureProfile::Pooled,
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GFXTextureProfile::NONE );
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GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
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: GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
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, mCopyFBO(0), mBackBufferFBO(0)
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{
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win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
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}
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@ -59,21 +69,85 @@ void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj)
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AssertFatal(dynamic_cast<GFXGLTextureObject*>(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject");
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GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(obj);
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if( gglHasExtension(ARB_copy_image) )
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{
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if(mBackBufferColorTex.getWidth() == glTexture->getWidth()
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&& mBackBufferColorTex.getHeight() == glTexture->getHeight()
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&& mBackBufferColorTex.getFormat() == glTexture->getFormat())
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{
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glCopyImageSubData(
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static_cast<GFXGLTextureObject*>(mBackBufferColorTex.getPointer())->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
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glTexture->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
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getSize().x, getSize().y, 1);
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return;
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}
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}
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PRESERVE_FRAMEBUFFER();
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if(!mCopyFBO)
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{
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glGenFramebuffers(1, &mCopyFBO);
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}
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GLuint dest;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mCopyFBO);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexture->getHandle(), 0);
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glGenFramebuffersEXT(1, &dest);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dest);
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, glTexture->getHandle(), 0);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
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glBlitFramebufferEXT(0, 0, getSize().x, getSize().y,
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glBlitFramebuffer(0, 0, getSize().x, getSize().y,
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0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glDeleteFramebuffersEXT(1, &dest);
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}
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inline void GFXGLWindowTarget::_setupAttachments()
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{
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glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
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GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO);
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const Point2I dstSize = getSize();
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mBackBufferColorTex.set(dstSize.x, dstSize.y, getFormat(), &PostFxTargetProfile, "backBuffer");
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GFXGLTextureObject *color = static_cast<GFXGLTextureObject*>(mBackBufferColorTex.getPointer());
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color->getHandle(), 0);
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mBackBufferDepthTex.set(dstSize.x, dstSize.y, GFXFormatD24S8, &BackBufferDepthProfile, "backBuffer");
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GFXGLTextureObject *depth = static_cast<GFXGLTextureObject*>(mBackBufferDepthTex.getPointer());
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth->getHandle(), 0);
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}
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void GFXGLWindowTarget::makeActive()
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{
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if(mBackBufferFBO)
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{
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glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
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GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO);
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}
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else
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{
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glGenFramebuffers(1, &mBackBufferFBO);
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_setupAttachments();
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CHECK_FRAMEBUFFER_STATUS();
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}
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}
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bool GFXGLWindowTarget::present()
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{
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PRESERVE_FRAMEBUFFER();
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const Point2I srcSize = mBackBufferColorTex.getWidthHeight();
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const Point2I dstSize = getSize();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO);
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// OpenGL render upside down for make render more similar to DX.
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// Final screen are corrected here
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glBlitFramebuffer(
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0, 0, srcSize.x, srcSize.y,
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0, dstSize.y, dstSize.x, 0, // Y inverted
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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_WindowPresent();
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if(srcSize != dstSize || mBackBufferDepthTex.getWidthHeight() != dstSize)
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_setupAttachments();
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return true;
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}
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