index 18f75c44ea3263119bd6bfbb429a614c05060e09..5edceb2c5f9d3c754a4d2f2f8e969fcd46410849 100644 (file)
procedure e_InitGL();
procedure e_SetViewPort(X, Y, Width, Height: Word);
procedure e_ResizeWindow(Width, Height: Integer);
-procedure e_ResizeFramebuffer(Width, Height: Integer);
+function e_ResizeFramebuffer(Width, Height: Integer): Boolean;
procedure e_BlitFramebuffer(WinWidth, WinHeight: Integer);
+procedure e_SetRenderTarget(Framebuffer: Boolean);
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Mirror: TMirrorType = TMirrorType.None);
//e_SavedTextures: array of TSavedTexture;
e_FBO: GLuint = 0;
e_RBO: GLuint = 0;
+ e_RBOSupported: Boolean = True;
e_Frame: GLuint = 0;
e_FrameW: Integer = -1;
e_FrameH: Integer = -1;
if Height <> nil then Height^ := e_Textures[ID].tx.Height;
end;
-procedure e_ResizeFramebuffer(Width, Height: Integer);
+procedure DestroyFramebuffer;
begin
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glDeleteFramebuffers(1, @e_FBO);
e_FBO := 0;
end;
+end;
+
+function e_ResizeFramebuffer(Width, Height: Integer): Boolean;
+begin
+ Result := False;
+
+ if e_NoGraphics then Exit;
+
+ DestroyFramebuffer;
e_FrameW := Width;
e_FrameH := Height;
+ glGetError();
+
glGenFramebuffers(1, @e_FBO);
+ if glGetError() <> GL_NO_ERROR then
+ begin
+ e_LogWriteln('GL: glGenFramebuffers failed');
+ Exit;
+ end;
+
glGenTextures(1, @e_Frame);
glBindTexture(GL_TEXTURE_2D, e_Frame);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glGenRenderbuffers(1, @e_RBO);
- glBindRenderbuffer(GL_RENDERBUFFER, e_RBO);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, Width, Height);
+ if glGetError() <> GL_NO_ERROR then
+ begin
+ e_LogWriteln('GL: can''t create FBO color buffer');
+ DestroyFramebuffer;
+ Exit;
+ end;
glBindFramebuffer(GL_FRAMEBUFFER, e_FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e_Frame, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, e_RBO);
+ if glCheckFramebufferStatus(GL_FRAMEBUFFER) <> GL_FRAMEBUFFER_COMPLETE then
+ begin
+ e_LogWriteln('GL: can''t construct framebuffer with color attachment');
+ DestroyFramebuffer;
+ Exit;
+ end;
+
+{$IFNDEF USE_GLES1}
+ if e_RBOSupported then
+ begin
+ glGenRenderbuffers(1, @e_RBO);
+ glBindRenderbuffer(GL_RENDERBUFFER, e_RBO);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, Width, Height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, e_RBO);
+ if glCheckFramebufferStatus(GL_FRAMEBUFFER) <> GL_FRAMEBUFFER_COMPLETE then
+ begin
+ e_LogWriteln('GL: can''t construct framebuffer with depth+stencil attachment, trying without');
+ e_RBOSupported := False;
+ Result := e_ResizeFramebuffer(Width, Height);
+ Exit;
+ end;
+ end;
+{$ENDIF}
+
+ Result := True;
end;
procedure e_ResizeWindow(Width, Height: Integer);
y1 := y0+h;
if Mirror = TMirrorType.Horizontal then begin tmp := x1; x1 := x0; x0 := tmp; end
else if Mirror = TMirrorType.Vertical then begin tmp := y1; y1 := y0; y0 := tmp; end;
- //HACK: make texture one pixel shorter, so it won't wrap
- if (g_dbg_scale <> 1.0) then
- begin
- u := u*tw/(tw+1);
- v := v*th/(th+1);
- end;
glTexCoord2f(0, v); glVertex2i(x0, y0);
glTexCoord2f(0, 0); glVertex2i(x0, y1);
glTexCoord2f(u, 0); glVertex2i(x1, y1);
glTexCoord2f(u, v); glVertex2i(x1, y0);
end;
+procedure e_SetRenderTarget(Framebuffer: Boolean);
+begin
+ if (e_FBO = 0) or e_NoGraphics then exit;
+ if Framebuffer then
+ glBindFramebuffer(GL_FRAMEBUFFER, e_FBO)
+ else
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+end;
+
procedure e_BlitFramebuffer(WinWidth, WinHeight: Integer);
begin
- if (e_FBO = 0) or (e_Frame = 0) then exit;
+ if (e_FBO = 0) or (e_Frame = 0) or e_NoGraphics then exit;
+
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, e_Frame);
glColor4ub(255, 255, 255, 255);
- e_SetViewPort(0, 0, WinWidth, WinHeight);
+
glBegin(GL_QUADS);
- drawTxQuad(0, 0, WinWidth, WinHeight, e_FrameW, e_FrameH, 1, 1, TMirrorType.None);
+ glTexCoord2f(0, 1); glVertex2i( 0, 0);
+ glTexCoord2f(0, 0); glVertex2i( 0, WinHeight);
+ glTexCoord2f(1, 0); glVertex2i(WinWidth, WinHeight);
+ glTexCoord2f(1, 1); glVertex2i(WinWidth, 0);
glEnd();
- glBindFramebuffer(GL_FRAMEBUFFER, e_FBO);
- e_SetViewPort(0, 0, e_FrameW, e_FrameH);
end;
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
else
glDisable(GL_BLEND);
- if Blending = TBlending.Blend then
- glBlendFunc(GL_SRC_ALPHA, GL_ONE)
- else
- if Blending = TBlending.Filter then
- glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR)
- else
- if Blending = TBlending.Invert then
- glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO)
- else
- if Alpha > 0 then
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ case Blending of
+ TBlending.None: if Alpha > 0 then glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ TBlending.Blend: glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ TBlending.Invert: glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
+ TBlending.Filter: glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ end;
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glEnd();
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
-
glDisable(GL_BLEND);
end;