index 6f1df29b44ae447aaf587fcf4bf8f4362aa86dd3..5edceb2c5f9d3c754a4d2f2f8e969fcd46410849 100644 (file)
procedure e_InitGL();
procedure e_SetViewPort(X, Y, Width, Height: Word);
procedure e_ResizeWindow(Width, Height: Integer);
procedure e_InitGL();
procedure e_SetViewPort(X, Y, Width, Height: Word);
procedure e_ResizeWindow(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);
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Mirror: TMirrorType = TMirrorType.None);
e_NoGraphics: Boolean = False;
e_FastScreenshots: Boolean = true; // it's REALLY SLOW with `false`
g_dbg_scale: Single = 1.0;
e_NoGraphics: Boolean = False;
e_FastScreenshots: Boolean = true; // it's REALLY SLOW with `false`
g_dbg_scale: Single = 1.0;
+ r_pixel_scale: Single = 1.0;
implementation
implementation
e_TextureFonts: array of TTextureFont = nil;
e_CharFonts: array of TCharFont;
//e_SavedTextures: array of TSavedTexture;
e_TextureFonts: array of TTextureFont = nil;
e_CharFonts: array of TCharFont;
//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;
//function e_getTextGLId (ID: DWORD): GLuint; begin result := e_Textures[ID].tx.id; end;
//function e_getTextGLId (ID: DWORD): GLuint; begin result := e_Textures[ID].tx.id; end;
if Height <> nil then Height^ := e_Textures[ID].tx.Height;
end;
if Height <> nil then Height^ := e_Textures[ID].tx.Height;
end;
+procedure DestroyFramebuffer;
+begin
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ if e_Frame > 0 then
+ begin
+ glDeleteTextures(1, @e_Frame);
+ e_Frame := 0;
+ end;
+
+ if e_RBO > 0 then
+ begin
+ glDeleteRenderbuffers(1, @e_RBO);
+ e_RBO := 0;
+ end;
+
+ if e_FBO > 0 then
+ begin
+ 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);
+
+ 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);
+ 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);
begin
if Height = 0 then
procedure e_ResizeWindow(Width, Height: Integer);
begin
if Height = 0 then
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;
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;
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) or e_NoGraphics then exit;
+
+ glDisable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, e_Frame);
+ glColor4ub(255, 255, 255, 255);
+
+ glBegin(GL_QUADS);
+ 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();
+end;
+
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Mirror: TMirrorType = TMirrorType.None);
begin
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Mirror: TMirrorType = TMirrorType.None);
begin
procedure e_DrawQuad(X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byte = 0);
var
nX1, nY1, nX2, nY2: Integer;
procedure e_DrawQuad(X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byte = 0);
var
nX1, nY1, nX2, nY2: Integer;
-{$IFDEF USE_NANOGL}
- v: array [0..15] of GLfloat;
-{$ENDIF}
begin
if e_NoGraphics then Exit;
// Only top-left/bottom-right quad
begin
if e_NoGraphics then Exit;
// Only top-left/bottom-right quad
begin
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
begin
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- end else
+ end
+ else
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glLineWidth(1);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glLineWidth(1);
-{$IFDEF USE_NANOGL}
- nX1 := X1; nY1 := Y1;
- nX2 := X2; nY2 := Y1;
- e_LineCorrection(nX1, nY1, nX2, nY2);
- v[0] := nX1; v[1] := nY1; v[2] := nX2; v[3] := nY2;
-
- nX1 := X2; nY1 := Y1;
- nX2 := X2; nY2 := Y2;
- e_LineCorrection(nX1, nY1, nX2, nY2);
- v[4] := nX1; v[5] := nY1; v[6] := nX2; v[7] := nY2;
-
- nX1 := X2; nY1 := Y2;
- nX2 := X1; nY2 := Y2;
- e_LineCorrection(nX1, nY1, nX2, nY2);
- v[8] := nX1; v[9] := nY1; v[10] := nX2; v[11] := nY2;
-
- nX1 := X1; nY1 := Y2;
- nX2 := X1; nY2 := Y1;
- e_LineCorrection(nX1, nY1, nX2, nY2);
- v[12] := nX1; v[13] := nY1; v[14] := nX2; v[15] := nY2;
-
- glVertexPointer(2, GL_FLOAT, 0, @v[0]);
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDrawArrays(GL_LINES, 0, 16);
-{$ELSE}
glBegin(GL_LINES);
nX1 := X1; nY1 := Y1;
nX2 := X2; nY2 := Y1;
glBegin(GL_LINES);
nX1 := X1; nY1 := Y1;
nX2 := X2; nY2 := Y1;
glVertex2i(nX1, nY1);
glVertex2i(nX2, nY2);
glEnd();
glVertex2i(nX1, nY1);
glVertex2i(nX2, nY2);
glEnd();
-{$ENDIF}
-
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
-
glDisable(GL_BLEND);
end;
glDisable(GL_BLEND);
end;
else
glDisable(GL_BLEND);
else
glDisable(GL_BLEND);
- if Blending = TBlending.Blend then
- glBlendFunc(GL_SRC_ALPHA, GL_ONE)
- else
- if Blending = TBlending.Filter then
- glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR)
- else
- if Blending = TBlending.Invert then
- glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO)
- else
- if Alpha > 0 then
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ case Blending of
+ TBlending.None: if Alpha > 0 then glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ TBlending.Blend: glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ TBlending.Invert: glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
+ TBlending.Filter: glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ end;
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glEnd();
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glEnd();
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
-
glDisable(GL_BLEND);
end;
glDisable(GL_BLEND);
end;
procedure e_DrawLine(Width: Byte; X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byte = 0);
procedure e_DrawLine(Width: Byte; X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byte = 0);
-{$IFDEF USE_NANOGL}
- var
- v: array [0..3] of GLfloat;
-{$ENDIF}
begin
if e_NoGraphics then Exit;
// Pixel-perfect lines
begin
if e_NoGraphics then Exit;
// Pixel-perfect lines
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glLineWidth(Width);
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glLineWidth(Width);
-
-{$IFDEF USE_NANOGL}
- v[0] := X1; v[1] := Y1; v[2] := X2; v[3] := Y2;
- glVertexPointer(2, GL_FLOAT, 0, @v[0]);
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDrawArrays(GL_LINES, 0, 4);
-{$ELSE}
glBegin(GL_LINES);
glVertex2i(X1, Y1);
glVertex2i(X2, Y2);
glEnd();
glBegin(GL_LINES);
glVertex2i(X1, Y1);
glVertex2i(X2, Y2);
glEnd();
-{$ENDIF}
-
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glDisable(GL_BLEND);
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glDisable(GL_BLEND);
procedure e_TextureFontBuild(Tex: DWORD; var FontID: DWORD; XCount, YCount: Word;
Space: ShortInt=0);
var
procedure e_TextureFontBuild(Tex: DWORD; var FontID: DWORD; XCount, YCount: Word;
Space: ShortInt=0);
var
+{$IFDEF NOGL_LISTS}
loop1 : GLuint;
cx, cy : real;
loop1 : GLuint;
cx, cy : real;
+{$ENDIF}
i, id: DWORD;
begin
if e_NoGraphics then Exit;
i, id: DWORD;
begin
if e_NoGraphics then Exit;
with e_TextureFonts[id] do
begin
with e_TextureFonts[id] do
begin
-{$IF not DEFINED(USE_NANOGL) and not DEFINED(USE_NOGL)}
+{$IFDEF NOGL_LISTS}
Base := glGenLists(XCount*YCount);
{$ENDIF}
TextureID := e_Textures[Tex].tx.id;
Base := glGenLists(XCount*YCount);
{$ENDIF}
TextureID := e_Textures[Tex].tx.id;
SPC := Space;
end;
SPC := Space;
end;
-{$IF not DEFINED(USE_NANOGL) and not DEFINED(USE_NOGL)}
+{$IFDEF NOGL_LISTS}
glBindTexture(GL_TEXTURE_2D, e_Textures[Tex].tx.id);
for loop1 := 0 to XCount*YCount-1 do
begin
glBindTexture(GL_TEXTURE_2D, e_Textures[Tex].tx.id);
for loop1 := 0 to XCount*YCount-1 do
begin
procedure e_TextureFontKill(FontID: DWORD);
begin
if e_NoGraphics then Exit;
procedure e_TextureFontKill(FontID: DWORD);
begin
if e_NoGraphics then Exit;
-{$IF not DEFINED(USE_NANOGL) and not DEFINED(USE_NOGL)}
+{$IFDEF NOGL_LISTS}
glDeleteLists(e_TextureFonts[FontID].Base, 256);
{$ENDIF}
e_TextureFonts[FontID].Base := 0;
end;
glDeleteLists(e_TextureFonts[FontID].Base, 256);
{$ENDIF}
e_TextureFonts[FontID].Base := 0;
end;
-{$IF DEFINED(USE_NANOGL) or DEFINED(USE_NOGL)}
+{$IFNDEF NOGL_LISTS}
procedure e_TextureFontDrawChar(ch: Char; FontID: DWORD);
var
index: Integer;
procedure e_TextureFontDrawChar(ch: Char; FontID: DWORD);
var
index: Integer;
glBindTexture(GL_TEXTURE_2D, e_TextureFonts[FontID].TextureID);
glEnable(GL_TEXTURE_2D);
glTranslatef(x, y, 0);
glBindTexture(GL_TEXTURE_2D, e_TextureFonts[FontID].TextureID);
glEnable(GL_TEXTURE_2D);
glTranslatef(x, y, 0);
-{$IF DEFINED(USE_NANOGL) or DEFINED(USE_NOGL)}
- e_TextureFontDrawString(Text, FontID);
-{$ELSE}
+{$IFDEF NOGL_LISTS}
glListBase(DWORD(Integer(e_TextureFonts[FontID].Base)-32));
glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
glListBase(DWORD(Integer(e_TextureFonts[FontID].Base)-32));
glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
+{$ELSE}
+ e_TextureFontDrawString(Text, FontID);
{$ENDIF}
glDisable(GL_TEXTURE_2D);
glPopMatrix;
{$ENDIF}
glDisable(GL_TEXTURE_2D);
glPopMatrix;
begin
glColor4ub(0, 0, 0, 128);
glTranslatef(X+1, Y+1, 0);
begin
glColor4ub(0, 0, 0, 128);
glTranslatef(X+1, Y+1, 0);
-{$IF DEFINED(USE_NANOGL) or DEFINED(USE_NOGL)}
- e_TextureFontDrawChar(Ch, FontID);
-{$ELSE}
+{$IFDEF NOGL_LISTS}
glCallLists(1, GL_UNSIGNED_BYTE, @Ch);
glCallLists(1, GL_UNSIGNED_BYTE, @Ch);
+{$ELSE}
+ e_TextureFontDrawChar(Ch, FontID);
{$ENDIF}
glPopMatrix;
glPushMatrix;
{$ENDIF}
glPopMatrix;
glPushMatrix;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glTranslatef(X, Y, 0);
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glTranslatef(X, Y, 0);
-{$IF DEFINED(USE_NANOGL) or DEFINED(USE_NOGL)}
- e_TextureFontDrawChar(Ch, FontID);
-{$ELSE}
+{$IFDEF NOGL_LISTS}
glCallLists(1, GL_UNSIGNED_BYTE, @Ch);
glCallLists(1, GL_UNSIGNED_BYTE, @Ch);
+{$ELSE}
+ e_TextureFontDrawChar(Ch, FontID);
{$ENDIF}
glPopMatrix;
{$ENDIF}
glPopMatrix;
glBindTexture(GL_TEXTURE_2D, e_TextureFonts[FontID].TextureID);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, e_TextureFonts[FontID].TextureID);
glEnable(GL_TEXTURE_2D);
-{$IF not DEFINED(USE_NANOGL) and not DEFINED(USE_NOGL)}
+{$IFDEF NOGL_LISTS}
glListBase(DWORD(Integer(e_TextureFonts[FontID].Base)-32));
{$ENDIF}
glListBase(DWORD(Integer(e_TextureFonts[FontID].Base)-32));
{$ENDIF}
glBindTexture(GL_TEXTURE_2D, e_TextureFonts[FontID].TextureID);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, e_TextureFonts[FontID].TextureID);
glEnable(GL_TEXTURE_2D);
-{$IF not DEFINED(USE_NANOGL) and not DEFINED(USE_NOGL)}
+{$IFDEF NOGL_LISTS}
glListBase(DWORD(Integer(e_TextureFonts[FontID].Base)-32));
{$ENDIF}
glListBase(DWORD(Integer(e_TextureFonts[FontID].Base)-32));
{$ENDIF}
glColor4ub(0, 0, 0, 128);
glTranslatef(x+1, y+1, 0);
glScalef(Scale, Scale, 0);
glColor4ub(0, 0, 0, 128);
glTranslatef(x+1, y+1, 0);
glScalef(Scale, Scale, 0);
-{$IF DEFINED(USE_NANOGL) or DEFINED(USE_NOGL)}
- e_TextureFontDrawString(Text, FontID);
-{$ELSE}
+{$IFDEF NOGL_LISTS}
glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
+{$ELSE}
+ e_TextureFontDrawString(Text, FontID);
{$ENDIF}
glPopMatrix;
glPushMatrix;
{$ENDIF}
glPopMatrix;
glPushMatrix;
glColor4ub(Red, Green, Blue, 255);
glTranslatef(x, y, 0);
glScalef(Scale, Scale, 0);
glColor4ub(Red, Green, Blue, 255);
glTranslatef(x, y, 0);
glScalef(Scale, Scale, 0);
-{$IF DEFINED(USE_NANOGL) or DEFINED(USE_NOGL)}
- e_TextureFontDrawString(Text, FontID);
-{$ELSE}
+{$IFDEF NOGL_LISTS}
glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
glCallLists(Length(Text), GL_UNSIGNED_BYTE, PChar(Text));
+{$ELSE}
+ e_TextureFontDrawString(Text, FontID);
{$ENDIF}
glDisable(GL_TEXTURE_2D);
{$ENDIF}
glDisable(GL_TEXTURE_2D);
for i := 0 to High(e_TextureFonts) do
if e_TextureFonts[i].Base <> 0 then
begin
for i := 0 to High(e_TextureFonts) do
if e_TextureFonts[i].Base <> 0 then
begin
-{$IF not DEFINED(USE_NANOGL) and not DEFINED(USE_NOGL)}
+{$IFDEF NOGL_LISTS}
glDeleteLists(e_TextureFonts[i].Base, 256);
{$ENDIF}
e_TextureFonts[i].Base := 0;
glDeleteLists(e_TextureFonts[i].Base, 256);
{$ENDIF}
e_TextureFonts[i].Base := 0;