index 236e069334f56f0036529fe27f3995f671ead9a7..de31fa50ea46797507f03521c0fe58429658926a 100644 (file)
e_TextureFonts: array of TTextureFont = nil;
e_CharFonts: array of TCharFont;
//e_SavedTextures: array of TSavedTexture;
-{$IF NOT DEFINED(HEADLESS) AND NOT DEFINED(USE_GLES1)}
e_FBO: GLuint = 0;
e_RBO: GLuint = 0;
e_Frame: GLuint = 0;
e_FrameW: Integer = -1;
e_FrameH: Integer = -1;
-{$ENDIF}
//function e_getTextGLId (ID: DWORD): GLuint; begin result := e_Textures[ID].tx.id; end;
procedure e_ResizeFramebuffer(Width, Height: Integer);
begin
-{$IF NOT DEFINED(HEADLESS) AND NOT DEFINED(USE_GLES1)}
if e_NoGraphics then Exit;
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, @e_RBO);
glBindRenderbuffer(GL_RENDERBUFFER, e_RBO);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, Width, Height);
+ glRenderbufferStorage(GL_RENDERBUFFER, {$IFNDEF USE_GLES1}GL_DEPTH24_STENCIL8{$ELSE}GL_DEPTH_COMPONENT16{$ENDIF}, Width, Height);
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);
-{$ENDIF}
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, {$IFNDEF USE_GLES1}GL_DEPTH_STENCIL_ATTACHMENT{$ELSE}GL_DEPTH_ATTACHMENT{$ENDIF}, GL_RENDERBUFFER, e_RBO);
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);
procedure e_BlitFramebuffer(WinWidth, WinHeight: Integer);
begin
-{$IF NOT DEFINED(HEADLESS) AND NOT DEFINED(USE_GLES1)}
if (e_FBO = 0) or (e_Frame = 0) or e_NoGraphics then exit;
+
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, e_Frame);
- glColor4ub(255, 255, 255, 255);
e_SetViewPort(0, 0, WinWidth, WinHeight);
+ glColor4ub(255, 255, 255, 255);
+
glBegin(GL_QUADS);
- drawTxQuad(0, 0, WinWidth, WinHeight, e_FrameW, e_FrameH, 1, 1, TMirrorType.None);
+ glTexCoord2f(0, 1); glVertex2i( 0, 0);
+ glTexCoord2f(0, 0); glVertex2i( 0, WinHeight);
+ glTexCoord2f(1, 0); glVertex2i(WinWidth, WinHeight);
+ glTexCoord2f(1, 1); glVertex2i(WinWidth, 0);
glEnd();
+
glBindFramebuffer(GL_FRAMEBUFFER, e_FBO);
e_SetViewPort(0, 0, e_FrameW, e_FrameH);
-{$ENDIF}
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;