taisei/src/fbo.c
2012-07-14 19:13:41 +02:00

78 lines
No EOL
2.2 KiB
C

/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
*/
#include "fbo.h"
#include "global.h"
#include "taisei_err.h"
void init_fbo(FBO *fbo) {
if(!GLEW_ARB_framebuffer_object) {
warnx("missing FBO support. seriously.");
tconfig.intval[NO_SHADER] = 1;
return;
}
glGenTextures(1, &fbo->tex);
glBindTexture(GL_TEXTURE_2D, fbo->tex);
fbo->nw = 2;
fbo->nh = 2;
while(fbo->nw < VIEWPORT_W+VIEWPORT_X) fbo->nw *= 2;
while(fbo->nh < VIEWPORT_H+VIEWPORT_Y) fbo->nh *= 2;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fbo->nw, fbo->nh, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1,&fbo->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->tex, 0);
glGenTextures(1, &fbo->depth);
glBindTexture(GL_TEXTURE_2D, fbo->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, fbo->nw, fbo->nh, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,fbo->depth, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void delete_fbo(FBO *fbo) {
glDeleteFramebuffers(1, &fbo->fbo);
glDeleteTextures(1, &fbo->depth);
glDeleteTextures(1, &fbo->tex);
}
void draw_fbo_viewport(FBO *fbo) {
glPushMatrix();
glTranslatef(-VIEWPORT_X,VIEWPORT_H+VIEWPORT_Y-fbo->nh,0);
glEnable(GL_TEXTURE_2D);
glTranslatef(fbo->nw/2,fbo->nw/2,0);
glScalef(fbo->nw, fbo->nh, 1);
glBindTexture(GL_TEXTURE_2D, fbo->tex);
// glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glDrawArrays(GL_QUADS, 4, 4);
// glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}