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@ -56,25 +56,25 @@ void OPENGL_COMPOSITOR::Initialize() |
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// We need framebuffer objects for drawing the screen contents
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// Generate framebuffer and a depth buffer
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glGenFramebuffers( 1, &m_framebuffer ); |
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer ); |
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glGenFramebuffersEXT( 1, &m_framebuffer ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER, m_framebuffer ); |
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m_currentFbo = m_framebuffer; |
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// Allocate memory for the depth buffer
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// Attach the depth buffer to the framebuffer
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glGenRenderbuffers( 1, &m_depthBuffer ); |
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glBindRenderbuffer( GL_RENDERBUFFER, m_depthBuffer ); |
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glGenRenderbuffersEXT( 1, &m_depthBuffer ); |
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glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_depthBuffer ); |
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// Use here a size of 24 bits for the depth buffer, 8 bits for the stencil buffer
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// this is required later for anti-aliasing
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glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_width, m_height ); |
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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GL_RENDERBUFFER, m_depthBuffer ); |
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_RENDERBUFFER, m_depthBuffer ); |
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glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL, m_width, m_height ); |
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, |
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GL_RENDERBUFFER_EXT, m_depthBuffer ); |
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, |
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GL_RENDERBUFFER_EXT, m_depthBuffer ); |
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// Unbind the framebuffer, so by default all the rendering goes directly to the display
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING ); |
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m_currentFbo = 0; |
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m_initialized = true; |
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@ -119,50 +119,45 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer() |
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); |
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// Bind the texture to the specific attachment point, clear and rebind the screen
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_framebuffer ); |
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m_currentFbo = m_framebuffer; |
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glFramebufferTexture2D( GL_FRAMEBUFFER, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 ); |
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 ); |
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// Check the status, exit if the framebuffer can't be created
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GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER ); |
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GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ); |
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if( status != GL_FRAMEBUFFER_COMPLETE ) |
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if( status != GL_FRAMEBUFFER_COMPLETE_EXT ) |
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{ |
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switch( status ) |
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{ |
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case GL_FRAMEBUFFER_UNDEFINED: |
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wxLogFatalError( wxT( "Target is the default framebuffer, " |
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"but the default framebuffer does not exist." ) ); |
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break; |
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: |
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: |
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wxLogFatalError( wxT( "Cannot create the framebuffer." ) ); |
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break; |
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: |
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: |
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wxLogFatalError( wxT( "The framebuffer attachment points are incomplete." ) ); |
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break; |
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: |
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: |
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wxLogFatalError( wxT( "The framebuffer does not have at least " |
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"one image attached to it." ) ); |
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break; |
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: |
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: |
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wxLogFatalError( wxT( "The framebuffer read buffer is incomplete." ) ); |
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break; |
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case GL_FRAMEBUFFER_UNSUPPORTED: |
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT: |
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wxLogFatalError( wxT( "The combination of internal formats of the attached images " |
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"violates an implementation-dependent set of restrictions." ) ); |
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break; |
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: |
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT: |
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wxLogFatalError( wxT( "GL_RENDERBUFFER_SAMPLES is not the same " |
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"for all attached renderbuffers" ) ); |
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break; |
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: |
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT: |
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wxLogFatalError( wxT( "Framebuffer incomplete layer targets errors." ) ); |
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break; |
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@ -177,7 +172,7 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer() |
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ClearBuffer(); |
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// Return to direct rendering (we were asked only to create a buffer, not switch to one)
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING ); |
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m_currentFbo = DIRECT_RENDERING; |
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// Store the new buffer
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@ -196,12 +191,12 @@ void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle ) |
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// Change the rendering destination to the selected attachment point
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if( aBufferHandle == DIRECT_RENDERING ) |
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{ |
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING ); |
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m_currentFbo = DIRECT_RENDERING; |
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} |
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else if( m_currentFbo != m_framebuffer ) |
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{ |
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_framebuffer ); |
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m_currentFbo = m_framebuffer; |
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} |
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@ -233,7 +228,7 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle ) |
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} |
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// Switch to the main framebuffer and blit the scene
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); |
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glBindFramebufferEXT( GL_FRAMEBUFFER, DIRECT_RENDERING ); |
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m_currentFbo = DIRECT_RENDERING; |
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// Depth test has to be disabled to make transparency working
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@ -278,8 +273,8 @@ void OPENGL_COMPOSITOR::clean() |
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{ |
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wxASSERT( m_initialized ); |
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glDeleteFramebuffers( 1, &m_framebuffer ); |
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glDeleteRenderbuffers( 1, &m_depthBuffer ); |
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glDeleteFramebuffersEXT( 1, &m_framebuffer ); |
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glDeleteRenderbuffersEXT( 1, &m_depthBuffer ); |
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OPENGL_BUFFERS::const_iterator it; |
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