mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-12-04 20:05:38 +00:00
511 lines
22 KiB
C++
511 lines
22 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Renderer_GL21.cpp
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//
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// OpenGL 2.1 rendering functions.
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//
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#if defined(USE_OPENGL_21)
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#include "Settings.h"
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#include "Shader_GL21.h"
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#include "renderers/Renderer.h"
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namespace Renderer
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{
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static SDL_GLContext sdlContext = nullptr;
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static GLuint whiteTexture = 0;
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static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
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{
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// clang-format off
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switch (_blendFactor) {
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case Blend::ZERO: { return GL_ZERO; } break;
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case Blend::ONE: { return GL_ONE; } break;
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case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break;
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case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break;
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case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break;
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case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break;
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case Blend::DST_COLOR: { return GL_DST_COLOR; } break;
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case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break;
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case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break;
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case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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// clang-format on
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}
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static GLenum convertTextureType(const Texture::Type _type)
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{
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// clang-format off
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switch (_type) {
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case Texture::RGBA: { return GL_RGBA; } break;
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case Texture::ALPHA: { return GL_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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// clang-format on
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}
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void setupWindow()
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{
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#if defined(__APPLE__)
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// This is required on macOS, as the operating system will otherwise insist on using
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// a newer OpenGL version which completely breaks the application.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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#else
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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}
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bool createContext()
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{
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bool missingExtension = false;
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sdlContext = SDL_GL_CreateContext(getSDLWindow());
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if (!sdlContext) {
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LOG(LogError) << "Error creating OpenGL context. " << SDL_GetError();
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return false;
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}
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#if defined(_WIN64)
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glewInit();
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#endif
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SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
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std::string vendor =
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glGetString(GL_VENDOR) ? reinterpret_cast<const char*>(glGetString(GL_VENDOR)) : "";
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std::string renderer =
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glGetString(GL_RENDERER) ? reinterpret_cast<const char*>(glGetString(GL_RENDERER)) : "";
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std::string version =
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glGetString(GL_VERSION) ? reinterpret_cast<const char*>(glGetString(GL_VERSION)) : "";
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std::string extensions = glGetString(GL_EXTENSIONS) ?
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reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
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"";
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LOG(LogInfo) << "GL vendor: " << vendor;
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LOG(LogInfo) << "GL renderer: " << renderer;
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LOG(LogInfo) << "GL version: " << version;
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#if defined(_WIN64)
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LOG(LogInfo) << "EmulationStation renderer: OpenGL 2.1 with GLEW";
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#else
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LOG(LogInfo) << "EmulationStation renderer: OpenGL 2.1";
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#endif
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LOG(LogInfo) << "Checking available OpenGL extensions...";
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std::string glExts = glGetString(GL_EXTENSIONS) ?
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reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
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"";
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if (extensions.find("GL_ARB_texture_non_power_of_two") == std::string::npos) {
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LOG(LogError) << "GL_ARB_texture_non_power_of_two: MISSING";
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missingExtension = true;
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}
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else {
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LOG(LogInfo) << "GL_ARB_texture_non_power_of_two: OK";
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}
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if (extensions.find("GL_ARB_vertex_shader") == std::string::npos) {
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LOG(LogError) << "GL_ARB_vertex_shader: MISSING";
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missingExtension = true;
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}
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else {
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LOG(LogInfo) << "GL_ARB_vertex_shader: OK";
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}
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if (extensions.find("GL_ARB_fragment_shader") == std::string::npos) {
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LOG(LogError) << "GL_ARB_fragment_shader: MISSING";
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missingExtension = true;
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}
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else {
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LOG(LogInfo) << "GL_ARB_fragment_shader: OK";
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}
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if (extensions.find("GL_EXT_framebuffer_blit") == std::string::npos) {
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LOG(LogError) << "GL_EXT_framebuffer_blit: MISSING";
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missingExtension = true;
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}
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else {
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LOG(LogInfo) << "GL_EXT_framebuffer_blit: OK";
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}
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if (missingExtension) {
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LOG(LogError) << "Required OpenGL extensions missing.";
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return false;
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}
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uint8_t data[4] = {255, 255, 255, 255};
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whiteTexture = createTexture(Texture::RGBA, false, false, true, 1, 1, data);
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GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
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GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D));
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GL_CHECK_ERROR(glEnable(GL_BLEND));
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GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
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GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY));
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GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY));
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// This is the framebuffer that will be used for shader rendering.
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GL_CHECK_ERROR(glGenFramebuffers(1, &shaderFBO));
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return true;
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}
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void destroyContext()
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{
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GL_CHECK_ERROR(glDeleteFramebuffers(1, &shaderFBO));
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SDL_GL_DeleteContext(sdlContext);
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sdlContext = nullptr;
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}
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unsigned int createTexture(const Texture::Type type,
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const bool linearMinify,
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const bool linearMagnify,
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const bool repeat,
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const unsigned int width,
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const unsigned int height,
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void* data)
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{
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const GLenum textureType = convertTextureType(type);
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unsigned int texture;
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GL_CHECK_ERROR(glGenTextures(1, &texture));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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repeat ? static_cast<GLfloat>(GL_REPEAT) :
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static_cast<GLfloat>(GL_CLAMP_TO_EDGE)));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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repeat ? static_cast<GLfloat>(GL_REPEAT) :
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static_cast<GLfloat>(GL_CLAMP_TO_EDGE)));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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linearMinify ? static_cast<GLfloat>(GL_LINEAR) :
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static_cast<GLfloat>(GL_NEAREST)));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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linearMagnify ? static_cast<GLfloat>(GL_LINEAR) :
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static_cast<GLfloat>(GL_NEAREST)));
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType,
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GL_UNSIGNED_BYTE, data));
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return texture;
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}
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void destroyTexture(const unsigned int texture)
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{
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GL_CHECK_ERROR(glDeleteTextures(1, &texture));
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}
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void updateTexture(const unsigned int texture,
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const Texture::Type type,
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const unsigned int x,
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const unsigned y,
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const unsigned int width,
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const unsigned int height,
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void* data)
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{
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const GLenum textureType = convertTextureType(type);
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType,
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GL_UNSIGNED_BYTE, data));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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}
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void bindTexture(const unsigned int texture)
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{
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if (texture == 0)
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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else
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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}
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void drawLines(const Vertex* vertices,
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const unsigned int numVertices,
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const Blend::Factor srcBlendFactor,
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const Blend::Factor dstBlendFactor)
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{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos));
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GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex));
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GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col));
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GL_CHECK_ERROR(
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glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
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GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, numVertices));
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}
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void drawTriangleStrips(const Vertex* vertices,
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const unsigned int numVertices,
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const glm::mat4& trans,
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const Blend::Factor srcBlendFactor,
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const Blend::Factor dstBlendFactor,
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const shaderParameters& parameters)
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{
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float width = vertices[3].pos[0];
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float height = vertices[3].pos[1];
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos));
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GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex));
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GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col));
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GL_CHECK_ERROR(
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glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
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#if defined(USE_OPENGL_21)
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if (vertices[0].shaders == 0) {
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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}
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else {
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// If saturation is set below the maximum (default) value, run the
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// desaturation shader.
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if (vertices->saturation < 1.0f || parameters.fragmentSaturation < 1.0f) {
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Shader* runShader = getShaderProgram(SHADER_DESATURATE);
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// Only try to use the shader if it has been loaded properly.
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if (runShader) {
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runShader->activateShaders();
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runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
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runShader->setSaturation(vertices->saturation);
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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runShader->deactivateShaders();
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}
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}
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if (vertices->shaders & SHADER_OPACITY) {
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Shader* runShader = getShaderProgram(SHADER_OPACITY);
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if (runShader) {
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runShader->activateShaders();
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runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
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vertices->opacity < 1.0f ? runShader->setOpacity(vertices->opacity) :
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runShader->setOpacity(parameters.fragmentOpacity);
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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runShader->deactivateShaders();
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}
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}
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// Check if any other shaders are set to be used and if so, run them.
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if (vertices->shaders & SHADER_DIM) {
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Shader* runShader = getShaderProgram(SHADER_DIM);
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if (runShader) {
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runShader->activateShaders();
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runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
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runShader->setDimValue(parameters.fragmentDimValue);
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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runShader->deactivateShaders();
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}
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}
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if (vertices->shaders & SHADER_BLUR_HORIZONTAL) {
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Shader* runShader = getShaderProgram(SHADER_BLUR_HORIZONTAL);
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if (runShader) {
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runShader->activateShaders();
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runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
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runShader->setTextureSize({width, height});
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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runShader->deactivateShaders();
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}
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}
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if (vertices->shaders & SHADER_BLUR_VERTICAL) {
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Shader* runShader = getShaderProgram(SHADER_BLUR_VERTICAL);
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if (runShader) {
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runShader->activateShaders();
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runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
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runShader->setTextureSize({width, height});
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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runShader->deactivateShaders();
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}
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}
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if (vertices->shaders & SHADER_SCANLINES) {
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Shader* runShader = getShaderProgram(SHADER_SCANLINES);
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float shaderWidth = width * 1.2f;
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// Scale the scanlines relative to screen resolution.
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float screenHeightModifier = getScreenHeightModifier();
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float relativeHeight = height / getScreenHeight();
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float shaderHeight = 0.0f;
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if (relativeHeight == 1.0f) {
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// Full screen.
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float modifier = 1.30f - (0.1f * screenHeightModifier);
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shaderHeight = height * modifier;
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}
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else {
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// Portion of screen, e.g. gamelist view.
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// Average the relative width and height to avoid applying exaggerated
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// scanlines to videos with non-standard aspect ratios.
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float relativeWidth = width / getScreenWidth();
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float relativeAdjustment = (relativeWidth + relativeHeight) / 2.0f;
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float modifier =
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1.41f + relativeAdjustment / 7.0f - (0.14f * screenHeightModifier);
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shaderHeight = height * modifier;
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}
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if (runShader) {
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runShader->activateShaders();
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runShader->setModelViewProjectionMatrix(getProjectionMatrix() * trans);
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runShader->setTextureSize({shaderWidth, shaderHeight});
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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runShader->deactivateShaders();
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}
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}
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}
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#endif
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}
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void setProjection(const glm::mat4& projection)
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{
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GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
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GL_CHECK_ERROR(glLoadMatrixf(reinterpret_cast<const GLfloat*>(&projection)));
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}
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void setMatrix(const glm::mat4& matrix)
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{
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glm::mat4 newMatrix{matrix};
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newMatrix[3] = glm::round(newMatrix[3]);
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GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
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GL_CHECK_ERROR(glLoadMatrixf(reinterpret_cast<const GLfloat*>(&newMatrix)));
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}
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void setViewport(const Rect& viewport)
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{
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// glViewport starts at the bottom left of the window.
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GL_CHECK_ERROR(glViewport(viewport.x, getWindowHeight() - viewport.y - viewport.h,
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viewport.w, viewport.h));
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}
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void setScissor(const Rect& scissor)
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{
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if ((scissor.x == 0) && (scissor.y == 0) && (scissor.w == 0) && (scissor.h == 0)) {
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GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
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}
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else {
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// glScissor starts at the bottom left of the window.
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GL_CHECK_ERROR(glScissor(scissor.x, getWindowHeight() - scissor.y - scissor.h,
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scissor.w, scissor.h));
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GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
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}
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}
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void setSwapInterval()
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{
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if (Settings::getInstance()->getBool("VSync")) {
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// Adaptive VSync seems to be nonfunctional or having issues on some hardware
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// and drivers, so only attempt to apply regular VSync.
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if (SDL_GL_SetSwapInterval(1) == 0) {
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LOG(LogInfo) << "Enabling VSync...";
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}
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else {
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LOG(LogWarning) << "Could not enable VSync: " << SDL_GetError();
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}
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}
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else {
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SDL_GL_SetSwapInterval(0);
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LOG(LogInfo) << "Disabling VSync...";
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}
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}
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void swapBuffers()
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{
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SDL_GL_SwapWindow(getSDLWindow());
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GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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void shaderPostprocessing(unsigned int shaders,
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const Renderer::shaderParameters& parameters,
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unsigned char* textureRGBA)
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{
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Vertex vertices[4];
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std::vector<unsigned int> shaderList;
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GLuint width = getScreenWidth();
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GLuint height = getScreenHeight();
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float widthf = static_cast<float>(width);
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float heightf = static_cast<float>(height);
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// Set vertex positions and texture coordinates to full screen as all
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// postprocessing is applied to the complete screen area.
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// clang-format off
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vertices[0] = { { 0.0f , 0.0f }, { 0.0f, 1.0f }, 0 };
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vertices[1] = { { 0.0f , heightf }, { 0.0f, 0.0f }, 0 };
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vertices[2] = { { widthf, 0.0f }, { 1.0f, 1.0f }, 0 };
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vertices[3] = { { widthf, heightf }, { 1.0f, 0.0f }, 0 };
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// clang-format on
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if (shaders & Renderer::SHADER_DESATURATE)
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shaderList.push_back(Renderer::SHADER_DESATURATE);
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if (shaders & Renderer::SHADER_OPACITY)
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shaderList.push_back(Renderer::SHADER_OPACITY);
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if (shaders & Renderer::SHADER_DIM)
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shaderList.push_back(Renderer::SHADER_DIM);
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if (shaders & Renderer::SHADER_BLUR_HORIZONTAL)
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shaderList.push_back(Renderer::SHADER_BLUR_HORIZONTAL);
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if (shaders & Renderer::SHADER_BLUR_VERTICAL)
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shaderList.push_back(Renderer::SHADER_BLUR_VERTICAL);
|
|
if (shaders & Renderer::SHADER_SCANLINES)
|
|
shaderList.push_back(Renderer::SHADER_SCANLINES);
|
|
|
|
if (parameters.fragmentSaturation < 1.0)
|
|
vertices[0].saturation = parameters.fragmentSaturation;
|
|
|
|
setMatrix(getIdentity());
|
|
GLuint screenTexture =
|
|
createTexture(Texture::RGBA, false, false, false, width, height, nullptr);
|
|
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
|
|
|
|
for (size_t i = 0; i < shaderList.size(); i++) {
|
|
vertices[0].shaders = shaderList[i];
|
|
int shaderPasses = 1;
|
|
// For the blur shaders there is an optional variable to set the number of passes
|
|
// to execute, which proportionally affects the blur amount.
|
|
if (shaderList[i] == Renderer::SHADER_BLUR_HORIZONTAL ||
|
|
shaderList[i] == Renderer::SHADER_BLUR_VERTICAL) {
|
|
shaderPasses = parameters.blurPasses;
|
|
}
|
|
|
|
for (int p = 0; p < shaderPasses; p++) {
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, shaderFBO));
|
|
|
|
// Attach the texture to the shader framebuffer.
|
|
GL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_TEXTURE_2D, screenTexture, 0));
|
|
|
|
// Blit the screen contents to screenTexture.
|
|
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
|
|
|
// Apply/render the shaders.
|
|
drawTriangleStrips(vertices, 4, getIdentity(), Blend::SRC_ALPHA,
|
|
Blend::ONE_MINUS_SRC_ALPHA, parameters);
|
|
|
|
// If textureRGBA has an address, it means that the output should go to this
|
|
// texture rather than to the screen. The glReadPixels() function is slow, but
|
|
// since this will typically only run every now and then to create a cached
|
|
// screen texture, it doesn't really matter.
|
|
if (textureRGBA) {
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, shaderFBO));
|
|
GL_CHECK_ERROR(
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureRGBA));
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
|
|
}
|
|
else {
|
|
// Blit the resulting postprocessed texture back to the primary framebuffer.
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, shaderFBO));
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
|
|
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
|
}
|
|
}
|
|
}
|
|
|
|
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
|
|
destroyTexture(screenTexture);
|
|
}
|
|
|
|
} // namespace Renderer
|
|
|
|
#endif // USE_OPENGL_21
|