rev |
line source |
nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@0
|
3 #include <math.h>
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nuclear@0
|
4 #include <assert.h>
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nuclear@3
|
5 #include "opengl.h"
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nuclear@0
|
6 #include "sdr.h"
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nuclear@0
|
7 #include "dither_matrix.h"
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nuclear@3
|
8 #include "scroller.h"
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nuclear@5
|
9 #include "mballs.h"
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nuclear@0
|
10
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nuclear@2
|
11 #define DITHER_SZ 8
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nuclear@0
|
12 #define DITHER_LEVELS 16
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nuclear@0
|
13
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nuclear@1
|
14 #if DITHER_SZ == 4
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nuclear@1
|
15 #define dither_matrix dither_matrix4
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nuclear@1
|
16 #elif DITHER_SZ == 8
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nuclear@3
|
17 #define dither_matrix halftone_matrix8
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nuclear@1
|
18 #else
|
nuclear@1
|
19 #error "invalid dither size"
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nuclear@1
|
20 #endif
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nuclear@1
|
21
|
nuclear@0
|
22 struct render_target {
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nuclear@0
|
23 unsigned int fbo;
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nuclear@0
|
24 unsigned int color_tex, depth_buf;
|
nuclear@0
|
25 };
|
nuclear@0
|
26
|
nuclear@0
|
27 bool init();
|
nuclear@0
|
28 void cleanup();
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nuclear@0
|
29 void disp();
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nuclear@0
|
30 void idle();
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nuclear@0
|
31 void reshape(int x, int y);
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nuclear@0
|
32 void keyb(unsigned char key, int x, int y);
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nuclear@0
|
33 void mouse(int bn, int state, int x, int y);
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nuclear@0
|
34 void motion(int x, int y);
|
nuclear@0
|
35 struct render_target *create_rtarg(int xsz, int ysz);
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nuclear@0
|
36 void destroy_rtarg(struct render_target *rt);
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nuclear@0
|
37
|
nuclear@0
|
38 int xsz, ysz;
|
nuclear@8
|
39 float cam_theta, cam_phi = 25, cam_dist = 11;
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nuclear@0
|
40 unsigned int dither_tex;
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nuclear@0
|
41 struct render_target *rtarg;
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nuclear@7
|
42 unsigned int post_prog, phong_prog;
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nuclear@0
|
43
|
nuclear@5
|
44 int opt_highres, opt_regular_render;
|
nuclear@8
|
45 bool opt_autorot = true;
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nuclear@5
|
46
|
nuclear@5
|
47
|
nuclear@0
|
48 int main(int argc, char **argv)
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nuclear@0
|
49 {
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nuclear@0
|
50 glutInit(&argc, argv);
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nuclear@1
|
51 glutInitWindowSize(1024, 768);
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nuclear@0
|
52 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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nuclear@0
|
53 glutCreateWindow("DBF UDG compo entry by Nuclear");
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nuclear@0
|
54
|
nuclear@0
|
55 glutDisplayFunc(disp);
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nuclear@0
|
56 glutIdleFunc(idle);
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nuclear@0
|
57 glutReshapeFunc(reshape);
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nuclear@0
|
58 glutKeyboardFunc(keyb);
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nuclear@0
|
59 glutMouseFunc(mouse);
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nuclear@0
|
60 glutMotionFunc(motion);
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nuclear@0
|
61
|
nuclear@0
|
62 glewInit();
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nuclear@0
|
63
|
nuclear@0
|
64 if(!init()) {
|
nuclear@0
|
65 return 1;
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nuclear@0
|
66 }
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nuclear@0
|
67
|
nuclear@0
|
68 glutMainLoop();
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nuclear@0
|
69 return 0;
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nuclear@0
|
70 }
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nuclear@0
|
71
|
nuclear@0
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72 bool init()
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nuclear@0
|
73 {
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nuclear@6
|
74 FILE *fp = fopen("udg.ppm", "wb");
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nuclear@6
|
75 if(fp) {
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nuclear@6
|
76 fprintf(fp, "P6\n%d %d\n255\n", DITHER_SZ, DITHER_SZ * DITHER_LEVELS);
|
nuclear@6
|
77 }
|
nuclear@6
|
78
|
nuclear@6
|
79 unsigned char *img = new unsigned char[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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nuclear@6
|
80 unsigned char *ptr = img;
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nuclear@0
|
81
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nuclear@0
|
82 for(int i=0; i<DITHER_LEVELS; i++) {
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nuclear@0
|
83 float val = (float)i / (float)(DITHER_LEVELS - 1);
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nuclear@0
|
84 for(int y=0; y<DITHER_SZ; y++) {
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nuclear@0
|
85 for(int x=0; x<DITHER_SZ; x++) {
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nuclear@0
|
86 /* (1 + M) / (1 + MxN) */
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nuclear@1
|
87 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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nuclear@6
|
88 *ptr++ = val >= thres ? 255 : 0;
|
nuclear@6
|
89
|
nuclear@6
|
90 if(fp) {
|
nuclear@6
|
91 int r = ptr[-1] ? 246 : 10;
|
nuclear@6
|
92 int g = ptr[-1] ? 198 : 72;
|
nuclear@6
|
93 int b = ptr[-1] ? 141 : 85;
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nuclear@6
|
94 fputc(r, fp);
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nuclear@6
|
95 fputc(g, fp);
|
nuclear@6
|
96 fputc(b, fp);
|
nuclear@6
|
97 }
|
nuclear@0
|
98 }
|
nuclear@0
|
99 }
|
nuclear@0
|
100 }
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nuclear@0
|
101
|
nuclear@6
|
102 if(fp) {
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nuclear@6
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103 fclose(fp);
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nuclear@6
|
104 }
|
nuclear@6
|
105
|
nuclear@7
|
106 if(!(phong_prog = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
|
nuclear@7
|
107 return false;
|
nuclear@7
|
108 }
|
nuclear@7
|
109
|
nuclear@7
|
110 if(!(post_prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
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nuclear@0
|
111 return false;
|
nuclear@0
|
112 }
|
nuclear@0
|
113
|
nuclear@0
|
114 glGenTextures(1, &dither_tex);
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nuclear@0
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115 glBindTexture(GL_TEXTURE_2D, dither_tex);
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nuclear@0
|
116 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@0
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117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@0
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118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@0
|
119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@6
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120 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img);
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nuclear@0
|
121
|
nuclear@3
|
122 if(!init_scroller()) {
|
nuclear@3
|
123 return false;
|
nuclear@3
|
124 }
|
nuclear@3
|
125
|
nuclear@5
|
126 if(!mball_init()) {
|
nuclear@5
|
127 return false;
|
nuclear@5
|
128 }
|
nuclear@5
|
129
|
nuclear@0
|
130 glEnable(GL_CULL_FACE);
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nuclear@0
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131 glEnable(GL_DEPTH_TEST);
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nuclear@0
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132 glEnable(GL_LIGHTING);
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nuclear@0
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133 glEnable(GL_LIGHT0);
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nuclear@8
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134 glEnable(GL_LIGHT1);
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nuclear@5
|
135 glEnable(GL_NORMALIZE);
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nuclear@0
|
136
|
nuclear@0
|
137 return true;
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nuclear@0
|
138 }
|
nuclear@0
|
139
|
nuclear@0
|
140 void draw_backdrop()
|
nuclear@0
|
141 {
|
nuclear@0
|
142 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@0
|
143 glDisable(GL_DEPTH_TEST);
|
nuclear@0
|
144 glDisable(GL_LIGHTING);
|
nuclear@0
|
145
|
nuclear@0
|
146 glMatrixMode(GL_MODELVIEW);
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nuclear@0
|
147 glPushMatrix();
|
nuclear@0
|
148 glLoadIdentity();
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nuclear@0
|
149 glMatrixMode(GL_PROJECTION);
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nuclear@0
|
150 glPushMatrix();
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nuclear@0
|
151 glLoadIdentity();
|
nuclear@0
|
152
|
nuclear@0
|
153 glBegin(GL_QUADS);
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nuclear@0
|
154 glColor3f(0, 0, 0);
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nuclear@0
|
155 glVertex2f(-1, -1);
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nuclear@0
|
156 glVertex2f(1, -1);
|
nuclear@0
|
157 glColor3f(1, 1, 1);
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nuclear@0
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158 glVertex2f(1, 1);
|
nuclear@0
|
159 glVertex2f(-1, 1);
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nuclear@0
|
160 glEnd();
|
nuclear@0
|
161
|
nuclear@0
|
162 glPopMatrix();
|
nuclear@0
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163 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
|
164 glPopMatrix();
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nuclear@0
|
165
|
nuclear@0
|
166 glPopAttrib();
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nuclear@4
|
167 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
|
nuclear@0
|
168 }
|
nuclear@0
|
169
|
nuclear@0
|
170 void disp()
|
nuclear@0
|
171 {
|
nuclear@0
|
172 float ldir[] = {-1, 1, 2, 0};
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nuclear@8
|
173 float ldir2[] = {0.0, 0.35, -0.9, 0};
|
nuclear@8
|
174
|
nuclear@8
|
175 float lcol[] = {1, 1, 1, 1};
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nuclear@8
|
176 float lcol2[] = {0.35, 0.3, 0.15, 1};
|
nuclear@8
|
177
|
nuclear@5
|
178 int xres, yres;
|
nuclear@8
|
179 float auto_angle = glutGet(GLUT_ELAPSED_TIME) / 100.0;
|
nuclear@0
|
180
|
nuclear@5
|
181 if(opt_highres) {
|
nuclear@5
|
182 xres = xsz;
|
nuclear@5
|
183 yres = ysz;
|
nuclear@5
|
184 } else {
|
nuclear@5
|
185 xres = xsz / DITHER_SZ;
|
nuclear@5
|
186 yres = ysz / DITHER_SZ;
|
nuclear@5
|
187 }
|
nuclear@4
|
188
|
nuclear@0
|
189 if(!rtarg) {
|
nuclear@4
|
190 printf("(re)creating render target (%dx%d)\n", xres, yres);
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nuclear@4
|
191 if(!(rtarg = create_rtarg(xres, yres))) {
|
nuclear@0
|
192 exit(0);
|
nuclear@0
|
193 }
|
nuclear@0
|
194 }
|
nuclear@0
|
195
|
nuclear@5
|
196 if(!opt_regular_render) {
|
nuclear@5
|
197 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
|
nuclear@5
|
198 }
|
nuclear@4
|
199 glViewport(0, 0, xres, yres);
|
nuclear@0
|
200
|
nuclear@0
|
201 glClearColor(1, 1, 1, 1);
|
nuclear@0
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202 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@0
|
203
|
nuclear@0
|
204 draw_backdrop();
|
nuclear@0
|
205
|
nuclear@0
|
206 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
|
207 glLoadIdentity();
|
nuclear@0
|
208
|
nuclear@8
|
209 glTranslatef(0, 0.8, -cam_dist);
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nuclear@0
|
210 glRotatef(cam_phi, 1, 0, 0);
|
nuclear@8
|
211 glRotatef(opt_autorot ? auto_angle : cam_theta, 0, 1, 0);
|
nuclear@0
|
212
|
nuclear@5
|
213 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
|
nuclear@8
|
214 glLightfv(GL_LIGHT0, GL_DIFFUSE, lcol);
|
nuclear@8
|
215
|
nuclear@8
|
216 glLightfv(GL_LIGHT1, GL_POSITION, ldir2);
|
nuclear@8
|
217 glLightfv(GL_LIGHT1, GL_DIFFUSE, lcol2);
|
nuclear@5
|
218
|
nuclear@2
|
219 const float blue[] = {0.4, 0.45, 1.0, 1};
|
nuclear@2
|
220 const float white[] = {1, 1, 1, 1};
|
nuclear@2
|
221 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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nuclear@2
|
222 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
|
nuclear@2
|
223 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
|
nuclear@2
|
224
|
nuclear@7
|
225 bind_program(phong_prog);
|
nuclear@5
|
226 mball_render();
|
nuclear@7
|
227 bind_program(0);
|
nuclear@0
|
228
|
nuclear@0
|
229
|
nuclear@5
|
230 if(!opt_regular_render) {
|
nuclear@5
|
231 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
|
nuclear@5
|
232 glViewport(0, 0, xsz, ysz);
|
nuclear@1
|
233
|
nuclear@5
|
234 glClear(GL_COLOR_BUFFER_BIT);
|
nuclear@0
|
235
|
nuclear@5
|
236 glMatrixMode(GL_PROJECTION);
|
nuclear@5
|
237 glPushMatrix();
|
nuclear@5
|
238 glLoadIdentity();
|
nuclear@5
|
239 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
|
240 glLoadIdentity();
|
nuclear@5
|
241 glPushMatrix();
|
nuclear@0
|
242
|
nuclear@5
|
243 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@5
|
244 glDisable(GL_DEPTH_TEST);
|
nuclear@0
|
245
|
nuclear@7
|
246 bind_program(post_prog);
|
nuclear@7
|
247 set_uniform_int(post_prog, "framebuf", 0);
|
nuclear@7
|
248 set_uniform_int(post_prog, "dither_tex", 1);
|
nuclear@7
|
249 set_uniform_int(post_prog, "dither_levels", DITHER_LEVELS);
|
nuclear@7
|
250 set_uniform_int(post_prog, "dither_size", DITHER_SZ);
|
nuclear@0
|
251
|
nuclear@5
|
252 glActiveTextureARB(GL_TEXTURE0);
|
nuclear@5
|
253 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
|
nuclear@5
|
254 glEnable(GL_TEXTURE_2D);
|
nuclear@5
|
255 glActiveTextureARB(GL_TEXTURE1);
|
nuclear@5
|
256 glBindTexture(GL_TEXTURE_2D, dither_tex);
|
nuclear@5
|
257 glEnable(GL_TEXTURE_2D);
|
nuclear@0
|
258
|
nuclear@5
|
259 glBegin(GL_QUADS);
|
nuclear@5
|
260 glColor3f(0, 1, 0);
|
nuclear@5
|
261 glTexCoord2f(0, 0); glVertex2f(-1, -1);
|
nuclear@5
|
262 glTexCoord2f(1, 0); glVertex2f(1, -1);
|
nuclear@5
|
263 glTexCoord2f(1, 1); glVertex2f(1, 1);
|
nuclear@5
|
264 glTexCoord2f(0, 1); glVertex2f(-1, 1);
|
nuclear@5
|
265 glEnd();
|
nuclear@0
|
266
|
nuclear@5
|
267 glActiveTextureARB(GL_TEXTURE1);
|
nuclear@5
|
268 glDisable(GL_TEXTURE_2D);
|
nuclear@5
|
269 glActiveTextureARB(GL_TEXTURE0);
|
nuclear@5
|
270 glDisable(GL_TEXTURE_2D);
|
nuclear@0
|
271
|
nuclear@5
|
272 bind_program(0);
|
nuclear@0
|
273
|
nuclear@5
|
274 glPopAttrib();
|
nuclear@0
|
275
|
nuclear@5
|
276 glMatrixMode(GL_PROJECTION);
|
nuclear@5
|
277 glPopMatrix();
|
nuclear@5
|
278 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
|
279 glPopMatrix();
|
nuclear@5
|
280 }
|
nuclear@0
|
281
|
nuclear@0
|
282 glutSwapBuffers();
|
nuclear@0
|
283 assert(glGetError() == GL_NO_ERROR);
|
nuclear@0
|
284 }
|
nuclear@0
|
285
|
nuclear@0
|
286 void idle()
|
nuclear@0
|
287 {
|
nuclear@0
|
288 glutPostRedisplay();
|
nuclear@0
|
289 }
|
nuclear@0
|
290
|
nuclear@0
|
291 void reshape(int x, int y)
|
nuclear@0
|
292 {
|
nuclear@0
|
293 glViewport(0, 0, x, y);
|
nuclear@0
|
294
|
nuclear@0
|
295 glMatrixMode(GL_PROJECTION);
|
nuclear@0
|
296 glLoadIdentity();
|
nuclear@0
|
297 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@0
|
298
|
nuclear@0
|
299 if(x != xsz || y != ysz) {
|
nuclear@0
|
300 destroy_rtarg(rtarg);
|
nuclear@0
|
301 rtarg = 0;
|
nuclear@0
|
302 xsz = x;
|
nuclear@0
|
303 ysz = y;
|
nuclear@0
|
304 }
|
nuclear@0
|
305 }
|
nuclear@0
|
306
|
nuclear@0
|
307 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
308 {
|
nuclear@0
|
309 switch(key) {
|
nuclear@0
|
310 case 27:
|
nuclear@0
|
311 exit(0);
|
nuclear@4
|
312
|
nuclear@8
|
313 case 'a':
|
nuclear@8
|
314 opt_autorot = !opt_autorot;
|
nuclear@8
|
315 break;
|
nuclear@8
|
316
|
nuclear@4
|
317 case 'f':
|
nuclear@4
|
318 {
|
nuclear@4
|
319 static bool fullscreen;
|
nuclear@4
|
320 static int orig_x, orig_y;
|
nuclear@4
|
321
|
nuclear@4
|
322 fullscreen = !fullscreen;
|
nuclear@4
|
323 if(fullscreen) {
|
nuclear@4
|
324 orig_x = xsz;
|
nuclear@4
|
325 orig_y = ysz;
|
nuclear@4
|
326 glutFullScreen();
|
nuclear@4
|
327 } else {
|
nuclear@4
|
328 glutReshapeWindow(orig_x, orig_y);
|
nuclear@4
|
329 }
|
nuclear@4
|
330 }
|
nuclear@4
|
331 break;
|
nuclear@5
|
332
|
nuclear@5
|
333 case 'r':
|
nuclear@5
|
334 opt_regular_render = !opt_regular_render;
|
nuclear@5
|
335 break;
|
nuclear@5
|
336
|
nuclear@5
|
337 case 'h':
|
nuclear@5
|
338 opt_highres = !opt_highres;
|
nuclear@5
|
339 if(rtarg) {
|
nuclear@5
|
340 destroy_rtarg(rtarg);
|
nuclear@5
|
341 rtarg = 0;
|
nuclear@5
|
342 }
|
nuclear@5
|
343 break;
|
nuclear@0
|
344 }
|
nuclear@0
|
345 }
|
nuclear@0
|
346
|
nuclear@0
|
347 bool bnstate[16];
|
nuclear@0
|
348 int prev_x, prev_y;
|
nuclear@0
|
349
|
nuclear@0
|
350 void mouse(int bn, int state, int x, int y)
|
nuclear@0
|
351 {
|
nuclear@0
|
352 int idx = bn - GLUT_LEFT_BUTTON;
|
nuclear@0
|
353
|
nuclear@0
|
354 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
|
nuclear@0
|
355 bnstate[idx] = state == GLUT_DOWN;
|
nuclear@0
|
356 }
|
nuclear@0
|
357 prev_x = x;
|
nuclear@0
|
358 prev_y = y;
|
nuclear@0
|
359 }
|
nuclear@0
|
360
|
nuclear@0
|
361 void motion(int x, int y)
|
nuclear@0
|
362 {
|
nuclear@0
|
363 int dx = x - prev_x;
|
nuclear@0
|
364 int dy = y - prev_y;
|
nuclear@0
|
365 prev_x = x;
|
nuclear@0
|
366 prev_y = y;
|
nuclear@0
|
367
|
nuclear@0
|
368 if(bnstate[0]) {
|
nuclear@0
|
369 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
|
nuclear@0
|
370 cam_phi += dy * 0.5;
|
nuclear@0
|
371 if(cam_phi < -90) {
|
nuclear@0
|
372 cam_phi = -90;
|
nuclear@0
|
373 }
|
nuclear@0
|
374 if(cam_phi > 90) {
|
nuclear@0
|
375 cam_phi = 90;
|
nuclear@0
|
376 }
|
nuclear@0
|
377 }
|
nuclear@0
|
378 if(bnstate[2]) {
|
nuclear@0
|
379 cam_dist += dy * 0.1;
|
nuclear@0
|
380 if(cam_dist < 0) {
|
nuclear@0
|
381 cam_dist = 0;
|
nuclear@0
|
382 }
|
nuclear@0
|
383 }
|
nuclear@0
|
384 }
|
nuclear@0
|
385
|
nuclear@0
|
386 struct render_target *create_rtarg(int xsz, int ysz)
|
nuclear@0
|
387 {
|
nuclear@0
|
388 struct render_target *rt = new render_target;
|
nuclear@0
|
389
|
nuclear@0
|
390 glGenFramebuffersEXT(1, &rt->fbo);
|
nuclear@0
|
391 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
|
nuclear@0
|
392
|
nuclear@0
|
393 // create the render target texture
|
nuclear@0
|
394 glGenTextures(1, &rt->color_tex);
|
nuclear@0
|
395 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
|
nuclear@0
|
396 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@0
|
397 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@1
|
398 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
399 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@0
|
400 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
401
|
nuclear@0
|
402 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
|
nuclear@0
|
403
|
nuclear@0
|
404 // create depth buffer
|
nuclear@0
|
405 glGenRenderbuffersEXT(1, &rt->depth_buf);
|
nuclear@0
|
406 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
|
nuclear@0
|
407 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
|
nuclear@0
|
408
|
nuclear@0
|
409 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
|
nuclear@0
|
410
|
nuclear@0
|
411 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
412 fprintf(stderr, "incomplete fbo\n");
|
nuclear@0
|
413 return 0;
|
nuclear@0
|
414 }
|
nuclear@0
|
415
|
nuclear@0
|
416 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
417 return rt;
|
nuclear@0
|
418 }
|
nuclear@0
|
419
|
nuclear@0
|
420 void destroy_rtarg(struct render_target *rt)
|
nuclear@0
|
421 {
|
nuclear@0
|
422 if(!rt) {
|
nuclear@0
|
423 return;
|
nuclear@0
|
424 }
|
nuclear@0
|
425 glDeleteFramebuffersEXT(1, &rt->fbo);
|
nuclear@0
|
426 glDeleteTextures(1, &rt->color_tex);
|
nuclear@0
|
427 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
|
nuclear@0
|
428 delete rt;
|
nuclear@0
|
429 }
|