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1 #include <stack>
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2 #include "rtarg.h"
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3 #include "texture.h"
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4 #include "logger.h"
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5
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6 using namespace goatgfx;
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7
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8 RenderTarget::RenderTarget()
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9 {
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10 width = height = 0;
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11 fbo = 0;
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12 rbuf_zstencil = 0;
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13 color_tex = 0;
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14 tex_face = 0;
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15 tex_targ = 0;
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16 }
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17
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18 RenderTarget::~RenderTarget()
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19 {
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20 cleanup();
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21 }
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22
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23 bool RenderTarget::create(unsigned int fmt)
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24 {
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25 int vp[4];
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26 glGetIntegerv(GL_VIEWPORT, vp);
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27
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28 return create(vp[2] - vp[0], vp[3] - vp[1], fmt);
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29 }
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30
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31 bool RenderTarget::create(int width, int height, unsigned int fmt)
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32 {
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33 debug_log("RenderTarget::create(%d, %d)\n", width, height);
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34 cleanup();
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35
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36 tex_targ = GL_TEXTURE_2D;
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37 this->width = width;
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38 this->height = height;
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39 int tex_width = next_pow2(width);
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40 int tex_height = next_pow2(height);
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41
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42 CHECKGLERR;
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43 color_tex = new Texture;
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44 color_tex->create(tex_width, tex_height, TEX_2D, fmt);
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45 CHECKGLERR;
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46 tex_face = 0;
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47
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48 glGenFramebuffers(1, &fbo);
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49 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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50
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51 glBindTexture(GL_TEXTURE_2D, color_tex->get_id());
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52 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_tex->get_id(), 0);
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53 glBindTexture(GL_TEXTURE_2D, 0);
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54
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55 glGenRenderbuffers(1, &rbuf_zstencil);
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56 glBindRenderbuffer(GL_RENDERBUFFER, rbuf_zstencil);
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57 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tex_width, tex_height);
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58 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_zstencil);
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59 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbuf_zstencil);
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60
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61 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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62 CHECKGLERR;
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63 return true;
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64 }
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65
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66 bool RenderTarget::create(Texture *tex, int face)
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67 {
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68 debug_log("RenderTarget::create(tex{%d, %d}, face:%d)\n", tex->get_size(0),
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69 tex->get_size(1), face);
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70
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71 tex_targ = GL_TEXTURE_2D;
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72 if(tex->get_type() == TEX_CUBE) {
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73 if(face >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
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74 tex_targ = face;
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75 } else if(face >= 0 && face < 6) {
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76 tex_targ = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
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77 } else {
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78 error_log("invalid face (%d) passed to RenderTarget::create(TextureCube*, int)\n", face);
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79 return false;
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80 }
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81 }
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82
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83 cleanup();
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84
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85 width = tex->get_size(0);
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86 height = tex->get_size(1);
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87
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88 color_tex = tex;
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89
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90 glGenFramebuffers(1, &fbo);
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91 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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92
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93 glBindTexture(tex_targ, color_tex->get_id());
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94 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex_targ, color_tex->get_id(), 0);
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95 glBindTexture(tex_targ, 0);
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96
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97 glGenRenderbuffers(1, &rbuf_zstencil);
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98 glBindRenderbuffer(GL_RENDERBUFFER, rbuf_zstencil);
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99 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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100 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_zstencil);
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101 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbuf_zstencil);
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102
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103 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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104 CHECKGLERR;
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105 return true;
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106 }
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107
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108 void RenderTarget::cleanup()
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109 {
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110 delete color_tex;
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111 color_tex = 0;
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112
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113 if(fbo) {
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114 glDeleteFramebuffers(1, &fbo);
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115 }
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116 if(rbuf_zstencil) {
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117 glDeleteRenderbuffers(1, &rbuf_zstencil);
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118 }
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119
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120 fbo = rbuf_zstencil = 0;
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121 width = height = 0;
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122 tex_face = 0;
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123 tex_targ = 0;
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124 }
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125
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126 bool RenderTarget::resize(int width, int height)
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127 {
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128 this->width = width;
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129 this->height = height;
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130 int tex_width = next_pow2(width);
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131 int tex_height = next_pow2(height);
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132
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133 debug_log("resizing render target (fbo %u): %dx%d [%dx%d]\n", fbo, width, height, tex_width, tex_height);
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134
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135 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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136
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137 color_tex->create(tex_width, tex_height, TEX_2D, color_tex->get_format());
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138 color_tex->bind();
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139 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex_targ, color_tex->get_id(), 0);
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140 glBindTexture(tex_targ, 0);
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141
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142 glBindRenderbuffer(GL_RENDERBUFFER, rbuf_zstencil);
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143 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tex_width, tex_height);
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144
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145 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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146 return true;
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147 }
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148
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149 int RenderTarget::get_width() const
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150 {
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151 return width;
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152 }
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153
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154 int RenderTarget::get_height() const
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155 {
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156 return height;
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157 }
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158
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159 Texture *RenderTarget::get_texture() const
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160 {
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161 return color_tex;
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162 }
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163
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164 Matrix4x4 RenderTarget::get_texture_matrix() const
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165 {
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166 float sx = (float)width / (float)color_tex->get_size(0);
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167 float sy = (float)height / (float)color_tex->get_size(1);
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168
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169 // counting on RVO to optimize this away
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170 return Matrix4x4(sx, 0, 0, 0,
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171 0, sy, 0, 0,
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172 0, 0, 1, 0,
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173 0, 0, 0, 1);
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174 }
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175
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176
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177 static const char *fbstname[] = {
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178 "GL_FRAMEBUFFER_COMPLETE",
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179 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
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180 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
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181 "no such fbo error",
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182 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
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183 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
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184 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
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185 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
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186 "GL_FRAMEBUFFER_UNSUPPORTED"
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187 };
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188
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189 bool RenderTarget::check() const
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190 {
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191 bool res = true;
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192
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193 #ifndef GL_ES_VERSION_2_0
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194 int prev_fb = 0;
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195 glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_fb);
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196 #endif
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197
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198 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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199
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200 int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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201 if(status != GL_FRAMEBUFFER_COMPLETE) {
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202 error_log("RenderTarget::check: incomplete FBO %u: %s\n", fbo,
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203 fbstname[status - GL_FRAMEBUFFER_COMPLETE]);
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204 res = false;
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205 goto end;
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206 }
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207
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208 end:
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209 #ifndef GL_ES_VERSION_2_0
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210 glBindFramebuffer(GL_FRAMEBUFFER, prev_fb);
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211 #endif
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212 return res;
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213 }
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214
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215 void RenderTarget::bind() const
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216 {
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217 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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218
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219 glViewport(0, 0, width, height);
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220 }
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221
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222 struct Viewport { int vp[4]; };
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223 static std::stack<Viewport> vpstack;
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224
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225 namespace goatgfx {
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226
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227 void set_render_target(const RenderTarget *rtarg)
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228 {
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229 Viewport vp;
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230
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231 if(rtarg) {
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232 glGetIntegerv(GL_VIEWPORT, vp.vp);
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233 vpstack.push(vp);
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234
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235 rtarg->bind();
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236 } else {
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237 #ifdef GL_ES_VERSION_2_0
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238 extern unsigned int default_fbo;
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239 glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);
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240 #else
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241 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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242 #endif
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243
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244 if(vpstack.empty()) {
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245 return;
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246 }
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247 vp = vpstack.top();
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248 vpstack.pop();
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249 glViewport(vp.vp[0], vp.vp[1], vp.vp[2], vp.vp[3]);
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250 }
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251 }
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252
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253 int next_pow2(int x)
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254 {
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255 x--;
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256 x = (x >> 1) | x;
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257 x = (x >> 2) | x;
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258 x = (x >> 4) | x;
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259 x = (x >> 8) | x;
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260 x = (x >> 16) | x;
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261 return x + 1;
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262 }
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263
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264 } // namespace goatgfx
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