mirror of
https://github.com/Atmosphere-NX/Atmosphere
synced 2024-12-24 13:31:12 +00:00
159 lines
4.9 KiB
C
159 lines
4.9 KiB
C
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//
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// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#ifndef NANOVG_GL_UTILS_H
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#define NANOVG_GL_UTILS_H
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#ifdef USE_OPENGL
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struct NVGLUframebuffer {
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NVGcontext* ctx;
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GLuint fbo;
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GLuint rbo;
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GLuint texture;
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int image;
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};
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typedef struct NVGLUframebuffer NVGLUframebuffer;
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// Helper function to create GL frame buffer to render to.
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void nvgluBindFramebuffer(NVGLUframebuffer* fb);
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NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags);
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void nvgluDeleteFramebuffer(NVGLUframebuffer* fb);
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#endif // NANOVG_GL_UTILS_H
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#ifdef NANOVG_GL_IMPLEMENTATION
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#if defined(NANOVG_GL3) || defined(NANOVG_GLES2) || defined(NANOVG_GLES3)
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// FBO is core in OpenGL 3>.
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# define NANOVG_FBO_VALID 1
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#elif defined(NANOVG_GL2)
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// On OS X including glext defines FBO on GL2 too.
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# ifdef __APPLE__
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# include <OpenGL/glext.h>
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# define NANOVG_FBO_VALID 1
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# endif
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#endif
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static GLint defaultFBO = -1;
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NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags)
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{
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#ifdef NANOVG_FBO_VALID
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GLint defaultFBO;
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GLint defaultRBO;
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NVGLUframebuffer* fb = NULL;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &defaultRBO);
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fb = (NVGLUframebuffer*)malloc(sizeof(NVGLUframebuffer));
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if (fb == NULL) goto error;
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memset(fb, 0, sizeof(NVGLUframebuffer));
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fb->image = nvgCreateImageRGBA(ctx, w, h, imageFlags | NVG_IMAGE_FLIPY | NVG_IMAGE_PREMULTIPLIED, NULL);
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#if defined NANOVG_GL2
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fb->texture = nvglImageHandleGL2(ctx, fb->image);
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#elif defined NANOVG_GL3
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fb->texture = nvglImageHandleGL3(ctx, fb->image);
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#elif defined NANOVG_GLES2
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fb->texture = nvglImageHandleGLES2(ctx, fb->image);
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#elif defined NANOVG_GLES3
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fb->texture = nvglImageHandleGLES3(ctx, fb->image);
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#endif
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fb->ctx = ctx;
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// frame buffer object
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glGenFramebuffers(1, &fb->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);
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// render buffer object
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glGenRenderbuffers(1, &fb->rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, fb->rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, w, h);
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// combine all
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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#ifdef GL_DEPTH24_STENCIL8
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// If GL_STENCIL_INDEX8 is not supported, try GL_DEPTH24_STENCIL8 as a fallback.
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// Some graphics cards require a depth buffer along with a stencil.
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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#endif // GL_DEPTH24_STENCIL8
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goto error;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
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return fb;
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error:
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
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nvgluDeleteFramebuffer(fb);
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return NULL;
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#else
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NVG_NOTUSED(ctx);
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NVG_NOTUSED(w);
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NVG_NOTUSED(h);
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NVG_NOTUSED(imageFlags);
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return NULL;
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#endif
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}
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void nvgluBindFramebuffer(NVGLUframebuffer* fb)
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{
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#ifdef NANOVG_FBO_VALID
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if (defaultFBO == -1) glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, fb != NULL ? fb->fbo : defaultFBO);
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#else
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NVG_NOTUSED(fb);
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#endif
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}
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void nvgluDeleteFramebuffer(NVGLUframebuffer* fb)
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{
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#ifdef NANOVG_FBO_VALID
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if (fb == NULL) return;
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if (fb->fbo != 0)
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glDeleteFramebuffers(1, &fb->fbo);
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if (fb->rbo != 0)
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glDeleteRenderbuffers(1, &fb->rbo);
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if (fb->image >= 0)
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nvgDeleteImage(fb->ctx, fb->image);
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fb->ctx = NULL;
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fb->fbo = 0;
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fb->rbo = 0;
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fb->texture = 0;
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fb->image = -1;
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free(fb);
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#else
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NVG_NOTUSED(fb);
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#endif
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}
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#endif
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#endif // NANOVG_GL_IMPLEMENTATION
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