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https://github.com/brunoherbelin/vimix.git
synced 2025-12-10 01:39:59 +01:00
Implementation of FrameBuffer blit in output window.
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@@ -73,15 +73,21 @@ void FrameBuffer::init()
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// attach the 2D texture to intermediate FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
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Log::Info("New FBO %d Multi Sampling ", framebufferid_);
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}
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else {
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// direct attach the 2D texture to FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
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Log::Info("New FBO %d Single Sampling ", framebufferid_);
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}
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checkFramebufferStatus();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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FrameBuffer::~FrameBuffer()
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@@ -158,8 +164,7 @@ bool FrameBuffer::blit(FrameBuffer *other)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, other->framebufferid_);
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// blit to the frame buffer object
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glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
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0, 0, other->width(), other->height(),
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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0, 0, other->width(), other->height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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return true;
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@@ -622,7 +622,7 @@ void RenderingWindow::makeCurrent()
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glfwGetFramebufferSize(window_, &(window_attributes_.viewport.x), &(window_attributes_.viewport.y));
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// ensure main context is current
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glfwMakeContextCurrent(window_);
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// glfwMakeContextCurrent(window_);
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// set and clear
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glViewport(0, 0, window_attributes_.viewport.x, window_attributes_.viewport.y);
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@@ -631,6 +631,8 @@ void RenderingWindow::makeCurrent()
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// TODO update parameters for draw on resize event (not every frame)
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void RenderingWindow::draw(FrameBuffer *fb)
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{
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if (!window_)
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@@ -648,33 +650,82 @@ void RenderingWindow::draw(FrameBuffer *fb)
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// setup attribs
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Rendering::manager().pushAttrib(window_attributes_);
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glClear(GL_COLOR_BUFFER_BIT);
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static glm::mat4 projection = glm::ortho(-1.f, 1.f, -1.f, 1.f, -1.f, 1.f);
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// VAO is not shared between multiple contexts of different windows
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// so we have to create a new VAO for rendering the surface in this window
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static WindowSurface *surface = new WindowSurface;
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// draw frame buffer provided
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if (fb) {
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// calculate scaling factor of frame buffer inside window
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float windowAspectRatio = aspectRatio();
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float renderingAspectRatio = fb->aspectRatio();
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glm::vec3 scale;
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if (windowAspectRatio < renderingAspectRatio)
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scale = glm::vec3(1.f, windowAspectRatio / renderingAspectRatio, 1.f);
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else
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scale = glm::vec3(renderingAspectRatio / windowAspectRatio, 1.f, 1.f);
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if (false) {
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// VAO is not shared between multiple contexts of different windows
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// so we have to create a new VAO for rendering the surface in this window
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static WindowSurface *surface = new WindowSurface;
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static glm::mat4 projection = glm::ortho(-1.f, 1.f, -1.f, 1.f, -1.f, 1.f);
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// draw
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ShadingProgram::enduse();
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glBindTexture(GL_TEXTURE_2D, fb->texture());
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// surface->shader()->color.a = 0.4f; // TODO alpha blending ?
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surface->draw(glm::scale(glm::identity<glm::mat4>(), scale), projection);
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// calculate scaling factor of frame buffer inside window
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float windowAspectRatio = aspectRatio();
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float renderingAspectRatio = fb->aspectRatio();
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glm::vec3 scale;
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if (windowAspectRatio < renderingAspectRatio)
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scale = glm::vec3(1.f, windowAspectRatio / renderingAspectRatio, 1.f);
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else
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scale = glm::vec3(renderingAspectRatio / windowAspectRatio, 1.f, 1.f);
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// draw
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ShadingProgram::enduse();
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glBindTexture(GL_TEXTURE_2D, fb->texture());
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// surface->shader()->color.a = 0.4f; // TODO alpha blending ?
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surface->draw(glm::scale(glm::identity<glm::mat4>(), scale), projection);
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// done drawing
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ShadingProgram::enduse();
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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else {
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static int attached_textureid_fbo_ = 0;
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static uint local_fbo_ = 0;
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if ( attached_textureid_fbo_ != fb->texture()) {
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// create a new fbo in this opengl context
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if (local_fbo_ != 0)
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glDeleteFramebuffers(1, &local_fbo_);
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glGenFramebuffers(1, &local_fbo_);
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glBindFramebuffer(GL_FRAMEBUFFER, local_fbo_);
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// attach the 2D texture to local FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture(), 0);
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attached_textureid_fbo_ = fb->texture();
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Log::Info("Blit to output window enabled.");
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}
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// calculate scaling factor of frame buffer inside window
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int rx, ry, rw, rh;
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float renderingAspectRatio = fb->aspectRatio();
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if (aspectRatio() < renderingAspectRatio) {
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int nh = (int)( float(window_attributes_.viewport.x) / renderingAspectRatio);
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rx = 0;
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ry = (window_attributes_.viewport.y - nh) / 2;
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rw = window_attributes_.viewport.x;
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rh = (window_attributes_.viewport.y + nh) / 2;
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} else {
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int nw = (int)( float(window_attributes_.viewport.y) * renderingAspectRatio );
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rx = (window_attributes_.viewport.x - nw) / 2;
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ry = 0;
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rw = (window_attributes_.viewport.x + nw) / 2;
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rh = window_attributes_.viewport.y;
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}
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// select fbo texture read target
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glBindFramebuffer(GL_READ_FRAMEBUFFER, local_fbo_);
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// select screen target
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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// glBlitFramebuffer(0, 0, fb->width(), fb->height(), 0, 0, window_attributes_.viewport.x, window_attributes_.viewport.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, fb->height(), fb->width(), 0, rx, ry, rw, rh, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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// done drawing
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ShadingProgram::enduse();
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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else {
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Log::Info("No Framebuffer Provided to draw Rendering Window");
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