Implementation of FrameBuffer blit in output window.

This commit is contained in:
brunoherbelin
2020-06-26 18:08:25 +02:00
parent 57bb1db37d
commit 1282604705
2 changed files with 80 additions and 24 deletions

View File

@@ -73,15 +73,21 @@ void FrameBuffer::init()
// attach the 2D texture to intermediate FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
Log::Info("New FBO %d Multi Sampling ", framebufferid_);
}
else {
// direct attach the 2D texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
Log::Info("New FBO %d Single Sampling ", framebufferid_);
}
checkFramebufferStatus();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FrameBuffer::~FrameBuffer()
@@ -158,8 +164,7 @@ bool FrameBuffer::blit(FrameBuffer *other)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, other->framebufferid_);
// blit to the frame buffer object
glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
0, 0, other->width(), other->height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
0, 0, other->width(), other->height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return true;

View File

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