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-rw-r--r--src/openglgraphics.cpp72
1 files changed, 70 insertions, 2 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp
index 242588473..684716aac 100644
--- a/src/openglgraphics.cpp
+++ b/src/openglgraphics.cpp
@@ -26,6 +26,7 @@
#include "graphicsvertexes.h"
#include "openglgraphics.h"
+#include "configuration.h"
#include "logger.h"
#include "resources/image.h"
@@ -50,8 +51,8 @@ const unsigned int vertexBufSize = 500;
GLuint OpenGLGraphics::mLastImage = 0;
OpenGLGraphics::OpenGLGraphics():
- mAlpha(false), mTexture(false), mColorAlpha(false),
- mSync(false)
+ mAlpha(false), mTexture(false), mColorAlpha(false), mSync(false),
+ mFboId(0), mTextureId(0), mRboId(0)
{
mOpenGL = 1;
mFloatTexArray = new GLfloat[vertexBufSize * 4 + 30];
@@ -1039,6 +1040,50 @@ void OpenGLGraphics::_endDraw()
popClipArea();
}
+void OpenGLGraphics::prepareScreenshot()
+{
+#if !defined(_WIN32)
+ if (config.getBoolValue("usefbo"))
+ {
+ int h = mTarget->h;
+ int w = mTarget->w;
+
+ // create a texture object
+ glGenTextures(1, &mTextureId);
+ glBindTexture(GL_TEXTURE_2D, mTextureId);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // create a renderbuffer object to store depth info
+ glGenRenderbuffersEXT(1, &mRboId);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRboId);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ GL_DEPTH_COMPONENT, w, h);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+
+ // create a framebuffer object
+ glGenFramebuffersEXT(1, &mFboId);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFboId);
+
+ // attach the texture to FBO color attachment point
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, mTextureId, 0);
+
+ // attach the renderbuffer to depth attachment point
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mRboId);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFboId);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+#endif
+}
+
SDL_Surface* OpenGLGraphics::getScreenshot()
{
int h = mTarget->h;
@@ -1079,6 +1124,29 @@ SDL_Surface* OpenGLGraphics::getScreenshot()
free(buf);
+#if !defined(_WIN32)
+ if (config.getBoolValue("usefbo"))
+ {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ if (mFboId)
+ {
+ glDeleteFramebuffersEXT(1, &mFboId);
+ mFboId = 0;
+ }
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ if (mRboId)
+ {
+ glDeleteRenderbuffersEXT(1, &mRboId);
+ mRboId = 0;
+ }
+ if (mTextureId)
+ {
+ glDeleteTextures(1, &mTextureId);
+ mTextureId = 0;
+ }
+ }
+#endif
+
glPixelStorei(GL_PACK_ALIGNMENT, pack);
if (SDL_MUSTLOCK(screenshot))