From 1933978cb800c2348e8891c69b28e85c9417b32d Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Fri, 2 Mar 2012 17:17:02 +0300 Subject: Use FBO for screenshots. Disabled for windows. --- src/openglgraphics.cpp | 72 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 70 insertions(+), 2 deletions(-) (limited to 'src/openglgraphics.cpp') 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)) -- cgit v1.2.3-70-g09d2