Browse Source

Multiple code changes:

- Renamed function rlEnableFBO() -> rlEnablePostproFBO()
- Defined struct FBO
- Moved FBO creation to function: rlglLoadFBO()
- Reviewed rlglReadTexturePixels(), trying to support OpenGL ES -IN
PROGRESS-
pull/62/head
raysan5 9 years ago
parent
commit
11a8dacb0f
2 changed files with 144 additions and 52 deletions
  1. +143
    -51
      src/rlgl.c
  2. +1
    -1
      src/rlgl.h

+ 143
- 51
src/rlgl.c View File

@ -182,6 +182,13 @@ typedef struct {
unsigned char a;
} pixel;
// Framebuffer Object type
typedef struct {
GLuint id;
GLuint colorTextureId;
GLuint depthTextureId;
} FBO;
#if defined(RLGL_STANDALONE)
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#endif
@ -238,7 +245,7 @@ static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
// Framebuffer object and texture
static GLuint fbo, fboColorTexture, fboDepthTexture;
static FBO postproFbo;
static Model postproQuad;
// Shaders related variables
@ -278,6 +285,9 @@ static void UpdateBuffers(void);
static char *TextFileRead(char *fn);
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
FBO rlglLoadFBO(int width, int height);
void rlglUnloadFBO(FBO fbo);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
@ -776,10 +786,10 @@ void rlDeleteTextures(unsigned int id)
}
// Enable rendering to postprocessing FBO
void rlEnableFBO(void)
void rlEnablePostproFBO()
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, postproFbo.id);
#endif
}
@ -910,8 +920,8 @@ void rlglInit(void)
#elif defined(GLAD_EXTENSIONS_LOADER)
// NOTE: glad is generated and contains only required OpenGL version and core extensions
if (!gladLoadGL()) TraceLog(ERROR, "Failed to initialize glad\n");
o">//if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) TraceLog(ERROR, "Failed to initialize glad\n");
o">//if (!gladLoadGL()) TraceLog(ERROR, "Failed to initialize glad\n");
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) TraceLog(ERROR, "Failed to initialize glad\n"); // No GLFW3 in this module...
if (GLAD_GL_VERSION_3_3)
{
@ -1080,44 +1090,78 @@ void rlglInit(void)
// Init postpro system
// NOTE: Uses global variables screenWidth and screenHeight
// Modifies global variables: postproFbo, postproQuad
void rlglInitPostpro(void)
{
postproFbo = rlglLoadFBO(screenWidth, screenHeight);
if (postproFbo.id > 0)
{
// Create a simple quad model to render fbo texture
VertexData quadData;
quadData.vertexCount = 6;
float w = screenWidth;
float h = screenHeight;
float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
float quadNormals[6*3] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0 };
unsigned char quadColors[6*4] = { 255 };
quadData.vertices = quadPositions;
quadData.texcoords = quadTexcoords;
quadData.normals = quadNormals;
quadData.colors = quadColors;
postproQuad = rlglLoadModel(quadData);
// NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
}
}
// Load a framebuffer object
FBO rlglLoadFBO(int width, int height)
{
FBO fbo;
fbo.id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Create the texture that will serve as the color attachment for the framebuffer
glGenTextures(1, &fboColorTexture);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glGenTextures(1, &fbo.colorTextureId);
glBindTexture(GL_TEXTURE_2D, fbo.colorTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
glGenRenderbuffers(1, &fboDepthTexture);
glBindRenderbuffer(GL_RENDERBUFFER, fboDepthTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
glGenRenderbuffers(1, &fbo.depthTextureId);
glBindRenderbuffer(GL_RENDERBUFFER, fbo.depthTextureId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
/*
glGenTextures(1, &fboDepthTexture);
glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
glGenTextures(1, &fbo.depthTextureId);
glBindTexture(GL_TEXTURE_2D, fbo.depthTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GetScreenWidth(), GetScreenHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
*/
// Create the framebuffer object
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenFramebuffers(1, &fbo.id);
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
// Attach color texture and depth renderbuffer to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboColorTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboDepthTexture);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo.depthTextureId);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@ -1135,36 +1179,26 @@ void rlglInitPostpro(void)
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
default: break;
}
}
else
{
TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Create a simple quad model to render fbo texture
VertexData quadData;
quadData.vertexCount = 6;
float w = screenWidth;
float h = screenHeight;
float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
float quadNormals[6*3] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0 };
unsigned char quadColors[6*4] = { 255 };
quadData.vertices = quadPositions;
quadData.texcoords = quadTexcoords;
quadData.normals = quadNormals;
quadData.colors = quadColors;
postproQuad = rlglLoadModel(quadData);
// NOTE: fboColorTexture id must be assigned to postproQuad model shader
glDeleteTextures(1, &fbo.colorTextureId);
glDeleteTextures(1, &fbo.depthTextureId);
}
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
return fbo;
}
// Unload framebuffer object
void rlglUnloadFBO(FBO fbo)
{
glDeleteFramebuffers(1, &fbo.id);
glDeleteTextures(1, &fbo.colorTextureId);
glDeleteTextures(1, &fbo.depthTextureId);
TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id);
}
// Vertex Buffer Object deinitialization (memory free)
@ -1223,9 +1257,9 @@ void rlglClose(void)
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
if (fbo != 0)
if (postproFbo.id != 0)
{
glDeleteFramebuffers(1, &fbo);
rlglUnloadFBO(postproFbo);
// Unload postpro quad model data
#if defined(GRAPHICS_API_OPENGL_11)
@ -1240,7 +1274,7 @@ void rlglClose(void)
rlDeleteVertexArrays(postproQuad.mesh.vaoId);
TraceLog(INFO, "[FBO %i] Unloaded postprocessing data", fbo);
TraceLog(INFO, "Unloaded postprocessing data");
}
free(draws);
@ -2010,7 +2044,7 @@ unsigned char *rlglReadScreenPixels(int width, int height)
}
// Read texture pixel data
// NOTE: Retrieving pixel data from GPU not supported on OpenGL ES 2.0
// NOTE: Retrieving pixel data from GPU p">(glGetTexImage()) not supported on OpenGL ES 2.0
void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
{
void *pixels = NULL;
@ -2028,11 +2062,31 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
int glFormat = 0, glType = 0;
unsigned int size = width*height;
// NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
// Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 and data must be swizzled
switch (format)
{
#if defined(GRAPHICS_API_OPENGL_11)
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
#elif defined(GRAPHICS_API_OPENGL_33)
case UNCOMPRESSED_GRAYSCALE: // 8 bit per pixel (no alpha)
{
pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE;
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
case UNCOMPRESSED_GRAY_ALPHA: // 16 bpp (2 channels)
{
pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE;
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
#endif
case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
@ -2052,6 +2106,44 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Look for some way to retrieve texture width and height from id
int width = 1024;
int height = 1024;
FBO fbo = rlglLoadFBO(width, height);
// NOTE: Altenatively we can bind texture to color fbo and glReadPixels()
// Render texture to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width, height);
//glMatrixMode(GL_PROJECTION);
//glLoadIdentity();
rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
//glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
//glDisable(GL_TEXTURE_2D);
//glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
//Model quad = GenModelQuad(width, height);
//DrawModel(quad, (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
pixels = (unsigned char *)malloc(width*height*4*sizeof(unsigned char));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Bind framebuffer 0, which means render to back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Clean up temporal fbo
rlglUnloadFBO(fbo);
#endif
return pixels;
}
@ -2282,7 +2374,7 @@ void SetPostproShader(Shader shader)
SetModelShader(&postproQuad, shader);
Texture2D texture;
texture.id = fboColorTexture;
texture.id = postproFbo.colorTextureId;
texture.width = screenWidth;
texture.height = screenHeight;

+ 1
- 1
src/rlgl.h View File

@ -232,7 +232,7 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
void rlEnableFBO(void); // Enable rendering to postprocessing FBO
void rlEnablePostproFBO(void); // Enable rendering to postprocessing FBO
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality

Loading…
Cancel
Save