2022-04-05 20:49:15 +02:00
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#include "Framebuffer.hpp"
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#include "OpenGL.hpp"
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bool CFramebuffer::alloc(int w, int h) {
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bool firstAlloc = false;
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if (m_iFb == (uint32_t)-1)
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{
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firstAlloc = true;
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glGenFramebuffers(1, &m_iFb);
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}
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if (m_cTex.m_iTexID == 0)
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{
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firstAlloc = true;
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glGenTextures(1, &m_cTex.m_iTexID);
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glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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2022-04-09 15:01:28 +02:00
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if (firstAlloc || m_Size != Vector2D(w, h))
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2022-04-05 20:49:15 +02:00
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{
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glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0);
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2022-04-11 16:39:48 +02:00
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2022-04-13 17:34:13 +02:00
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// TODO: Allow this with gles2
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#ifndef GLES2
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2022-04-11 16:39:48 +02:00
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if (m_pStencilTex) {
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glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
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2022-04-13 17:51:18 +02:00
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
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2022-04-11 16:39:48 +02:00
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
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}
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2022-04-13 17:34:13 +02:00
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#endif
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2022-04-11 16:39:48 +02:00
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2022-04-05 20:49:15 +02:00
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: %i)", status);
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Debug::log(LOG, "Framebuffer created, status %i", status);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
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m_Size = Vector2D(w, h);
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return true;
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}
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void CFramebuffer::bind() {
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2022-04-13 17:34:13 +02:00
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#ifndef GLES2
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2022-04-05 20:49:15 +02:00
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
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2022-04-13 17:34:13 +02:00
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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#endif
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2022-04-05 20:49:15 +02:00
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glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.y);
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}
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void CFramebuffer::release() {
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if (m_iFb != (uint32_t)-1 && m_iFb) {
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glDeleteFramebuffers(1, &m_iFb);
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}
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if (m_cTex.m_iTexID) {
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glDeleteTextures(1, &m_cTex.m_iTexID);
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}
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m_cTex.m_iTexID = 0;
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m_iFb = -1;
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}
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