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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-12-17 03:28:05 +00:00

refactored drawing to a texture; HQ shots can now be saved using OpenGL

This commit is contained in:
Zeno Rogue
2018-02-01 13:42:47 +01:00
parent 84980e55fc
commit 8e8ece7162
4 changed files with 62 additions and 153 deletions

154
rug.cpp
View File

@@ -9,28 +9,6 @@
#define TEXTURESIZE (texturesize)
#define HTEXTURESIZE (texturesize/2)
#if !CAP_GLEW
#if ISLINUX
extern "C" {
GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
}
#endif
#if ISMAC
#define glFramebufferTexture glFramebufferTextureEXT
#endif
#endif
namespace rug {
struct rug_exception { };
@@ -1083,114 +1061,32 @@ void drawTriangle(triangle& t) {
}
}
GLuint FramebufferName = 0;
GLuint renderedTexture = 0;
GLuint depth_stencil_rb = 0;
SDL_Surface *texture;
Uint32 *expanded_data;
void initTexture() {
if(!rendernogl) {
#if !ISPANDORA
FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, TEXTURESIZE, TEXTURESIZE, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef TEX
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
#else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
#endif
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
glGenRenderbuffers(1, &depth_stencil_rb);
glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, TEXTURESIZE, TEXTURESIZE);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
addMessage("Failed to initialize the framebuffer");
rugged = false;
}
#endif
}
else {
texture = SDL_CreateRGBSurface(SDL_SWSURFACE,TEXTURESIZE,TEXTURESIZE,32,0,0,0,0);
glGenTextures( 1, &renderedTexture );
glBindTexture( GL_TEXTURE_2D, renderedTexture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
expanded_data = new Uint32[TEXTURESIZE * TEXTURESIZE];
}
}
renderbuffer *glbuf;
void prepareTexture() {
videopar svid = vid;
setVidParam();
if(rendernogl) {
vid.usingGL = false;
SDL_Surface *sav = s;
s = texture;
SDL_FillRect(s, NULL, 0);
drawfullmap();
s = sav;
for(int y=0; y<TEXTURESIZE; y++) for(int x=0; x<TEXTURESIZE; x++)
expanded_data[y*TEXTURESIZE + x] = qpixel(texture, x, TEXTURESIZE-1-y) | 0xFF000000;
glBindTexture( GL_TEXTURE_2D, renderedTexture);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, TEXTURESIZE, TEXTURESIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, expanded_data );
}
else {
#if !ISPANDORA
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glViewport(0,0,TEXTURESIZE,TEXTURESIZE);
glbuf->enable();
setGLProjection();
ptds.clear();
drawthemap();
if(mousing && !renderonce) {
for(int i=0; i<numplayers(); i++) if(multi::playerActive(i))
queueline(tC0(shmup::ggmatrix(playerpos(i))), mouseh, 0xFF00FF, 8);
}
if(finger_center) {
transmatrix V = rgpushxto0(finger_center->h);
queuechr(V, 0.5, 'X', 0xFFFFFFFF, 2);
for(int i=0; i<72; i++)
queueline(tC0(V * spin(i*M_PI/32) * xpush(finger_range)), tC0(V * spin((i+1)*M_PI/32) * xpush(finger_range)), 0xFFFFFFFF, 0);
}
drawqueue();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
vid = svid;
if(!rendernogl) glViewport(0,0,vid.xres,vid.yres);
}
glbuf->clear(0);
void closeTexture() {
if(rendernogl) {
SDL_FreeSurface(texture);
glDeleteTextures(1, &renderedTexture);
delete[] expanded_data;
ptds.clear();
drawthemap();
if(mousing && !renderonce) {
for(int i=0; i<numplayers(); i++) if(multi::playerActive(i))
queueline(tC0(shmup::ggmatrix(playerpos(i))), mouseh, 0xFF00FF, 8);
}
else {
#if !ISPANDORA
glDeleteTextures(1, &renderedTexture);
glDeleteRenderbuffers(1, &depth_stencil_rb);
glDeleteFramebuffers(1, &FramebufferName);
#endif
if(finger_center) {
transmatrix V = rgpushxto0(finger_center->h);
queuechr(V, 0.5, 'X', 0xFFFFFFFF, 2);
for(int i=0; i<72; i++)
queueline(tC0(V * spin(i*M_PI/32) * xpush(finger_range)), tC0(V * spin((i+1)*M_PI/32) * xpush(finger_range)), 0xFFFFFFFF, 0);
}
drawqueue();
vid = svid;
glbuf->disable();
}
double xview, yview;
@@ -1214,8 +1110,8 @@ void drawRugScene() {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glbuf->use_as_texture();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@@ -1310,20 +1206,10 @@ void drawRugScene() {
transmatrix currentrot;
void init() {
#if CAP_GLEW
if(!glew) {
glew = true;
GLenum err = glewInit();
if (GLEW_OK != err) {
addMessage("Failed to initialize GLEW");
return;
}
}
#endif
if(rugged) return;
rugged = true;
if(scale < .01 || scale > 100) scale = 1;
initTexture();
glbuf = new renderbuffer(TEXTURESIZE, TEXTURESIZE, vid.usingGL && !rendernogl);
if(renderonce) prepareTexture();
if(!rugged) return;
@@ -1364,7 +1250,7 @@ void init() {
void close() {
if(!rugged) return;
rugged = false;
closeTexture();
delete glbuf;
triangles.clear();
for(int i=0; i<size(points); i++) delete points[i];
points.clear();