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mirror of https://github.com/zenorogue/hyperrogue.git synced 2026-03-07 05:49:43 +00:00

more changes to make it work on iOS

This commit is contained in:
Zeno Rogue
2018-02-11 02:19:49 +01:00
parent 90d477d3dc
commit d01d772669
6 changed files with 120 additions and 38 deletions

View File

@@ -43,38 +43,52 @@ renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
# if CAP_GL
if(gl) {
resetbuffer rb;
tx = next_p2(x);
ty = next_p2(y);
FramebufferName = renderedTexture = depth_stencil_rb = 0;
GLERR("even before");
glGenFramebuffers(1, &FramebufferName); //
GLERR("GenFramebuffer");
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
GLERR("BindFramebuffer");
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tx, ty, 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);
GLERR("GenTextures");
#ifdef TEX
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
#else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
#endif
GLERR("FramebufferTexture");
// GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
// glDrawBuffers(1, DrawBuffers);
glGenRenderbuffers(1, &depth_stencil_rb);
GLERR("GenRenderbuffer");
glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_rb);
GLERR("BindRenderbuffer");
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tx, ty);
GLERR("RbS");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
GLERR("FrRb");
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
FramebufferName = renderedTexture = 0;
else
valid = true;
printf("Framebuffer remains = %d (%d)\n", FramebufferName, valid);
GLERR("initialization");
rb.reset();
}
#endif
@@ -94,6 +108,7 @@ SDL_Surface *renderbuffer::render() {
make_surface() ;
if(FramebufferName) {
glReadPixels(0, 0, vid.xres, vid.yres, GL_BGRA, GL_UNSIGNED_BYTE, srf->pixels);
GLERR("readPixels");
for(int y=0; y<vid.yres/2; y++)
for(int x=0; x<vid.xres; x++)
swap(qpixel(srf,x,y), qpixel(srf,x,vid.yres-1-y));
@@ -105,8 +120,9 @@ SDL_Surface *renderbuffer::render() {
void renderbuffer::enable() {
#if CAP_GL
if(FramebufferName) {
GLERR("prebind");
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glViewport(0,0,x,y);
GLERR("bind");
vid.usingGL = true;
return;
}
@@ -118,21 +134,6 @@ void renderbuffer::enable() {
#endif
}
void renderbuffer::disable() {
#if CAP_GL
if(FramebufferName) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#if CAP_SDL
glViewport(0,0,s_screen->w,s_screen->h);
#endif
return;
}
#endif
#if CAP_SDL
s = s_screen;
#endif
}
#if CAP_GL
void renderbuffer::use_as_texture() {
if(!renderedTexture) {
@@ -185,3 +186,24 @@ void renderbuffer::clear(int col) {
SDL_FillRect(srf, NULL, col);
#endif
}
resetbuffer::resetbuffer() {
#if CAP_GL
drawFboId = 0, readFboId = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
#endif
#if CAP_SDL
sreset = s;
#endif
}
void resetbuffer::reset() {
#if CAP_GL
glBindFramebuffer(GL_FRAMEBUFFER, drawFboId);
#endif
#if CAP_SDL
s = sreset;
#endif
}