mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-16 10:14:48 +00:00
220 lines
6.3 KiB
C++
220 lines
6.3 KiB
C++
// Hyperbolic Rogue
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// This file implements the 'renderbuffer', which is an object
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// that can be used to draw a HyperRogue screen into,
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// and then either used as a OpenGL texture, or saved.
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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namespace hr {
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#if CAP_GL
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#if !CAP_GLEW
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#if ISLINUX
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extern "C" {
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GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
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GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
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GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
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GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
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GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
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GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
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GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
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GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
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GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
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}
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#endif
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#if ISMAC
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#define glFramebufferTexture glFramebufferTextureEXT
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#endif
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#endif
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#endif
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renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
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valid = false;
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#if CAP_GL
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FramebufferName = renderedTexture = depth_stencil_rb = 0; expanded_data = NULL;
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#endif
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#if CAP_SDL
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srf = NULL;
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#endif
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# if CAP_GL
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if(gl) {
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resetbuffer rb;
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tx = next_p2(x);
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ty = next_p2(y);
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FramebufferName = renderedTexture = depth_stencil_rb = 0;
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GLERR("even before");
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glGenFramebuffers(1, &FramebufferName); //
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GLERR("GenFramebuffer");
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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GLERR("BindFramebuffer");
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glGenTextures(1, &renderedTexture);
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glBindTexture(GL_TEXTURE_2D, renderedTexture);
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glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tx, ty, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
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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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GLERR("GenTextures");
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#ifdef TEX
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
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#else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
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#endif
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GLERR("FramebufferTexture");
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// GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
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// glDrawBuffers(1, DrawBuffers);
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glGenRenderbuffers(1, &depth_stencil_rb);
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GLERR("GenRenderbuffer");
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glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_rb);
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GLERR("BindRenderbuffer");
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tx, ty);
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bool has_depth = true;
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if(glGetError() != GL_NO_ERROR) {
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printf("Could not create: GL_DEPTH24_STENCIL8");
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, tx, ty);
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has_depth = false;
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}
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GLERR("RbS");
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if(has_depth)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
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GLERR("FrRb");
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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FramebufferName = renderedTexture = 0;
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else
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valid = true;
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printf("Framebuffer remains = %d (%d)\n", FramebufferName, valid);
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GLERR("initialization");
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rb.reset();
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}
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#endif
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#if CAP_SDL
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if(!valid)
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make_surface();
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#endif
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}
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#if CAP_SDL
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void renderbuffer::make_surface() {
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if(!srf)
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srf = SDL_CreateRGBSurface(SDL_SWSURFACE, x, y, 32,0xff0000,0xff00,0xff,0xff000000);
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}
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SDL_Surface *renderbuffer::render() {
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make_surface() ;
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if(FramebufferName) {
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glReadPixels(0, 0, x, y, GL_BGRA, GL_UNSIGNED_BYTE, srf->pixels);
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GLERR("readPixels");
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for(int iy=0; iy<y/2; iy++)
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for(int ix=0; ix<x; ix++)
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swap(qpixel(srf,ix,iy), qpixel(srf,ix,vid.yres-1-iy));
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}
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return srf;
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}
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#endif
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void renderbuffer::enable() {
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#if CAP_GL
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if(FramebufferName) {
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GLERR("prebind");
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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GLERR("bind");
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vid.usingGL = true;
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return;
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}
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#endif
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#if CAP_SDL
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make_surface();
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s = srf;
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vid.usingGL = false;
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#endif
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}
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#if CAP_GL
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void renderbuffer::use_as_texture() {
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if(!renderedTexture) {
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glGenTextures( 1, &renderedTexture);
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glBindTexture( GL_TEXTURE_2D, renderedTexture);
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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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if(FramebufferName) {
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glBindTexture( GL_TEXTURE_2D, renderedTexture);
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}
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#if CAP_SDL
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else {
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if(!expanded_data)
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expanded_data = new Uint32[tx * ty];
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for(int y=0; y<ty; y++) for(int x=0; x<tx; x++)
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expanded_data[y*tx + x] = qpixel(srf, x, ty-1-y) | 0xFF000000;
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glBindTexture( GL_TEXTURE_2D, renderedTexture);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tx, ty, 0, GL_BGRA, GL_UNSIGNED_BYTE, expanded_data );
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}
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#endif
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}
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#endif
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renderbuffer::~renderbuffer() {
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#if CAP_GL
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if(renderedTexture)
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glDeleteTextures(1, &renderedTexture);
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if(FramebufferName) {
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glDeleteRenderbuffers(1, &depth_stencil_rb);
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glDeleteFramebuffers(1, &FramebufferName);
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}
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if(expanded_data)
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delete[] expanded_data;
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#endif
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#if CAP_SDL
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if(srf)
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SDL_FreeSurface(srf);
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#endif
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}
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void renderbuffer::clear(color_t col) {
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#if CAP_GL
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if(FramebufferName) {
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setGLProjection(0);
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return;
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}
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#endif
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#if CAP_SDL
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SDL_FillRect(srf, NULL, col);
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#endif
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}
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resetbuffer::resetbuffer() {
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#if CAP_GL
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drawFboId = 0, readFboId = 0;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
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#endif
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#if CAP_SDL
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sreset = s;
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#endif
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}
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void resetbuffer::reset() {
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#if CAP_GL
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glBindFramebuffer(GL_FRAMEBUFFER, drawFboId);
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#endif
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#if CAP_SDL
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s = sreset;
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#endif
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}
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}
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