aboutsummaryrefslogtreecommitdiff
path: root/src/scene-terrain/base-renderer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/scene-terrain/base-renderer.cpp')
-rw-r--r--src/scene-terrain/base-renderer.cpp144
1 files changed, 144 insertions, 0 deletions
diff --git a/src/scene-terrain/base-renderer.cpp b/src/scene-terrain/base-renderer.cpp
new file mode 100644
index 0000000..b00c3d5
--- /dev/null
+++ b/src/scene-terrain/base-renderer.cpp
@@ -0,0 +1,144 @@
+/*
+ * Copyright © 2012 Linaro Limited
+ *
+ * This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
+ *
+ * glmark2 is free software: you can redistribute it and/or modify it under the
+ * terms of the GNU General Public License as published by the Free Software
+ * Foundation, either version 3 of the License, or (at your option) any later
+ * version.
+ *
+ * glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
+ * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * glmark2. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * Authors:
+ * Alexandros Frantzis
+ */
+#include "renderer.h"
+
+BaseRenderer::BaseRenderer(const LibMatrix::vec2 &size) :
+ texture_(0), input_texture_(0), fbo_(0), depth_renderbuffer_(0),
+ min_filter_(GL_LINEAR), mag_filter_(GL_LINEAR),
+ wrap_s_(GL_CLAMP_TO_EDGE), wrap_t_(GL_CLAMP_TO_EDGE)
+{
+ setup(size, true, true);
+}
+
+BaseRenderer::~BaseRenderer()
+{
+ glDeleteTextures(1, &texture_);
+ glDeleteRenderbuffers(1, &depth_renderbuffer_);
+ glDeleteFramebuffers(1, &fbo_);
+}
+
+void
+BaseRenderer::setup(const LibMatrix::vec2 &size, bool onscreen, bool has_depth)
+{
+ size_ = size;
+ recreate(onscreen, has_depth);
+}
+
+void
+BaseRenderer::setup_texture(GLint min_filter, GLint mag_filter,
+ GLint wrap_s, GLint wrap_t)
+{
+ min_filter_ = min_filter;
+ mag_filter_ = mag_filter;
+ wrap_s_ = wrap_s;
+ wrap_t_ = wrap_t;
+ update_texture_parameters();
+}
+
+void
+BaseRenderer::make_current()
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
+ glViewport(0, 0, size_.x(), size_.y());
+ if (!fbo_ || depth_renderbuffer_) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ }
+}
+
+void
+BaseRenderer::update_mipmap()
+{
+ if (texture_ && min_filter_ != GL_NEAREST && min_filter_ != GL_LINEAR) {
+ glBindTexture(GL_TEXTURE_2D, texture_);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+}
+
+void
+BaseRenderer::recreate(bool onscreen, bool has_depth)
+{
+ if (texture_) {
+ glDeleteTextures(1, &texture_);
+ texture_ = 0;
+ }
+ if (fbo_) {
+ glDeleteRenderbuffers(1, &depth_renderbuffer_);
+ depth_renderbuffer_ = 0;
+ glDeleteFramebuffers(1, &fbo_);
+ fbo_ = 0;
+ }
+ if (!onscreen) {
+ create_texture();
+ create_fbo(has_depth);
+ }
+}
+
+void
+BaseRenderer::create_texture()
+{
+ glGenTextures(1, &texture_);
+ glBindTexture(GL_TEXTURE_2D, texture_);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.x(), size_.y(), 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ update_texture_parameters();
+}
+
+void
+BaseRenderer::update_texture_parameters()
+{
+ if (texture_) {
+ glBindTexture(GL_TEXTURE_2D, texture_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t_);
+ }
+ update_mipmap();
+}
+
+void
+BaseRenderer::create_fbo(bool has_depth)
+{
+ if (has_depth) {
+ /* Create a renderbuffer for depth storage */
+ glGenRenderbuffers(1, &depth_renderbuffer_);
+ glBindRenderbuffer(GL_RENDERBUFFER, depth_renderbuffer_);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
+ size_.x(), size_.y());
+ }
+
+ /* Create the FBO and attach the texture and the renderebuffer */
+ glGenFramebuffers(1, &fbo_);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, texture_, 0);
+ if (has_depth) {
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, depth_renderbuffer_);
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}