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- #include "framebuffer.hpp"
-
- slop::Framebuffer::Framebuffer( int w, int h ) {
- glGenFramebuffers( 1, &fbuffer );
- glBindFramebuffer( GL_FRAMEBUFFER, fbuffer );
- glGenTextures( 1, &image );
- glBindTexture( GL_TEXTURE_2D, image );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, image, 0 );
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- // generate our vertex and uv buffers
- std::vector<glm::vec2> verts;
- std::vector<glm::vec2> uvs;
-
- verts.push_back( glm::vec2(1,1) );
- uvs.push_back( glm::vec2( 1, 1 ) );
- verts.push_back( glm::vec2(-1,-1) );
- uvs.push_back( glm::vec2( 0, 0 ) );
- verts.push_back( glm::vec2(-1,1) );
- uvs.push_back( glm::vec2( 0, 1 ) );
- verts.push_back( glm::vec2(-1,-1) );
- uvs.push_back( glm::vec2( 0, 0 ) );
- verts.push_back( glm::vec2(1,1) );
- uvs.push_back( glm::vec2( 1, 1 ) );
- verts.push_back( glm::vec2(1,-1) );
- uvs.push_back( glm::vec2( 1, 0 ) );
-
- glGenBuffers( 2, buffers );
- glBindBuffer( GL_ARRAY_BUFFER, buffers[0] );
- glBufferData( GL_ARRAY_BUFFER, verts.size() * sizeof( glm::vec2 ), &verts[0], GL_STATIC_DRAW );
- glBindBuffer( GL_ARRAY_BUFFER, buffers[1] );
- glBufferData( GL_ARRAY_BUFFER, uvs.size() * sizeof( glm::vec2 ), &uvs[0], GL_STATIC_DRAW );
- vertCount = verts.size();
- generatedDesktopImage = false;
- }
-
- void slop::Framebuffer::setShader( slop::Shader* shader ) {
- this->shader = shader;
- if ( shader->hasParameter( "desktop" ) && !generatedDesktopImage ) {
- // Try to keep the image from being changed under our feet.
- XGrabServer(x11->display);
- XImage* image = XGetImage( x11->display, x11->root, 0, 0, WidthOfScreen( x11->screen ), HeightOfScreen( x11->screen ), 0xffffffff, ZPixmap );
- XUngrabServer(x11->display);
- glEnable(GL_TEXTURE_2D);
- glGenTextures(1, &desktopImage);
- glBindTexture(GL_TEXTURE_2D, desktopImage);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, WidthOfScreen( x11->screen ), HeightOfScreen( x11->screen ), 0, GL_BGRA, GL_UNSIGNED_BYTE, (void*)(&(image->data[0])));
- XDestroyImage( image );
- generatedDesktopImage = true;
- }
- }
-
- slop::Framebuffer::~Framebuffer() {
- glDeleteTextures(1, &image);
- glDeleteFramebuffers(1,&fbuffer);
- glDeleteBuffers(2,buffers);
- }
-
- void slop::Framebuffer::resize( int w, int h ) {
- // Regenerate the image
- glDeleteTextures(1, &image);
- glBindTexture(GL_TEXTURE_2D, image);
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Re-bind it to the framebuffer
- glBindFramebuffer( GL_FRAMEBUFFER, fbuffer );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, image, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }
-
- void slop::Framebuffer::bind() {
- glBindFramebuffer( GL_FRAMEBUFFER, fbuffer );
- }
-
- void slop::Framebuffer::unbind() {
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- }
-
- void slop::Framebuffer::draw(glm::vec2 mouse, float time, glm::vec4 color){
- shader->bind();
- shader->setParameter( "texture", 0 );
- shader->setAttribute( "position", buffers[0], 2 );
- shader->setAttribute( "uv", buffers[1], 2 );
- if ( shader->hasParameter( "mouse" ) ) {
- shader->setParameter( "mouse", mouse );
- }
- if ( shader->hasParameter( "color" ) ) {
- shader->setParameter( "color", color );
- }
- if ( shader->hasParameter( "screenSize" ) ) {
- shader->setParameter( "screenSize", glm::vec2( WidthOfScreen( x11->screen ), HeightOfScreen( x11->screen ) ));
- }
- if ( shader->hasParameter( "time" ) ) {
- shader->setParameter( "time", time );
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, image );
- if ( shader->hasParameter( "desktop" ) ) {
- shader->setParameter( "desktop", 1 );
- glActiveTexture(GL_TEXTURE0 + 1);
- glBindTexture( GL_TEXTURE_2D, desktopImage );
- }
- glEnable( GL_TEXTURE_2D );
- glDrawArrays( GL_TRIANGLES, 0, vertCount );
- glDisable( GL_TEXTURE_2D );
- shader->unbind();
- }
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