--- a/hedgewars/uStore.pas Mon Jun 04 08:11:47 2012 -0400
+++ b/hedgewars/uStore.pas Mon Jun 04 21:32:30 2012 +0400
@@ -40,13 +40,14 @@
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure MakeCrossHairs;
+procedure InitOffscreenOpenGL;
procedure WarpMouse(x, y: Word); inline;
procedure SwapBuffers; inline;
implementation
uses uMisc, uConsole, uMobile, uVariables, uUtils, uTextures, uRender, uRenderUtils, uCommands,
- uDebug{$IFDEF USE_CONTEXT_RESTORE}, uWorld{$ENDIF};
+ uDebug{$IFDEF USE_CONTEXT_RESTORE}, uWorld{$ENDIF}, glut;
//type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);
@@ -438,6 +439,29 @@
IMG_Quit();
end;
+procedure CreateFramebuffer(var frame, depth, tex: GLuint);
+begin
+ glGenFramebuffersEXT(1, @frame);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame);
+ glGenRenderbuffersEXT(1, @depth);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
+ glGenTextures(1, @tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
+end;
+
+procedure DeleteFramebuffer(var frame, depth, tex: GLuint);
+begin
+ glDeleteTextures(1, @tex);
+ glDeleteRenderbuffersEXT(1, @depth);
+ glDeleteFramebuffersEXT(1, @frame);
+end;
+
procedure StoreRelease(reload: boolean);
var ii: TSprite;
ai: TAmmoType;
@@ -511,15 +535,13 @@
end;
end;
end;
+ if defaultFrame <> 0 then
+ DeleteFramebuffer(defaultFrame, depthv, texv);
{$IFNDEF S3D_DISABLED}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
begin
- glDeleteTextures(1, @texl);
- glDeleteRenderbuffersEXT(1, @depthl);
- glDeleteFramebuffersEXT(1, @framel);
- glDeleteTextures(1, @texr);
- glDeleteRenderbuffersEXT(1, @depthr);
- glDeleteFramebuffersEXT(1, @framer)
+ DeleteFramebuffer(framel, depthl, texl);
+ DeleteFramebuffer(framer, depthr, texr);
end
{$ENDIF}
end;
@@ -628,6 +650,7 @@
procedure SetupOpenGL;
//var vendor: shortstring = '';
var buf: array[byte] of char;
+ AuxBufNum: LongInt;
begin
buf[0]:= char(0); // avoid compiler hint
AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
@@ -673,51 +696,53 @@
{$ENDIF}
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
*)
+ glGetIntegerv(GL_AUX_BUFFERS, @AuxBufNum);
// everyone love debugging
AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
AddFileLog(' |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
AddFileLog(' |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
AddFileLog(' |----- Texture Size: ' + inttostr(MaxTextureSize));
- AddFileLog(' \----- Extensions: ' + shortstring(pchar(glGetString(GL_EXTENSIONS))));
+ AddFileLog(' |----- Number of auxilary buffers: ' + inttostr(AuxBufNum));
+ AddFileLog(' \----- Extensions: ');
+ AddFileLogRaw(glGetString(GL_EXTENSIONS));
+ AddFileLog('');
//TODO: don't have the Extensions line trimmed but slipt it into multiple lines
+ defaultFrame:= 0;
+ if GameType = gmtRecord then
+ begin
+ if AuxBufNum > 0 then
+ begin
+ glDrawBuffer(GL_AUX0);
+ glReadBuffer(GL_AUX0);
+ AddFileLog('Using auxilary buffer for video recording.');
+ end
+ else if glLoadExtension('GL_EXT_framebuffer_object') then
+ begin
+ CreateFramebuffer(defaultFrame, depthv, texv);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
+ AddFileLog('Using framebuffer for video recording.');
+ end
+ else
+ begin
+ glDrawBuffer(GL_BACK);
+ glReadBuffer(GL_BACK);
+ AddFileLog('Warning: off-screen rendering is not supported; using back buffer but it may not work.');
+ end;
+ end;
+
{$IFNDEF S3D_DISABLED}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
begin
// prepare left and right frame buffers and associated textures
if glLoadExtension('GL_EXT_framebuffer_object') then
begin
- // left
- glGenFramebuffersEXT(1, @framel);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
- glGenRenderbuffersEXT(1, @depthl);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthl);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthl);
- glGenTextures(1, @texl);
- glBindTexture(GL_TEXTURE_2D, texl);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texl, 0);
-
- // right
- glGenFramebuffersEXT(1, @framer);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
- glGenRenderbuffersEXT(1, @depthr);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthr);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthr);
- glGenTextures(1, @texr);
- glBindTexture(GL_TEXTURE_2D, texr);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texr, 0);
+ CreateFramebuffer(framel, depthl, texl);
+ CreateFramebuffer(framer, depthr, texr);
// reset
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame)
end
else
cStereoMode:= smNone;
@@ -991,6 +1016,19 @@
WeaponTooltipTex:= nil
end;
+procedure InitOffscreenOpenGL;
+var ArgCount: LongInt;
+ PrgName: pchar;
+begin
+ ArgCount:= 1;
+ PrgName:= 'hwengine';
+ glutInit(@ArgCount, @PrgName);
+ glutInitWindowSize(cScreenWidth, cScreenHeight);
+ glutCreateWindow('You don''t see this'); // we don't need a window, but if this function is not called then OpenGL will not be initialized
+ glutHideWindow();
+ SetupOpenGL();
+end;
+
procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
reinit: boolean = false;
@@ -1171,6 +1209,8 @@
procedure SwapBuffers; inline;
begin
+ if GameType = gmtRecord then
+ exit;
{$IFDEF SDL13}
SDL_GL_SwapWindow(SDLwindow);
{$ELSE}