Commit f615c462 authored by Maciej Suminski's avatar Maciej Suminski

Changed the used framebuffer object extension from ARB_framebuffer_object to...

Changed the used framebuffer object extension from ARB_framebuffer_object to EXT_framebuffer_object (compatibility reasons).
parent e13f8621
...@@ -56,25 +56,25 @@ void OPENGL_COMPOSITOR::Initialize() ...@@ -56,25 +56,25 @@ void OPENGL_COMPOSITOR::Initialize()
// We need framebuffer objects for drawing the screen contents // We need framebuffer objects for drawing the screen contents
// Generate framebuffer and a depth buffer // Generate framebuffer and a depth buffer
glGenFramebuffers( 1, &m_framebuffer ); glGenFramebuffersEXT( 1, &m_framebuffer );
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer ); glBindFramebufferEXT( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer; m_currentFbo = m_framebuffer;
// Allocate memory for the depth buffer // Allocate memory for the depth buffer
// Attach the depth buffer to the framebuffer // Attach the depth buffer to the framebuffer
glGenRenderbuffers( 1, &m_depthBuffer ); glGenRenderbuffersEXT( 1, &m_depthBuffer );
glBindRenderbuffer( GL_RENDERBUFFER, m_depthBuffer ); glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_depthBuffer );
// Use here a size of 24 bits for the depth buffer, 8 bits for the stencil buffer // Use here a size of 24 bits for the depth buffer, 8 bits for the stencil buffer
// this is required later for anti-aliasing // this is required later for anti-aliasing
glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_width, m_height ); glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL, m_width, m_height );
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, m_depthBuffer ); GL_RENDERBUFFER_EXT, m_depthBuffer );
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, m_depthBuffer ); GL_RENDERBUFFER_EXT, m_depthBuffer );
// Unbind the framebuffer, so by default all the rendering goes directly to the display // Unbind the framebuffer, so by default all the rendering goes directly to the display
glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING );
m_currentFbo = 0; m_currentFbo = 0;
m_initialized = true; m_initialized = true;
...@@ -119,50 +119,45 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer() ...@@ -119,50 +119,45 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
// Bind the texture to the specific attachment point, clear and rebind the screen // Bind the texture to the specific attachment point, clear and rebind the screen
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_framebuffer );
m_currentFbo = m_framebuffer; m_currentFbo = m_framebuffer;
glFramebufferTexture2D( GL_FRAMEBUFFER, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 ); glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 );
// Check the status, exit if the framebuffer can't be created // Check the status, exit if the framebuffer can't be created
GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER ); GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status != GL_FRAMEBUFFER_COMPLETE ) if( status != GL_FRAMEBUFFER_COMPLETE_EXT )
{ {
switch( status ) switch( status )
{ {
case GL_FRAMEBUFFER_UNDEFINED: case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
wxLogFatalError( wxT( "Target is the default framebuffer, "
"but the default framebuffer does not exist." ) );
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
wxLogFatalError( wxT( "Cannot create the framebuffer." ) ); wxLogFatalError( wxT( "Cannot create the framebuffer." ) );
break; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
wxLogFatalError( wxT( "The framebuffer attachment points are incomplete." ) ); wxLogFatalError( wxT( "The framebuffer attachment points are incomplete." ) );
break; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
wxLogFatalError( wxT( "The framebuffer does not have at least " wxLogFatalError( wxT( "The framebuffer does not have at least "
"one image attached to it." ) ); "one image attached to it." ) );
break; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
wxLogFatalError( wxT( "The framebuffer read buffer is incomplete." ) ); wxLogFatalError( wxT( "The framebuffer read buffer is incomplete." ) );
break; break;
case GL_FRAMEBUFFER_UNSUPPORTED: case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
wxLogFatalError( wxT( "The combination of internal formats of the attached images " wxLogFatalError( wxT( "The combination of internal formats of the attached images "
"violates an implementation-dependent set of restrictions." ) ); "violates an implementation-dependent set of restrictions." ) );
break; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
wxLogFatalError( wxT( "GL_RENDERBUFFER_SAMPLES is not the same " wxLogFatalError( wxT( "GL_RENDERBUFFER_SAMPLES is not the same "
"for all attached renderbuffers" ) ); "for all attached renderbuffers" ) );
break; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT:
wxLogFatalError( wxT( "Framebuffer incomplete layer targets errors." ) ); wxLogFatalError( wxT( "Framebuffer incomplete layer targets errors." ) );
break; break;
...@@ -177,7 +172,7 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer() ...@@ -177,7 +172,7 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
ClearBuffer(); ClearBuffer();
// Return to direct rendering (we were asked only to create a buffer, not switch to one) // Return to direct rendering (we were asked only to create a buffer, not switch to one)
glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING; m_currentFbo = DIRECT_RENDERING;
// Store the new buffer // Store the new buffer
...@@ -196,12 +191,12 @@ void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle ) ...@@ -196,12 +191,12 @@ void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
// Change the rendering destination to the selected attachment point // Change the rendering destination to the selected attachment point
if( aBufferHandle == DIRECT_RENDERING ) if( aBufferHandle == DIRECT_RENDERING )
{ {
glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING; m_currentFbo = DIRECT_RENDERING;
} }
else if( m_currentFbo != m_framebuffer ) else if( m_currentFbo != m_framebuffer )
{ {
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_framebuffer );
m_currentFbo = m_framebuffer; m_currentFbo = m_framebuffer;
} }
...@@ -233,7 +228,7 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle ) ...@@ -233,7 +228,7 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle )
} }
// Switch to the main framebuffer and blit the scene // Switch to the main framebuffer and blit the scene
glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING ); glBindFramebufferEXT( GL_FRAMEBUFFER, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING; m_currentFbo = DIRECT_RENDERING;
// Depth test has to be disabled to make transparency working // Depth test has to be disabled to make transparency working
...@@ -278,8 +273,8 @@ void OPENGL_COMPOSITOR::clean() ...@@ -278,8 +273,8 @@ void OPENGL_COMPOSITOR::clean()
{ {
wxASSERT( m_initialized ); wxASSERT( m_initialized );
glDeleteFramebuffers( 1, &m_framebuffer ); glDeleteFramebuffersEXT( 1, &m_framebuffer );
glDeleteRenderbuffers( 1, &m_depthBuffer ); glDeleteRenderbuffersEXT( 1, &m_depthBuffer );
OPENGL_BUFFERS::const_iterator it; OPENGL_BUFFERS::const_iterator it;
......
...@@ -52,10 +52,11 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener, ...@@ -52,10 +52,11 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
nonCachedManager( false ), nonCachedManager( false ),
overlayManager( false ) overlayManager( false )
{ {
// Create the OpenGL-Context
glContext = new wxGLContext( this );
parentWindow = aParent; parentWindow = aParent;
mouseListener = aMouseListener; mouseListener = aMouseListener;
paintListener = aPaintListener; paintListener = aPaintListener;
glContext = NULL;
// Initialize the flags // Initialize the flags
isGlewInitialized = false; isGlewInitialized = false;
...@@ -112,9 +113,6 @@ OPENGL_GAL::~OPENGL_GAL() ...@@ -112,9 +113,6 @@ OPENGL_GAL::~OPENGL_GAL()
void OPENGL_GAL::BeginDrawing() void OPENGL_GAL::BeginDrawing()
{ {
if( !glContext )
glContext = new wxGLContext( this );
SetCurrent( *glContext ); SetCurrent( *glContext );
clientDC = new wxClientDC( this ); clientDC = new wxClientDC( this );
...@@ -935,7 +933,7 @@ void OPENGL_GAL::initGlew() ...@@ -935,7 +933,7 @@ void OPENGL_GAL::initGlew()
} }
// Framebuffers have to be supported // Framebuffers have to be supported
if( !GLEW_ARB_framebuffer_object ) if( !GLEW_EXT_framebuffer_object )
{ {
wxLogError( wxT( "Framebuffer objects are not supported!" ) ); wxLogError( wxT( "Framebuffer objects are not supported!" ) );
exit( 1 ); exit( 1 );
......
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