/* ============== CaptureRenderToFile ============== */ void idRenderSystemLocal::CaptureRenderToFile( const char *fileName, bool fixAlpha ) { if ( !glConfig.isInitialized ) { return; } renderCrop_t *rc = &renderCrops[currentRenderCrop]; guiModel->EmitFullScreen(); guiModel->Clear(); R_IssueRenderCommands(); qglReadBuffer( GL_BACK ); // include extra space for OpenGL padding to word boundaries int c = ( rc->width + 3 ) * rc->height; byte *data = (byte *)R_StaticAlloc( c * 3 ); qglReadPixels( rc->x, rc->y, rc->width, rc->height, GL_RGB, GL_UNSIGNED_BYTE, data ); byte *data2 = (byte *)R_StaticAlloc( c * 4 ); for ( int i = 0 ; i < c ; i++ ) { data2[ i * 4 ] = data[ i * 3 ]; data2[ i * 4 + 1 ] = data[ i * 3 + 1 ]; data2[ i * 4 + 2 ] = data[ i * 3 + 2 ]; data2[ i * 4 + 3 ] = 0xff; } R_WriteTGA( fileName, data2, rc->width, rc->height, true ); R_StaticFree( data ); R_StaticFree( data2 ); }
/* * RFB_AttachTextureToObject */ void RFB_AttachTextureToObject( int object, image_t *texture ) { r_fbo_t *fbo; int attachment; assert( object > 0 && object <= r_num_framebuffer_objects ); if( object <= 0 || object > r_num_framebuffer_objects ) { return; } assert( texture != NULL ); if( !texture ) { return; } fbo = r_framebuffer_objects + object - 1; qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->objectID ); if( texture->flags & IT_DEPTH ) { attachment = GL_DEPTH_ATTACHMENT_EXT; fbo->depthTexture = texture; } else { attachment = GL_COLOR_ATTACHMENT0_EXT; fbo->colorTexture = texture; #ifndef GL_ES_VERSION_2_0 qglDrawBuffer( GL_COLOR_ATTACHMENT0_EXT ); qglReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); #endif } texture->fbo = object; // attach texture qglFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachment, GL_TEXTURE_2D, texture->texnum, 0 ); if( ( texture->flags & ( IT_DEPTH|IT_STENCIL ) ) == ( IT_DEPTH|IT_STENCIL ) ) { qglFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texture->texnum, 0 ); } qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, r_bound_framebuffer_objectID ? r_bound_framebuffer_object->objectID : 0 ); }
/* ============== idRenderSystemLocal::CaptureRenderToFile ============== */ void idRenderSystemLocal::CaptureRenderToFile( const char* fileName, bool fixAlpha ) { if( !R_IsInitialized() ) { return; } idScreenRect& rc = renderCrops[currentRenderCrop]; guiModel->EmitFullScreen(); guiModel->Clear(); RenderCommandBuffers( frameData->cmdHead ); qglReadBuffer( GL_BACK ); // include extra space for OpenGL padding to word boundaries int c = ( rc.GetWidth() + 3 ) * rc.GetHeight(); byte* data = ( byte* )R_StaticAlloc( c * 3 ); qglReadPixels( rc.x1, rc.y1, rc.GetWidth(), rc.GetHeight(), GL_RGB, GL_UNSIGNED_BYTE, data ); byte* data2 = ( byte* )R_StaticAlloc( c * 4 ); for( int i = 0 ; i < c ; i++ ) { data2[ i * 4 ] = data[ i * 3 ]; data2[ i * 4 + 1 ] = data[ i * 3 + 1 ]; data2[ i * 4 + 2 ] = data[ i * 3 + 2 ]; data2[ i * 4 + 3 ] = 0xff; } R_WriteTGA( fileName, data2, rc.GetWidth(), rc.GetHeight(), true ); R_StaticFree( data ); R_StaticFree( data2 ); }
/* ============ FBO_Init ============ */ void FBO_Init(void) { int i; // int width, height, hdrFormat, multisample; int hdrFormat, multisample; ri.Printf(PRINT_ALL, "------- FBO_Init -------\n"); if(!glRefConfig.framebufferObject) return; tr.numFBOs = 0; GL_CheckErrors(); R_IssuePendingRenderCommands(); /* if(glRefConfig.textureNonPowerOfTwo) { width = glConfig.vidWidth; height = glConfig.vidHeight; } else { width = NextPowerOfTwo(glConfig.vidWidth); height = NextPowerOfTwo(glConfig.vidHeight); } */ hdrFormat = GL_RGBA8; if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat) { hdrFormat = GL_RGBA16F_ARB; } qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample); if (r_ext_framebuffer_multisample->integer < multisample) { multisample = r_ext_framebuffer_multisample->integer; } if (multisample < 2 || !glRefConfig.framebufferBlit) multisample = 0; if (multisample != r_ext_framebuffer_multisample->integer) { ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample); } // only create a render FBO if we need to resolve MSAA or do HDR // otherwise just render straight to the screen (tr.renderFbo = NULL) if (multisample && glRefConfig.framebufferMultisample) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.renderFbo); FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample); FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample); R_CheckFBO(tr.renderFbo); tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.msaaResolveFbo); //FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.renderImage, 0); //FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.msaaResolveFbo); } else if (r_hdr->integer) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.renderFbo); //FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.renderImage, 0); //FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.renderFbo); } // clear render buffer // this fixes the corrupt screen bug with r_hdr 1 on older hardware if (tr.renderFbo) { FBO_Bind(tr.renderFbo); qglClearColor( 1, 0, 0.5, 1 ); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); FBO_Bind(NULL); } if (r_drawSunRays->integer) { tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.sunRaysFbo); FBO_AttachTextureImage(tr.sunRaysImage, 0); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.sunRaysFbo); } // FIXME: Don't use separate color/depth buffers for a shadow buffer if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0]) { for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) { tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); FBO_Bind(tr.pshadowFbos[i]); //FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); FBO_AttachTextureImage(tr.pshadowMaps[i], 0); FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0); //R_AttachFBOTextureDepth(tr.textureDepthImage->texnum); R_CheckFBO(tr.pshadowFbos[i]); } } if (tr.sunShadowDepthImage[0]) { for ( i = 0; i < 4; i++) { tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); FBO_Bind(tr.sunShadowFbo[i]); //FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); //FBO_AttachTextureImage(tr.sunShadowImage, 0); qglDrawBuffer(GL_NONE); qglReadBuffer(GL_NONE); //FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum); R_CheckFBO(tr.sunShadowFbo[i]); } tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); FBO_Bind(tr.screenShadowFbo); FBO_AttachTextureImage(tr.screenShadowImage, 0); R_CheckFBO(tr.screenShadowFbo); } for (i = 0; i < 2; i++) { tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height); FBO_Bind(tr.textureScratchFbo[i]); //FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0); FBO_AttachTextureImage(tr.textureScratchImage[i], 0); R_CheckFBO(tr.textureScratchFbo[i]); } { tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height); FBO_Bind(tr.calcLevelsFbo); //FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.calcLevelsImage, 0); R_CheckFBO(tr.calcLevelsFbo); } { tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height); FBO_Bind(tr.targetLevelsFbo); //FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.targetLevelsImage, 0); R_CheckFBO(tr.targetLevelsFbo); } for (i = 0; i < 2; i++) { tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height); FBO_Bind(tr.quarterFbo[i]); //FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0); FBO_AttachTextureImage(tr.quarterImage[i], 0); R_CheckFBO(tr.quarterFbo[i]); } if (r_ssao->integer) { tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height); FBO_Bind(tr.hdrDepthFbo); FBO_AttachTextureImage(tr.hdrDepthImage, 0); R_CheckFBO(tr.hdrDepthFbo); tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height); FBO_Bind(tr.screenSsaoFbo); FBO_AttachTextureImage(tr.screenSsaoImage, 0); R_CheckFBO(tr.screenSsaoFbo); } if (tr.renderCubeImage) { tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height); FBO_Bind(tr.renderCubeFbo); //FBO_AttachTextureImage(tr.renderCubeImage, 0); R_AttachFBOTexture2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, tr.renderCubeImage->texnum, 0); glState.currentFBO->colorImage[0] = tr.renderCubeImage; FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_CheckFBO(tr.renderCubeFbo); } GL_CheckErrors(); FBO_Bind(NULL); }
/* * RFB_RegisterObject */ int RFB_RegisterObject( int width, int height, bool builtin, bool depthRB, bool stencilRB, bool colorRB, int samples, bool useFloat, bool sRGB ) { int i; int format; GLuint fbID; GLuint rbID = 0; r_fbo_t *fbo = NULL; if( !r_frambuffer_objects_initialized ) { return 0; } #ifdef GL_ES_VERSION_2_0 if( samples ) { return 0; } #else if( samples && !glConfig.ext.framebuffer_multisample ) { return 0; } #endif for( i = 0, fbo = r_framebuffer_objects; i < r_num_framebuffer_objects; i++, fbo++ ) { if( !fbo->objectID ) { // free slot goto found; } } if( i == MAX_FRAMEBUFFER_OBJECTS ) { Com_Printf( S_COLOR_YELLOW "RFB_RegisterObject: framebuffer objects limit exceeded\n" ); return 0; } clamp_high( samples, glConfig.maxFramebufferSamples ); i = r_num_framebuffer_objects++; fbo = r_framebuffer_objects + i; found: qglGenFramebuffersEXT( 1, &fbID ); memset( fbo, 0, sizeof( *fbo ) ); fbo->objectID = fbID; if( builtin ) { fbo->registrationSequence = -1; } else { fbo->registrationSequence = rsh.registrationSequence; } fbo->width = width; fbo->height = height; fbo->samples = samples; fbo->sRGB = sRGB; qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->objectID ); if( colorRB ) { format = glConfig.forceRGBAFramebuffers ? GL_RGBA : GL_RGB; if( useFloat ) { format = glConfig.forceRGBAFramebuffers ? GL_RGBA16F_ARB : GL_RGB16F_ARB; } qglGenRenderbuffersEXT( 1, &rbID ); fbo->colorRenderBuffer = rbID; qglBindRenderbufferEXT( GL_RENDERBUFFER_EXT, rbID ); #ifndef GL_ES_VERSION_2_0 if( samples ) { qglRenderbufferStorageMultisampleEXT( GL_RENDERBUFFER_EXT, samples, format, width, height ); } else #endif qglRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, format, width, height ); } #ifndef GL_ES_VERSION_2_0 else { // until a color texture is attached, don't enable drawing to the buffer qglDrawBuffer( GL_NONE ); qglReadBuffer( GL_NONE ); } #endif if( depthRB ) { qglGenRenderbuffersEXT( 1, &rbID ); fbo->depthRenderBuffer = rbID; qglBindRenderbufferEXT( GL_RENDERBUFFER_EXT, rbID ); if( stencilRB ) { format = GL_DEPTH24_STENCIL8_EXT; } else if( glConfig.ext.depth24 ) { format = GL_DEPTH_COMPONENT24; } else if( glConfig.ext.depth_nonlinear ) { format = GL_DEPTH_COMPONENT16_NONLINEAR_NV; } else { format = GL_DEPTH_COMPONENT16; } #ifndef GL_ES_VERSION_2_0 if( samples ) { qglRenderbufferStorageMultisampleEXT( GL_RENDERBUFFER_EXT, samples, format, width, height ); } else #endif qglRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, format, width, height ); if( stencilRB ) { fbo->stencilRenderBuffer = rbID; } } if( rbID ) { qglBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 ); } if( fbo->colorRenderBuffer ) { qglFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fbo->colorRenderBuffer ); } if( fbo->depthRenderBuffer ) { qglFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthRenderBuffer ); } if( fbo->stencilRenderBuffer ) { qglFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->stencilRenderBuffer ); } if( colorRB && depthRB ) { if( !RFB_CheckObjectStatus() ) { goto fail; } } if( r_bound_framebuffer_objectID ) { qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, r_bound_framebuffer_object->objectID ); } else { qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); } return i + 1; fail: RFB_DeleteObject( fbo ); qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); return 0; }
/* * RFB_BlitObject * * The target FBO must be equal or greater in both dimentions than * the currently bound FBO! */ void RFB_BlitObject( int src, int dest, int bitMask, int mode, int filter, int readAtt, int drawAtt ) { int bits; int destObj; int dx, dy, dw, dh; r_fbo_t scrfbo; r_fbo_t *fbo; r_fbo_t *destfbo; if( !glConfig.ext.framebuffer_blit ) { return; } assert( src >= 0 && src <= r_num_framebuffer_objects ); if( src < 0 || src > r_num_framebuffer_objects ) { return; } if( src == 0 ) { fbo = &scrfbo; } else { fbo = r_framebuffer_objects + src - 1; } assert( dest >= 0 && dest <= r_num_framebuffer_objects ); if( dest < 0 || dest > r_num_framebuffer_objects ) { return; } if( dest ) { destfbo = r_framebuffer_objects + dest - 1; } else { destfbo = NULL; } bits = bitMask; if( !bits ) { return; } RB_ApplyScissor(); if( src == 0 ) { memset( fbo, 0, sizeof( *fbo ) ); fbo->width = glConfig.width; fbo->height = glConfig.height; } if( destfbo ) { dw = destfbo->width; dh = destfbo->height; destObj = destfbo->objectID; } else { dw = glConfig.width; dh = glConfig.height; destObj = 0; } switch( mode ) { case FBO_COPY_CENTREPOS: dx = ( dw - fbo->width ) / 2; dy = ( dh - fbo->height ) / 2; dw = fbo->width; dh = fbo->height; break; case FBO_COPY_INVERT_Y: dx = 0; dy = dh - fbo->height; dw = fbo->width; dh = fbo->height; break; case FBO_COPY_NORMAL_DST_SIZE: dx = 0; dy = 0; //dw = dw; //dh = dh; break; default: dx = 0; dy = 0; dw = fbo->width; dh = fbo->height; break; } qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); qglBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, fbo->objectID ); qglBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, destObj ); #ifndef GL_ES_VERSION_2_0 if( src == 0 ) { qglReadBuffer( GL_BACK ); qglDrawBuffer( GL_COLOR_ATTACHMENT0_EXT + drawAtt ); } else { qglReadBuffer( GL_COLOR_ATTACHMENT0_EXT + readAtt ); qglDrawBuffer( GL_COLOR_ATTACHMENT0_EXT + drawAtt ); } #endif qglBlitFramebufferEXT( 0, 0, fbo->width, fbo->height, dx, dy, dx + dw, dy + dh, bits, filter ); qglBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, 0 ); qglBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, 0 ); qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->objectID ); #ifndef GL_ES_VERSION_2_0 if( src == 0 ) { qglReadBuffer( GL_BACK ); qglDrawBuffer( GL_BACK ); } else { qglReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); qglDrawBuffer( GL_COLOR_ATTACHMENT0_EXT ); } #endif assert( qglGetError() == GL_NO_ERROR ); }
/* * RFB_AttachTextureToObject */ bool RFB_AttachTextureToObject( int object, bool depth, int target, image_t *texture ) { r_fbo_t *fbo; int attachment; GLuint texnum = 0; assert( object > 0 && object <= r_num_framebuffer_objects ); if( object <= 0 || object > r_num_framebuffer_objects ) { return false; } if( target < 0 || target >= MAX_FRAMEBUFFER_COLOR_ATTACHMENTS ) { return false; } if( target > 0 && !glConfig.ext.draw_buffers ) { return false; } fbo = r_framebuffer_objects + object - 1; qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->objectID ); bind: if( depth ) { attachment = GL_DEPTH_ATTACHMENT_EXT; if( texture ) { assert( texture->flags & IT_DEPTH ); texnum = texture->texnum; texture->fbo = object; } } else { #ifndef GL_ES_VERSION_2_0 const GLenum fboBuffers[8] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT, GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT, GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT, }; #endif attachment = GL_COLOR_ATTACHMENT0_EXT + target; #ifndef GL_ES_VERSION_2_0 if( target > 0 && texture ) { qglDrawBuffersARB( target + 1, fboBuffers ); } else { if( glConfig.ext.draw_buffers ) { qglDrawBuffersARB( 0, fboBuffers ); } qglDrawBuffer( GL_COLOR_ATTACHMENT0_EXT ); qglReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); } #endif if( texture ) { assert( !( texture->flags & IT_DEPTH ) ); texnum = texture->texnum; texture->fbo = object; } } // attach texture qglFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachment, GL_TEXTURE_2D, texnum, 0 ); if( texture ) { if( ( texture->flags & ( IT_DEPTH | IT_STENCIL ) ) == ( IT_DEPTH | IT_STENCIL ) ) { qglFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texnum, 0 ); } } else { if( depth ) { qglFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texnum, 0 ); } } qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, r_bound_framebuffer_objectID ? r_bound_framebuffer_object->objectID : 0 ); // check framebuffer status and unbind if failed if( !RFB_CheckObjectStatus() ) { if( texture ) { texture = NULL; goto bind; } return false; } if( depth ) { fbo->depthTexture = texture; } else { fbo->colorTexture[target] = texture; } return true; }
/* * RFB_RegisterObject */ int RFB_RegisterObject( int width, int height, bool builtin, bool depthRB, bool stencilRB ) { int i; GLuint fbID; GLuint rbID; r_fbo_t *fbo; if( !r_frambuffer_objects_initialized ) return 0; for( i = 0, fbo = r_framebuffer_objects; i < r_num_framebuffer_objects; i++, fbo++ ) { if( !fbo->objectID ) { // free slot goto found; } } if( i == MAX_FRAMEBUFFER_OBJECTS ) { Com_Printf( S_COLOR_YELLOW "RFB_RegisterObject: framebuffer objects limit exceeded\n" ); return 0; } i = r_num_framebuffer_objects++; fbo = r_framebuffer_objects + i; found: qglGenFramebuffersEXT( 1, &fbID ); memset( fbo, 0, sizeof( *fbo ) ); fbo->objectID = fbID; if( builtin ) fbo->registrationSequence = -1; else fbo->registrationSequence = rsh.registrationSequence; fbo->width = width; fbo->height = height; qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->objectID ); #ifndef GL_ES_VERSION_2_0 // until a color texture is attached, don't enable drawing to the buffer qglDrawBuffer( GL_NONE ); qglReadBuffer( GL_NONE ); #endif if( depthRB ) { int format; qglGenRenderbuffersEXT( 1, &rbID ); fbo->depthRenderBuffer = rbID; qglBindRenderbufferEXT( GL_RENDERBUFFER_EXT, rbID ); if( stencilRB ) format = GL_DEPTH24_STENCIL8_EXT; else if( glConfig.ext.depth24 ) format = GL_DEPTH_COMPONENT24; else if( glConfig.ext.depth_nonlinear ) format = GL_DEPTH_COMPONENT16_NONLINEAR_NV; else format = GL_DEPTH_COMPONENT16; qglRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, format, width, height ); qglFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rbID ); if( stencilRB ) qglFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rbID ); qglBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 ); } if( r_bound_framebuffer_objectID ) qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, r_bound_framebuffer_object->objectID ); else qglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); return i+1; }