
This fixes a strange problem where GTK 2 (but not GTK 3) with NVidia drivers would not have a depth buffer, but only during exporting PNGs, despite the fact that normal rendering path and PNG rendering path come through the same offscreen rendering code.
59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Offscreen rendering in OpenGL using EGL and framebuffer objects.
|
|
//
|
|
// Copyright 2015-2016 whitequark
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef __APPLE__
|
|
#include <OpenGL/GL.h>
|
|
#else
|
|
#define GL_GLEXT_PROTOTYPES
|
|
#include <GL/gl.h>
|
|
#endif
|
|
|
|
#include "solvespace.h"
|
|
|
|
void GlOffscreen::Clear() {
|
|
glDeleteRenderbuffersEXT(1, &depthRenderbuffer);
|
|
glDeleteRenderbuffersEXT(1, &colorRenderbuffer);
|
|
glDeleteFramebuffersEXT(1, &framebuffer);
|
|
*this = {};
|
|
}
|
|
|
|
bool GlOffscreen::Render(int width, int height, std::function<void()> renderFn) {
|
|
data.resize(width * height * 4);
|
|
|
|
if(framebuffer == 0)
|
|
glGenFramebuffersEXT(1, &framebuffer);
|
|
if(colorRenderbuffer == 0)
|
|
glGenRenderbuffersEXT(1, &colorRenderbuffer);
|
|
if(depthRenderbuffer == 0)
|
|
glGenRenderbuffersEXT(1, &depthRenderbuffer);
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
|
|
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorRenderbuffer);
|
|
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, width, height);
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_RENDERBUFFER_EXT, colorRenderbuffer);
|
|
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthRenderbuffer);
|
|
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, depthRenderbuffer);
|
|
|
|
bool framebufferComplete =
|
|
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
|
|
if(framebufferComplete) {
|
|
renderFn();
|
|
#if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__
|
|
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &data[0]);
|
|
#else
|
|
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, &data[0]);
|
|
#endif
|
|
}
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
return framebufferComplete;
|
|
}
|