mirror of https://github.com/vitalif/openscad
231 lines
7.5 KiB
C++
231 lines
7.5 KiB
C++
#include "fbo.h"
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#include "system-gl.h"
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#include <stdio.h>
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#include <iostream>
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using namespace std;
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fbo_t *fbo_new()
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{
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fbo_t *fbo = new fbo_t;
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fbo->fbo_id = 0;
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fbo->old_fbo_id = 0;
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fbo->renderbuf_id = 0;
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fbo->depthbuf_id = 0;
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return fbo;
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}
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bool use_ext()
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{
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// do we need to use the EXT or ARB version?
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if (!glewIsSupported("GL_ARB_framebuffer_object") &&
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glewIsSupported("GL_EXT_framebuffer_object")) {
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return true;
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} else {
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return false;
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}
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}
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bool check_fbo_status()
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{
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/* This code is based on user V-man code from
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http://www.opengl.org/wiki/GL_EXT_framebuffer_multisample
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See also: http://www.songho.ca/opengl/gl_fbo.html */
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GLenum status;
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bool result = false;
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if (use_ext())
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status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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else
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (report_glerror("checking framebuffer status")) return false;
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if (status == GL_FRAMEBUFFER_COMPLETE)
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result = true;
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else if (status == GL_FRAMEBUFFER_UNSUPPORTED)
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cerr << "GL_FRAMEBUFFER_UNSUPPORTED\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT\n";
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else if (status == GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT)
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cerr << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT\n";
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else
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cerr << "Unknown Code: glCheckFramebufferStatusEXT returned %i\n",status;
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return result;
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}
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bool fbo_ext_init(fbo_t *fbo, size_t width, size_t height)
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{
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// Generate and bind FBO
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glGenFramebuffersEXT(1, &fbo->fbo_id);
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if (report_glerror("glGenFramebuffersEXT")) return false;
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->fbo_id);
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if (report_glerror("glBindFramebufferEXT")) return false;
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// Generate depth and render buffers
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glGenRenderbuffersEXT(1, &fbo->depthbuf_id);
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glGenRenderbuffersEXT(1, &fbo->renderbuf_id);
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// Create buffers with correct size
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if (!fbo_resize(fbo, width, height)) return false;
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// Attach render and depth buffers
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT, fbo->renderbuf_id);
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if (report_glerror("specifying color render buffer EXT")) return false;
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if (!check_fbo_status()) {
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cerr << "Problem with OpenGL EXT framebuffer after specifying color render buffer.\n";
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return false;
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}
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if (glewIsSupported("GL_EXT_packed_depth_stencil")) {
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, fbo->depthbuf_id);
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if (report_glerror("specifying depth render buffer EXT")) return false;
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, fbo->depthbuf_id);
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if (report_glerror("specifying stencil render buffer EXT")) return false;
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if (!check_fbo_status()) {
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cerr << "Problem with OpenGL EXT framebuffer after specifying depth render buffer.\n";
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return false;
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}
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}
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else {
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cerr << "Warning: Cannot create stencil buffer (GL_EXT_packed_depth_stencil not supported)\n";
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, fbo->depthbuf_id);
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if (report_glerror("specifying depth render buffer EXT")) return false;
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if (!check_fbo_status()) {
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cerr << "Problem with OpenGL EXT framebuffer after specifying depth stencil render buffer.\n";
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return false;
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}
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}
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return true;
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}
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bool fbo_arb_init(fbo_t *fbo, size_t width, size_t height)
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{
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// Generate and bind FBO
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glGenFramebuffers(1, &fbo->fbo_id);
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if (report_glerror("glGenFramebuffers")) return false;
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->fbo_id);
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if (report_glerror("glBindFramebuffer")) return false;
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// Generate depth and render buffers
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glGenRenderbuffers(1, &fbo->depthbuf_id);
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glGenRenderbuffers(1, &fbo->renderbuf_id);
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// Create buffers with correct size
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if (!fbo_resize(fbo, width, height)) return false;
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// Attach render and depth buffers
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, fbo->renderbuf_id);
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if (report_glerror("specifying color render buffer")) return false;
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if (!check_fbo_status()) {
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cerr << "Problem with OpenGL framebuffer after specifying color render buffer.\n";
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return false;
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, fbo->depthbuf_id);
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if (report_glerror("specifying depth stencil render buffer")) return false;
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if (!check_fbo_status()) {
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cerr << "Problem with OpenGL framebuffer after specifying depth render buffer.\n";
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return false;
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}
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return true;
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}
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bool fbo_init(fbo_t *fbo, size_t width, size_t height)
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{
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/*
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Some OpenGL drivers include the framebuffer functions but not with
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core or ARB names, only with the EXT name. This has been worked-around
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by deciding at runtime, using GLEW, which version needs to be used. See also:
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http://www.opengl.org/wiki/Framebuffer_Object
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http://stackoverflow.com/questions/6912988/glgenframebuffers-or-glgenframebuffersex
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http://www.devmaster.net/forums/showthread.php?t=10967
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*/
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bool result = false;
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if (glewIsSupported("GL_ARB_framebuffer_object"))
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result = fbo_arb_init(fbo, width, height);
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else if (use_ext())
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result = fbo_ext_init(fbo, width, height);
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else
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cerr << "Framebuffer Object extension not found by GLEW\n";
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return result;
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}
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bool fbo_resize(fbo_t *fbo, size_t width, size_t height)
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{
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if (use_ext()) {
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glBindRenderbufferEXT(GL_RENDERBUFFER, fbo->depthbuf_id);
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if (glewIsSupported("GL_EXT_packed_depth_stencil")) {
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glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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if (report_glerror("creating depth stencil render buffer")) return false;
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}
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else {
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glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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if (report_glerror("creating depth render buffer")) return false;
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}
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glBindRenderbufferEXT(GL_RENDERBUFFER, fbo->renderbuf_id);
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glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_RGBA8, width, height);
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if (report_glerror("creating color render buffer")) return false;
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} else {
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glBindRenderbuffer(GL_RENDERBUFFER, fbo->depthbuf_id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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if (report_glerror("creating depth stencil render buffer")) return false;
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glBindRenderbuffer(GL_RENDERBUFFER, fbo->renderbuf_id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
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if (report_glerror("creating color render buffer")) return false;
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}
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return true;
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}
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void fbo_delete(fbo_t *fbo)
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{
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delete fbo;
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}
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GLuint fbo_bind(fbo_t *fbo)
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&fbo->old_fbo_id);
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if (use_ext())
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glBindFramebufferEXT(GL_FRAMEBUFFER, fbo->fbo_id);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->fbo_id);
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return fbo->old_fbo_id;
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}
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void fbo_unbind(fbo_t *fbo)
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{
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if (use_ext())
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glBindFramebufferEXT(GL_FRAMEBUFFER, fbo->old_fbo_id);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->old_fbo_id);
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}
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