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gpu: rename FrameBuffer to Framebuffer.

legacy
Sam Hocevar sam 12 years ago
parent
commit
2c3092ef28
5 changed files with 34 additions and 34 deletions
  1. +14
    -14
      src/gpu/framebuffer.cpp
  2. +7
    -7
      src/lol/gpu/framebuffer.h
  3. +1
    -1
      src/lol/gpu/shader.h
  4. +3
    -3
      tutorial/08_fbo.cpp
  5. +9
    -9
      tutorial/12_voronoi.cpp

+ 14
- 14
src/gpu/framebuffer.cpp View File

@@ -33,13 +33,13 @@ namespace lol
{ {


// //
// The FrameBufferData class
// The FramebufferData class
// ------------------------- // -------------------------
// //


class FrameBufferData
class FramebufferData
{ {
friend class FrameBuffer;
friend class Framebuffer;


ivec2 m_size; ivec2 m_size;


@@ -55,11 +55,11 @@ class FrameBufferData
}; };


// //
// The FrameBufferFormat struct
// The FramebufferFormat struct
// ---------------------- // ----------------------
// //


uint32_t FrameBufferFormat::GetFormat()
uint32_t FramebufferFormat::GetFormat()
{ {
switch (m_format) switch (m_format)
{ {
@@ -156,7 +156,7 @@ uint32_t FrameBufferFormat::GetFormat()
return 0; return 0;
} }


uint32_t FrameBufferFormat::GetFormatOrder()
uint32_t FramebufferFormat::GetFormatOrder()
{ {
switch (m_format) switch (m_format)
{ {
@@ -226,12 +226,12 @@ uint32_t FrameBufferFormat::GetFormatOrder()
} }


// //
// The FrameBuffer class
// The Framebuffer class
// ---------------------- // ----------------------
// //


FrameBuffer::FrameBuffer(ivec2 size, FrameBufferFormat fbo_format)
: m_data(new FrameBufferData)
Framebuffer::Framebuffer(ivec2 size, FramebufferFormat fbo_format)
: m_data(new FramebufferData)
{ {
m_data->m_size = size; m_data->m_size = size;
#if defined USE_D3D9 #if defined USE_D3D9
@@ -317,7 +317,7 @@ FrameBuffer::FrameBuffer(ivec2 size, FrameBufferFormat fbo_format)
#endif #endif
} }


FrameBuffer::~FrameBuffer()
Framebuffer::~Framebuffer()
{ {
#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
m_data->m_surface->Release(); m_data->m_surface->Release();
@@ -337,7 +337,7 @@ FrameBuffer::~FrameBuffer()
delete m_data; delete m_data;
} }


ShaderTexture FrameBuffer::GetTexture() const
ShaderTexture Framebuffer::GetTexture() const
{ {
ShaderTexture ret; ShaderTexture ret;
#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
@@ -348,12 +348,12 @@ ShaderTexture FrameBuffer::GetTexture() const
return ret; return ret;
} }


ivec2 FrameBuffer::GetSize() const
ivec2 Framebuffer::GetSize() const
{ {
return m_data->m_size; return m_data->m_size;
} }


void FrameBuffer::Bind()
void Framebuffer::Bind()
{ {
#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
if (FAILED(g_d3ddevice->GetRenderTarget(0, &m_data->m_back_surface))) if (FAILED(g_d3ddevice->GetRenderTarget(0, &m_data->m_back_surface)))
@@ -371,7 +371,7 @@ void FrameBuffer::Bind()
#endif #endif
} }


void FrameBuffer::Unbind()
void Framebuffer::Unbind()
{ {
#if defined USE_D3D9 #if defined USE_D3D9
if (FAILED(g_d3ddevice->SetRenderTarget(0, m_data->m_back_surface))) if (FAILED(g_d3ddevice->SetRenderTarget(0, m_data->m_back_surface)))


+ 7
- 7
src/lol/gpu/framebuffer.h View File

@@ -9,7 +9,7 @@
// //


// //
// The FrameBuffer class
// The Framebuffer class
// --------------------- // ---------------------
// //


@@ -21,7 +21,7 @@
namespace lol namespace lol
{ {


struct FrameBufferFormat
struct FramebufferFormat
{ {
enum Value enum Value
{ {
@@ -88,18 +88,18 @@ struct FrameBufferFormat
m_format; m_format;
bool m_invert_rgb; bool m_invert_rgb;


inline FrameBufferFormat(Value format=RGBA_8, bool invert_rgb=true)
inline FramebufferFormat(Value format=RGBA_8, bool invert_rgb=true)
: m_format(format), m_invert_rgb(invert_rgb) {} : m_format(format), m_invert_rgb(invert_rgb) {}
inline uint32_t GetFormat(); inline uint32_t GetFormat();
inline uint32_t GetFormatOrder(); inline uint32_t GetFormatOrder();
inline operator Value() { return m_format; } inline operator Value() { return m_format; }
}; };


class FrameBuffer
class Framebuffer
{ {
public: public:
FrameBuffer(ivec2 size, FrameBufferFormat fbo_format=FrameBufferFormat());
~FrameBuffer();
Framebuffer(ivec2 size, FramebufferFormat fbo_format = FramebufferFormat());
~Framebuffer();


ShaderTexture GetTexture() const; ShaderTexture GetTexture() const;
ivec2 GetSize() const; ivec2 GetSize() const;
@@ -108,7 +108,7 @@ public:
void Unbind(); void Unbind();


private: private:
class FrameBufferData *m_data;
class FramebufferData *m_data;
}; };


} /* namespace lol */ } /* namespace lol */


+ 1
- 1
src/lol/gpu/shader.h View File

@@ -49,7 +49,7 @@ private:
struct ShaderTexture struct ShaderTexture
{ {
friend class Shader; friend class Shader;
friend class FrameBuffer;
friend class Framebuffer;
friend class Texture; friend class Texture;


public: public:


+ 3
- 3
tutorial/08_fbo.cpp View File

@@ -70,7 +70,7 @@ public:
memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); memcpy(vertices, &m_vertices[0], m_vertices.Bytes());
m_vbo->Unlock(); m_vbo->Unlock();


m_fbo = new FrameBuffer(Video::GetSize());
m_fbo = new Framebuffer(Video::GetSize());
m_fbo->Bind(); m_fbo->Bind();
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
Video::SetClearDepth(1.f); Video::SetClearDepth(1.f);
@@ -90,7 +90,7 @@ public:
#if _XBOX #if _XBOX
/* FIXME: the Xbox enforces full EDRAM clears on each frame, so /* FIXME: the Xbox enforces full EDRAM clears on each frame, so
* we cannot expect the render target contents to be preserved. * we cannot expect the render target contents to be preserved.
* This code snippet should be moved inside the FrameBuffer class. */
* This code snippet should be moved inside the Framebuffer class. */
m_shader->SetUniform(m_uni_flag, 1.f); m_shader->SetUniform(m_uni_flag, 1.f);
m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->SetStream(m_vbo, m_coord);
@@ -126,7 +126,7 @@ private:
ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture;
VertexDeclaration *m_vdecl; VertexDeclaration *m_vdecl;
VertexBuffer *m_vbo; VertexBuffer *m_vbo;
FrameBuffer *m_fbo;
Framebuffer *m_fbo;
double m_time; double m_time;
vec3 m_hotspot, m_color; vec3 m_hotspot, m_color;
bool m_ready; bool m_ready;


+ 9
- 9
tutorial/12_voronoi.cpp View File

@@ -94,7 +94,7 @@ public:


for (int i = 0; i < MaxFboType; ++i) for (int i = 0; i < MaxFboType; ++i)
{ {
m_fbos.Push(new FrameBuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() );
m_fbos.Push(new Framebuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() );


if (i == SrcVoronoiFbo) if (i == SrcVoronoiFbo)
{ {
@@ -128,7 +128,7 @@ public:
m_fbos.Last().m1->Unbind(); m_fbos.Last().m1->Unbind();
} }


temp_buffer = new FrameBuffer(Video::GetSize());
temp_buffer = new Framebuffer(Video::GetSize());
temp_buffer->Bind(); temp_buffer->Bind();
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
Video::SetClearDepth(1.f); Video::SetClearDepth(1.f);
@@ -223,8 +223,8 @@ public:
int buf = voronoi_points.Count() % 2; int buf = voronoi_points.Count() % 2;
for (int j = 0; j < voronoi_points.Count(); ++j) for (int j = 0; j < voronoi_points.Count(); ++j)
{ {
FrameBuffer *dst_buf;
FrameBuffer *src_buf;
Framebuffer *dst_buf;
Framebuffer *src_buf;
if (buf) if (buf)
{ {
@@ -275,8 +275,8 @@ public:
int buf = 0; int buf = 0;
while (1) while (1)
{ {
FrameBuffer *dst_buf;
FrameBuffer *src_buf;
Framebuffer *dst_buf;
Framebuffer *src_buf;
Shader *shader; Shader *shader;


if (curres == ivec2(0)) if (curres == ivec2(0))
@@ -305,7 +305,7 @@ public:
#if _XBOX #if _XBOX
/* FIXME: the Xbox enforces full EDRAM clears on each frame, so /* FIXME: the Xbox enforces full EDRAM clears on each frame, so
* we cannot expect the render target contents to be preserved. * we cannot expect the render target contents to be preserved.
* This code snippet should be moved inside the FrameBuffer class. */
* This code snippet should be moved inside the Framebuffer class. */
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f); //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f);
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
//m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last()); //m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
@@ -365,8 +365,8 @@ private:
VertexDeclaration *m_vdecl; VertexDeclaration *m_vdecl;
VertexBuffer *m_vbo; VertexBuffer *m_vbo;


Array<FrameBuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos;
FrameBuffer *temp_buffer;
Array<Framebuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos;
Framebuffer *temp_buffer;


int mode; int mode;
int m_cur_fbo; int m_cur_fbo;


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