private var perf_clock_dynamic_resolution = new Clock is lazy
+ # Real screen framebuffer
+ private var screen_framebuffer_cache: Int = -1
+
+ # Real screen framebuffer name
+ fun screen_framebuffer: Int
+ do
+ var cache = screen_framebuffer_cache
+ if cache != -1 then return cache
+
+ cache = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
+ self.screen_framebuffer_cache = cache
+ return cache
+ end
+
redef fun create_gamnit
do
super
redef fun on_resize(display)
do
- dynamic_context.resize(display, max_dynamic_resolution_ratio)
+ if dynamic_context_cache != null then dynamic_context.resize(display, max_dynamic_resolution_ratio)
super
end
if dynamic_resolution_ratio == 1.0 then
# Draw directly to the screen framebuffer
- glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
+ bind_screen_framebuffer screen_framebuffer
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
return
end
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
end
# Draw the dynamic screen to the real screen if `dynamic_resolution_ratio != 1.0`
var ratio = dynamic_resolution_ratio
ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
- glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
+ bind_screen_framebuffer screen_framebuffer
glBindBuffer(gl_ARRAY_BUFFER, dynamic_context.buffer_array)
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
n_floats = 2
glEnableVertexAttribArray dynres_program.tex_coord.location
glVertexAttribPointeri(dynres_program.tex_coord.location, n_floats, gl_FLOAT, false, 0, offset)
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Draw
glDrawArrays(gl_TRIANGLE_STRIP, 0, 4)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Take down
glBindBuffer(gl_ARRAY_BUFFER, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
sys.perfs["gamnit flat dyn res"].add app.perf_clock_dynamic_resolution.lapse
end
# Handles to reused GL buffers and texture
private class DynamicContext
- # Real screen framebuffer
- var screen_framebuffer: Int = -1
-
# Dynamic screen framebuffer
var dynamic_framebuffer: Int = -1
do
# TODO enable antialiasing.
- # Set aside the real screen framebuffer name
- var screen_framebuffer = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
- self.screen_framebuffer = screen_framebuffer
-
# Framebuffer
var framebuffer = glGenFramebuffers(1).first
glBindFramebuffer(gl_FRAMEBUFFER, framebuffer)
assert glIsFramebuffer(framebuffer)
self.dynamic_framebuffer = framebuffer
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Depth & texture/color
var depthbuffer = glGenRenderbuffers(1).first
self.depth_renderbuffer = depthbuffer
var texture = glGenTextures(1).first
self.texture = texture
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
resize(display, max_dynamic_resolution_ratio)
assert glCheckFramebufferStatus(gl_FRAMEBUFFER) == gl_FRAMEBUFFER_COMPLETE
buffer_array = glGenBuffers(1).first
glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
assert glIsBuffer(buffer_array)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
## coord
var data = new Array[Float]
glBindBuffer(gl_ARRAY_BUFFER, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
end
# Init size or resize `depth_renderbuffer` and `texture`
assert glIsRenderbuffer(depthbuffer)
glRenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH_COMPONENT16, width, height)
glFramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_ATTACHMENT, gl_RENDERBUFFER, depthbuffer)
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Texture
glBindTexture(gl_TEXTURE_2D, texture)
0, gl_RGB, gl_UNSIGNED_BYTE, new Pointer.nul)
glFramebufferTexture2D(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, gl_TEXTURE_2D, texture, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Take down
glBindRenderbuffer(gl_RENDERBUFFER, 0)
glBindFramebuffer(gl_FRAMEBUFFER, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
end
var destroyed = false
# Free the buffer
glDeleteBuffers([buffer_array])
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
buffer_array = -1
# Free the dynamic framebuffer and its attachments