scummvm/graphics/opengles2/framebuffer.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/textconsole.h"
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#include "graphics/opengles2/framebuffer.h"
#include "graphics/opengles2/extensions.h"
#ifdef USE_GLES2
#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#endif
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namespace Graphics {
static bool usePackedBuffer() {
#ifdef USE_GLES2
return Graphics::isExtensionSupported("GL_OES_packed_depth_stencil");
#endif
return true;
}
FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) : _colorTexture(texture_name), _width(width), _height(height) {
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glGenFramebuffers(1, &_frameBuffer);
glGenRenderbuffers(2, &_renderBuffers[0]);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_name, 0);
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if (usePackedBuffer()) {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, texture_width, texture_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
} else {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, texture_width, texture_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, texture_width, texture_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
GLenum status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
error("Framebuffer is not complete! status: %d", status);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FrameBuffer::~FrameBuffer() {
glDeleteRenderbuffers(2, &_renderBuffers[0]);
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glDeleteFramebuffers(1, &_frameBuffer);
}
void FrameBuffer::attach() {
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glViewport(0,0, _width, _height);
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FrameBuffer::detach() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
#endif