162 lines
5.6 KiB
C++
162 lines
5.6 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/textconsole.h"
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#ifdef USE_OPENGL
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#ifdef USE_OPENGL_SHADERS
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#include "graphics/opengles2/framebuffer.h"
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#else
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#define GL_GLEXT_PROTOTYPES // For the GL_EXT_framebuffer_object extension
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#include "graphics/opengles2/framebuffer.h"
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#define glBindFramebuffer glBindFramebufferEXT
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#define glBindRenderbuffer glBindRenderbufferEXT
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#define glCheckFramebufferStatus glCheckFramebufferStatusEXT
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#define glDeleteFramebuffers glDeleteFramebuffersEXT
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#define glDeleteRenderbuffers glDeleteRenderbuffersEXT
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#define glFramebufferRenderbuffer glFramebufferRenderbufferEXT
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#define glFramebufferTexture2D glFramebufferTexture2DEXT
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#define glGenFramebuffers glGenFramebuffersEXT
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#define glGenRenderbuffers glGenRenderbuffersEXT
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#define glRenderbufferStorage glRenderbufferStorageEXT
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
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#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
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#define GL_STENCIL_INDEX8 GL_STENCIL_INDEX8_EXT
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#define GL_DEPTH24_STENCIL8 0x88F0
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#endif
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#include "graphics/opengles2/extensions.h"
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#ifdef USE_GLES2
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#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#endif
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namespace Graphics {
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template<class T>
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static T nextHigher2(T k) {
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if (k == 0)
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return 1;
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--k;
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for (uint i = 1; i < sizeof(T) * 8; i <<= 1)
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k = k | k >> i;
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return k + 1;
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}
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static bool usePackedBuffer() {
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#ifdef USE_GLES2
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return Graphics::isExtensionSupported("GL_OES_packed_depth_stencil");
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#endif
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#ifndef USE_OPENGL_SHADERS
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return Graphics::isExtensionSupported("GL_EXT_packed_depth_stencil");
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#endif
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return true;
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}
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FrameBuffer::FrameBuffer(uint width, uint height) :
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_managedTexture(true), _width(width), _height(height),
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_texWidth(nextHigher2(width)), _texHeight(nextHigher2(height)) {
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#ifndef USE_OPENGL_SHADERS
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if (!Graphics::isExtensionSupported("GL_EXT_framebuffer_object")) {
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error("GL_EXT_framebuffer_object extension is not supported!");
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}
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#endif
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glGenTextures(1, &_colorTexture);
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glBindTexture(GL_TEXTURE_2D, _colorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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init();
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}
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FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
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_managedTexture(false), _colorTexture(texture_name), _width(width), _height(height),
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_texWidth(texture_width), _texHeight(texture_height) {
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init();
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}
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FrameBuffer::~FrameBuffer() {
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glDeleteRenderbuffers(2, &_renderBuffers[0]);
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glDeleteFramebuffers(1, &_frameBuffer);
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if (_managedTexture)
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glDeleteTextures(1, &_colorTexture);
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}
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void FrameBuffer::init() {
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glGenFramebuffers(1, &_frameBuffer);
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glGenRenderbuffers(2, &_renderBuffers[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _colorTexture, 0);
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if (usePackedBuffer()) {
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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} else {
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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GLenum status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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error("Framebuffer is not complete! status: %d", status);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::attach() {
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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glViewport(0,0, _width, _height);
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void FrameBuffer::detach() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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#endif
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