scummvm/graphics/opengles2/framebuffer.cpp
2014-10-16 00:12:07 +02:00

162 lines
5.6 KiB
C++

/* 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.
*
* 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.
*
* 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"
#ifdef USE_OPENGL
#ifdef USE_OPENGL_SHADERS
#include "graphics/opengles2/framebuffer.h"
#else
#define GL_GLEXT_PROTOTYPES // For the GL_EXT_framebuffer_object extension
#include "graphics/opengles2/framebuffer.h"
#define glBindFramebuffer glBindFramebufferEXT
#define glBindRenderbuffer glBindRenderbufferEXT
#define glCheckFramebufferStatus glCheckFramebufferStatusEXT
#define glDeleteFramebuffers glDeleteFramebuffersEXT
#define glDeleteRenderbuffers glDeleteRenderbuffersEXT
#define glFramebufferRenderbuffer glFramebufferRenderbufferEXT
#define glFramebufferTexture2D glFramebufferTexture2DEXT
#define glGenFramebuffers glGenFramebuffersEXT
#define glGenRenderbuffers glGenRenderbuffersEXT
#define glRenderbufferStorage glRenderbufferStorageEXT
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
#define GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
#define GL_STENCIL_INDEX8 GL_STENCIL_INDEX8_EXT
#define GL_DEPTH24_STENCIL8 0x88F0
#endif
#include "graphics/opengles2/extensions.h"
#ifdef USE_GLES2
#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#endif
namespace Graphics {
template<class T>
static T nextHigher2(T k) {
if (k == 0)
return 1;
--k;
for (uint i = 1; i < sizeof(T) * 8; i <<= 1)
k = k | k >> i;
return k + 1;
}
static bool usePackedBuffer() {
#ifdef USE_GLES2
return Graphics::isExtensionSupported("GL_OES_packed_depth_stencil");
#endif
#ifndef USE_OPENGL_SHADERS
return Graphics::isExtensionSupported("GL_EXT_packed_depth_stencil");
#endif
return true;
}
FrameBuffer::FrameBuffer(uint width, uint height) :
_managedTexture(true), _width(width), _height(height),
_texWidth(nextHigher2(width)), _texHeight(nextHigher2(height)) {
#ifndef USE_OPENGL_SHADERS
if (!Graphics::isExtensionSupported("GL_EXT_framebuffer_object")) {
error("GL_EXT_framebuffer_object extension is not supported!");
}
#endif
glGenTextures(1, &_colorTexture);
glBindTexture(GL_TEXTURE_2D, _colorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
init();
}
FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
_managedTexture(false), _colorTexture(texture_name), _width(width), _height(height),
_texWidth(texture_width), _texHeight(texture_height) {
init();
}
FrameBuffer::~FrameBuffer() {
glDeleteRenderbuffers(2, &_renderBuffers[0]);
glDeleteFramebuffers(1, &_frameBuffer);
if (_managedTexture)
glDeleteTextures(1, &_colorTexture);
}
void FrameBuffer::init() {
glGenFramebuffers(1, &_frameBuffer);
glGenRenderbuffers(2, &_renderBuffers[0]);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _colorTexture, 0);
if (usePackedBuffer()) {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
} else {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
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);
}
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