661 lines
20 KiB
C++
661 lines
20 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades 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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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GLFramebufferManager.h"
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#include "IGLDevice.h"
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#include "../Core/Settings.h"
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#include "../Core/Debug.h"
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#include "../Core/Debug.h"
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#include "../Core/Exception.h"
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SPADES_SETTING(r_multisamples, "0");
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SPADES_SETTING(r_depthBits, "24"); // TODO: use this value
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SPADES_SETTING(r_colorBits, "0"); // TOOD: use this value
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SPADES_SETTING(r_srgb, "1");
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SPADES_SETTING(r_blitFramebuffer, "1");
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namespace spades {
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namespace draw {
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static void RaiseFBStatusError(IGLDevice::Enum status) {
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std::string type;
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switch(status){
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case IGLDevice::FramebufferComplete:
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type = "GL_FRAMEBUFFER_COMPLETE";
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break;
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case IGLDevice::FramebufferUndefined:
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type = "GL_FRAMEBUFFER_UNDEFINED";
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break;
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case IGLDevice::FramebufferIncompleteAttachment:
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type = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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break;
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case IGLDevice:: FramebufferIncompleteMissingAttachment:
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type = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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break;
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case IGLDevice:: FramebufferIncompleteDrawBuffer:
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type = "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
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break;
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case IGLDevice:: FramebufferIncompleteReadBuffer:
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type = "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
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break;
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case IGLDevice:: FramebufferIncompleteMultisample:
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type = "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
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break;
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case IGLDevice:: FramebufferIncompleteLayerTargets:
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type = "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS";
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break;
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}
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SPRaise("OpenGL Framebuffer completeness check failed: %s",
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type.c_str());
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}
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GLFramebufferManager::GLFramebufferManager(IGLDevice *dev):
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device(dev){
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SPADES_MARK_FUNCTION();
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SPLog("Initializing framebuffer manager");
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if((!r_blitFramebuffer) && r_multisamples) {
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SPLog("WARNING: Disabling MSAA: no support for MSAA when r_blitFramebuffer = 0");
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r_multisamples = 0;
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}
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useMultisample = (int)r_multisamples > 0;
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useHighPrec = true;
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if(useMultisample){
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SPLog("Multi-sample Antialiasing Enabled");
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// for multisample rendering, use
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// multisample renderbuffer for scene
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// rendering.
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multisampledFramebuffer = dev->GenFramebuffer();
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dev->BindFramebuffer(IGLDevice::Framebuffer,
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multisampledFramebuffer);
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multisampledDepthRenderbuffer = dev->GenRenderbuffer();
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dev->BindRenderbuffer(IGLDevice::Renderbuffer,
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multisampledDepthRenderbuffer);
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dev->RenderbufferStorage(IGLDevice::Renderbuffer,
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(int)r_multisamples,
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IGLDevice::DepthComponent24,
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dev->ScreenWidth(),
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dev->ScreenHeight());
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SPLog("MSAA Depth Buffer Allocated");
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dev->FramebufferRenderbuffer(IGLDevice::Framebuffer,
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IGLDevice::DepthAttachment,
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IGLDevice::Renderbuffer,
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multisampledDepthRenderbuffer);
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multisampledColorRenderbuffer = dev->GenRenderbuffer();
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dev->BindRenderbuffer(IGLDevice::Renderbuffer,
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multisampledColorRenderbuffer);
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if(r_srgb){
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SPLog("Creating MSAA Color Buffer with SRGB8_ALPHA");
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useHighPrec = false;
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dev->RenderbufferStorage(IGLDevice::Renderbuffer,
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(int)r_multisamples,
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IGLDevice::SRGB8Alpha,
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dev->ScreenWidth(),
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dev->ScreenHeight());
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SPLog("MSAA Color Buffer Allocated");
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dev->FramebufferRenderbuffer(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Renderbuffer,
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multisampledColorRenderbuffer);
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IGLDevice::Enum status = dev->CheckFramebufferStatus(IGLDevice::Framebuffer);
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if(status != IGLDevice::FramebufferComplete) {
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RaiseFBStatusError(status);
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}
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SPLog("MSAA Framebuffer Allocated");
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}else{
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try{
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dev->RenderbufferStorage(IGLDevice::Renderbuffer,
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(int)r_multisamples,
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IGLDevice::RGB10A2,
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dev->ScreenWidth(),
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dev->ScreenHeight());
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SPLog("MSAA Color Buffer Allocated");
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dev->FramebufferRenderbuffer(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Renderbuffer,
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multisampledColorRenderbuffer);
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IGLDevice::Enum status = dev->CheckFramebufferStatus(IGLDevice::Framebuffer);
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if(status != IGLDevice::FramebufferComplete) {
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RaiseFBStatusError(status);
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}
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SPLog("MSAA Framebuffer Allocated");
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}catch(...){
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SPLog("Renderbuffer creation failed: trying with RGB8");
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useHighPrec = false;
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dev->RenderbufferStorage(IGLDevice::Renderbuffer,
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(int)r_multisamples,
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IGLDevice::RGBA8,
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dev->ScreenWidth(),
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dev->ScreenHeight());
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SPLog("MSAA Color Buffer Allocated");
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dev->FramebufferRenderbuffer(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Renderbuffer,
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multisampledColorRenderbuffer);
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IGLDevice::Enum status = dev->CheckFramebufferStatus(IGLDevice::Framebuffer);
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if(status != IGLDevice::FramebufferComplete) {
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RaiseFBStatusError(status);
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}
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SPLog("MSAA Framebuffer Allocated");
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}
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}
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}
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SPLog("Creating Non-MSAA Buffer");
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// in non-multisampled rendering,
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// we can directly draw into
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// texture.
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// in multisampled rendering,
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// we must first copy to non-multismapled
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// framebuffer to use it in shader as a texture.
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renderFramebuffer = dev->GenFramebuffer();
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dev->BindFramebuffer(IGLDevice::Framebuffer,
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renderFramebuffer);
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renderDepthTexture = dev->GenTexture();
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dev->BindTexture(IGLDevice::Texture2D,
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renderDepthTexture);
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dev->TexImage2D(IGLDevice::Texture2D,
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0,
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IGLDevice::DepthComponent24,
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dev->ScreenWidth(),
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dev->ScreenHeight(),
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0,
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IGLDevice::DepthComponent,
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IGLDevice::UnsignedInt, NULL);
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SPLog("Depth Buffer Allocated");
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMagFilter,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMinFilter,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapS,
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IGLDevice::ClampToEdge);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapT,
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IGLDevice::ClampToEdge);
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dev->FramebufferTexture2D(IGLDevice::Framebuffer,
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IGLDevice::DepthAttachment,
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IGLDevice::Texture2D,
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renderDepthTexture, 0);
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renderColorTexture = dev->GenTexture();
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dev->BindTexture(IGLDevice::Texture2D,
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renderColorTexture);
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if(r_srgb){
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SPLog("Creating Non-MSAA SRGB buffer");
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useHighPrec = false;
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dev->TexImage2D(IGLDevice::Texture2D,
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0,
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IGLDevice::SRGB8Alpha,
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dev->ScreenWidth(),
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dev->ScreenHeight(),
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0,
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IGLDevice::RGBA,
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IGLDevice::UnsignedByte, NULL);
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SPLog("Color Buffer Allocated");
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMagFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMinFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapS,
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IGLDevice::ClampToEdge);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapT,
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IGLDevice::ClampToEdge);
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dev->FramebufferTexture2D(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Texture2D,
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renderColorTexture, 0);
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IGLDevice::Enum status = dev->CheckFramebufferStatus(IGLDevice::Framebuffer);
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if(status != IGLDevice::FramebufferComplete) {
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RaiseFBStatusError(status);
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}
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SPLog("Framebuffer Created");
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}else{
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try{
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dev->TexImage2D(IGLDevice::Texture2D,
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0,
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IGLDevice::RGB10A2,
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dev->ScreenWidth(),
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dev->ScreenHeight(),
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0,
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IGLDevice::RGBA,
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IGLDevice::UnsignedByte, NULL);
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SPLog("Color Buffer Allocated");
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMagFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMinFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapS,
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IGLDevice::ClampToEdge);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapT,
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IGLDevice::ClampToEdge);
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dev->FramebufferTexture2D(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Texture2D,
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renderColorTexture, 0);
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IGLDevice::Enum status = dev->CheckFramebufferStatus(IGLDevice::Framebuffer);
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if(status != IGLDevice::FramebufferComplete) {
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RaiseFBStatusError(status);
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}
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SPLog("Framebuffer Created");
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}catch(...){
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SPLog("Texture creation failed: trying with RGB8");
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useHighPrec = false;
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dev->TexImage2D(IGLDevice::Texture2D,
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0,
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IGLDevice::RGBA8,
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dev->ScreenWidth(),
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dev->ScreenHeight(),
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0,
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IGLDevice::RGBA,
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IGLDevice::UnsignedByte, NULL);
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SPLog("Color Buffer Allocated");
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMagFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMinFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapS,
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IGLDevice::ClampToEdge);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureWrapT,
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IGLDevice::ClampToEdge);
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dev->FramebufferTexture2D(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Texture2D,
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renderColorTexture, 0);
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IGLDevice::Enum status = dev->CheckFramebufferStatus(IGLDevice::Framebuffer);
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if(status != IGLDevice::FramebufferComplete) {
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RaiseFBStatusError(status);
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}
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SPLog("Framebuffer Created");
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}
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}
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// add render buffer as a registered buffer
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Buffer buf;
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buf.framebuffer = renderFramebuffer;
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buf.texture = renderColorTexture;
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buf.refCount = 0;
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buf.w = device->ScreenWidth();
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buf.h = device->ScreenHeight();
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buf.alpha = false; // actually has alpha, but low-prec (2bit)
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buffers.push_back(buf);
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dev->BindFramebuffer(IGLDevice::Framebuffer, 0);
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dev->BindRenderbuffer(IGLDevice::Renderbuffer, 0);
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}
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GLFramebufferManager::~GLFramebufferManager(){
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// maybe framebuffers are released automatically when
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// application quits...
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}
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void GLFramebufferManager::PrepareSceneRendering() {
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SPADES_MARK_FUNCTION();
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if(useMultisample){
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// ---- multisampled
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device->BindFramebuffer(IGLDevice::Framebuffer,
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multisampledFramebuffer);
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device->Enable(IGLDevice::Multisample, useMultisample);
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}else {
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// ---- single sampled
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device->BindFramebuffer(IGLDevice::Framebuffer,
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renderFramebuffer);
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// calling glDisable(GL_MULTISAMPLE) on non-MSAA FB
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// causes GL_INVALID_FRAMEBUFFER_OPERATION on
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// some video drivers?
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}
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device->Enable(IGLDevice::DepthTest, true);
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device->DepthMask(true);
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}
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GLColorBuffer GLFramebufferManager::PrepareForWaterRendering(IGLDevice::UInteger tempFb,
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IGLDevice::UInteger tempDepthTex) {
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SPADES_MARK_FUNCTION();
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BufferHandle handle;
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if(useMultisample){
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handle = BufferHandle(this, 0);
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}else{
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// don't want to the renderBuffer to be returned
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BufferHandle captured = BufferHandle(this, 0);
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handle = CreateBufferHandle(-1, -1, true);
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captured.Release();
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}
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device->BindFramebuffer(IGLDevice::Framebuffer,
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tempFb);
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device->FramebufferTexture2D(IGLDevice::Framebuffer,
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IGLDevice::ColorAttachment0,
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IGLDevice::Texture2D,
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handle.GetTexture(), 0);
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// downsample
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int w = device->ScreenWidth();
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int h = device->ScreenHeight();
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if(r_blitFramebuffer){
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if(useMultisample){
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device->BindFramebuffer(IGLDevice::ReadFramebuffer,
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multisampledFramebuffer);
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}else{
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device->BindFramebuffer(IGLDevice::ReadFramebuffer,
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renderFramebuffer);
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}
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device->BindFramebuffer(IGLDevice::DrawFramebuffer,
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tempFb);
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device->BlitFramebuffer(0, 0, w, h,
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0, 0, w, h,
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IGLDevice::ColorBufferBit,
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IGLDevice::Nearest);
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device->BlitFramebuffer(0, 0, w, h,
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0, 0, w, h,
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IGLDevice::DepthBufferBit,
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IGLDevice::Nearest);
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device->BindFramebuffer(IGLDevice::ReadFramebuffer,
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0);
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device->BindFramebuffer(IGLDevice::DrawFramebuffer,
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0);
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}else{
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if(useMultisample){
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device->BindFramebuffer(IGLDevice::Framebuffer,
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multisampledFramebuffer);
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}else{
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device->BindFramebuffer(IGLDevice::Framebuffer,
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renderFramebuffer);
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}
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device->BindTexture(IGLDevice::Texture2D, handle.GetTexture());
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device->CopyTexSubImage2D(IGLDevice::Texture2D,
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0, 0, 0,
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0, 0, w, h);
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device->BindTexture(IGLDevice::Texture2D, tempDepthTex);
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device->CopyTexSubImage2D(IGLDevice::Texture2D,
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0, 0, 0,
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0, 0, w, h);
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}
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// restore render framebuffer
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if(useMultisample){
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// ---- multisampled
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device->BindFramebuffer(IGLDevice::Framebuffer,
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multisampledFramebuffer);
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}else {
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// ---- single sampled
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device->BindFramebuffer(IGLDevice::Framebuffer,
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renderFramebuffer);
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}
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return handle;
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}
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GLFramebufferManager::BufferHandle GLFramebufferManager::StartPostProcessing() {
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SPADES_MARK_FUNCTION();
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if(useMultisample){
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// downsample
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int w = device->ScreenWidth();
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int h = device->ScreenHeight();
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if(r_blitFramebuffer){
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device->BindFramebuffer(IGLDevice::ReadFramebuffer,
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multisampledFramebuffer);
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device->BindFramebuffer(IGLDevice::DrawFramebuffer,
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renderFramebuffer);
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device->BlitFramebuffer(0, 0, w, h,
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0, 0, w, h,
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IGLDevice::ColorBufferBit,
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IGLDevice::Nearest);
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device->BlitFramebuffer(0, 0, w, h,
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0, 0, w, h,
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IGLDevice::DepthBufferBit,
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IGLDevice::Nearest);
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device->BindFramebuffer(IGLDevice::ReadFramebuffer,
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0);
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device->BindFramebuffer(IGLDevice::DrawFramebuffer,
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0);
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}else{
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device->BindFramebuffer(IGLDevice::Framebuffer,
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multisampledFramebuffer);
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device->BindTexture(IGLDevice::Texture2D, renderColorTexture);
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device->CopyTexSubImage2D(IGLDevice::Texture2D,
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0, 0, 0, 0, 0,
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w, h);
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device->BindTexture(IGLDevice::Texture2D, renderDepthTexture);
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device->CopyTexSubImage2D(IGLDevice::Texture2D,
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0, 0, 0, 0, 0,
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w, h);
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}
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}
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device->Enable(IGLDevice::DepthTest, false);
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device->DepthMask(false);
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// zero is always renderFramebuffer
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return BufferHandle(this, 0);
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}
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void GLFramebufferManager::MakeSureAllBuffersReleased(){
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SPADES_MARK_FUNCTION();
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for(size_t i = 0; i < buffers.size(); i++){
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SPAssert(buffers[i].refCount == 0);
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}
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}
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GLFramebufferManager::BufferHandle GLFramebufferManager::CreateBufferHandle(int w, int h, bool alpha) {
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SPADES_MARK_FUNCTION();
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if(w < 0) w = device->ScreenWidth();
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if(h < 0) h = device->ScreenHeight();
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for(size_t i = 0; i < buffers.size(); i++){
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Buffer& b = buffers[i];
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if(b.refCount > 0)
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continue;
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|
if(b.w != w || b.h != h)
|
|
continue;
|
|
if(b.alpha != alpha)
|
|
continue;
|
|
return BufferHandle(this, i);
|
|
}
|
|
|
|
if(buffers.size() > 32){
|
|
SPRaise("Maximum number of framebuffers exceeded");
|
|
}
|
|
|
|
SPLog("New GLColorBuffer requested (w = %d, h = %d, alpha = %s)",
|
|
w, h, alpha?"yes":"no");
|
|
|
|
// no buffer is free!
|
|
IGLDevice::Enum ifmt;
|
|
if(alpha){
|
|
if(r_srgb)
|
|
ifmt = IGLDevice::SRGB8Alpha;
|
|
else
|
|
ifmt = IGLDevice::RGBA8;
|
|
}else{
|
|
if(r_srgb) {
|
|
ifmt = IGLDevice::SRGB8;
|
|
}else{
|
|
if(useHighPrec) {
|
|
ifmt = IGLDevice::RGB10A2;
|
|
}else{
|
|
ifmt = IGLDevice::RGB8;
|
|
}
|
|
}
|
|
}
|
|
|
|
IGLDevice::UInteger tex = device->GenTexture();
|
|
device->BindTexture(IGLDevice::Texture2D,
|
|
tex);
|
|
device->TexImage2D(IGLDevice::Texture2D,
|
|
0,
|
|
ifmt,
|
|
w,
|
|
h,
|
|
0,
|
|
alpha?IGLDevice::RGBA:IGLDevice::RGB,
|
|
IGLDevice::UnsignedByte, NULL);
|
|
SPLog("Texture allocated.");
|
|
device->TexParamater(IGLDevice::Texture2D,
|
|
IGLDevice::TextureMagFilter,
|
|
IGLDevice::Linear);
|
|
device->TexParamater(IGLDevice::Texture2D,
|
|
IGLDevice::TextureMinFilter,
|
|
IGLDevice::Linear);
|
|
device->TexParamater(IGLDevice::Texture2D,
|
|
IGLDevice::TextureWrapS,
|
|
IGLDevice::ClampToEdge);
|
|
device->TexParamater(IGLDevice::Texture2D,
|
|
IGLDevice::TextureWrapT,
|
|
IGLDevice::ClampToEdge);
|
|
|
|
IGLDevice::UInteger fb = device->GenFramebuffer();
|
|
device->BindFramebuffer(IGLDevice::Framebuffer,
|
|
fb);
|
|
device->FramebufferTexture2D(IGLDevice::Framebuffer,
|
|
IGLDevice::ColorAttachment0,
|
|
IGLDevice::Texture2D,
|
|
tex, 0);
|
|
SPLog("Framebuffer created.");
|
|
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, 0);
|
|
|
|
Buffer buf;
|
|
buf.framebuffer = fb;
|
|
buf.texture = tex;
|
|
buf.refCount = 0;
|
|
buf.w = w;
|
|
buf.h = h;
|
|
buf.alpha = alpha;
|
|
buffers.push_back(buf);
|
|
return BufferHandle(this, buffers.size() - 1);
|
|
}
|
|
|
|
#pragma mark - BufferHandle
|
|
|
|
GLFramebufferManager::BufferHandle::BufferHandle():
|
|
manager(NULL), bufferIndex(0), valid(false){
|
|
|
|
}
|
|
|
|
GLFramebufferManager::BufferHandle::BufferHandle(GLFramebufferManager*m,
|
|
size_t index):
|
|
manager(m), bufferIndex(index), valid(true){
|
|
SPAssert(bufferIndex < manager->buffers.size());
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
b.refCount++;
|
|
}
|
|
|
|
GLFramebufferManager::BufferHandle::BufferHandle(const BufferHandle& other):
|
|
manager(other.manager), bufferIndex(other.bufferIndex), valid(other.valid){
|
|
if(valid){
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
b.refCount++;
|
|
}
|
|
}
|
|
GLFramebufferManager::BufferHandle::~BufferHandle(){
|
|
Release();
|
|
}
|
|
|
|
void GLFramebufferManager::BufferHandle::operator=(const BufferHandle& other){
|
|
if(valid){
|
|
manager->buffers[bufferIndex].refCount--;
|
|
}
|
|
manager = other.manager;
|
|
bufferIndex = other.bufferIndex;
|
|
valid = other.valid;
|
|
if(valid){
|
|
manager->buffers[bufferIndex].refCount++;
|
|
}
|
|
}
|
|
|
|
void GLFramebufferManager::BufferHandle::Release(){
|
|
if(valid){
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
SPAssert(b.refCount > 0);
|
|
b.refCount--;
|
|
valid = false;
|
|
}
|
|
}
|
|
IGLDevice::UInteger GLFramebufferManager::BufferHandle::GetFramebuffer() {
|
|
SPAssert(valid);
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
return b.framebuffer;
|
|
}
|
|
IGLDevice::UInteger GLFramebufferManager::BufferHandle::GetTexture() {
|
|
SPAssert(valid);
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
return b.texture;
|
|
}
|
|
|
|
int GLFramebufferManager::BufferHandle::GetWidth() {
|
|
SPAssert(valid);
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
return b.w;
|
|
}
|
|
int GLFramebufferManager::BufferHandle::GetHeight() {
|
|
SPAssert(valid);
|
|
Buffer&b = manager->buffers[bufferIndex];
|
|
return b.h;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|