/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "CmGLRenderTexture.h" #include "CmGLPixelFormat.h" #include "CmGLDepthStencilBuffer.h" #include "CmGLHardwarePixelBuffer.h" namespace CamelotEngine { GLRenderTexture::GLRenderTexture() :mFB(nullptr) { } GLRenderTexture::~GLRenderTexture() { if(mFB != nullptr) delete mFB; } void GLRenderTexture::createInternalResourcesImpl() { if(mFB != nullptr) delete mFB; mFB = new GLFrameBufferObject(mFSAA); GLSurfaceDesc surfaceDesc; surfaceDesc.numSamples = mFSAA; surfaceDesc.zoffset = 0; GLTexture* glTexture = static_cast(mTexture.get()); surfaceDesc.buffer = std::static_pointer_cast(glTexture->getBuffer(mFace, mMipLevel)); mFB->bindSurface(0, surfaceDesc); GLDepthStencilBuffer* glDepthStencilBuffer = static_cast(mDepthStencilBuffer.get()); mFB->bindDepthStencil(glDepthStencilBuffer->getGLRenderBuffer()); } void GLRenderTexture::getCustomAttribute(const String& name, void* pData) { if(name=="FBO") { *static_cast(pData) = mFB; } else if (name == "GL_FBOID" || name == "GL_MULTISAMPLEFBOID") { *static_cast(pData) = mFB->getGLFBOID(); } } /// Size of probe texture #define PROBE_SIZE 16 /// Stencil and depth formats to be tried static const GLenum stencilFormats[] = { GL_NONE, // No stencil GL_STENCIL_INDEX1_EXT, GL_STENCIL_INDEX4_EXT, GL_STENCIL_INDEX8_EXT, GL_STENCIL_INDEX16_EXT }; static const UINT32 stencilBits[] = { 0, 1, 4, 8, 16 }; #define STENCILFORMAT_COUNT (sizeof(stencilFormats)/sizeof(GLenum)) static const GLenum depthFormats[] = { GL_NONE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, // Prefer 24 bit depth GL_DEPTH_COMPONENT32, GL_DEPTH24_STENCIL8_EXT // packed depth / stencil }; static const UINT32 depthBits[] = { 0,16,24,32,24 }; #define DEPTHFORMAT_COUNT (sizeof(depthFormats)/sizeof(GLenum)) GLRTTManager::GLRTTManager() { detectFBOFormats(); glGenFramebuffersEXT(1, &mTempFBO); } GLRTTManager::~GLRTTManager() { glDeleteFramebuffersEXT(1, &mTempFBO); } /** Try a certain FBO format, and return the status. Also sets mDepthRB and mStencilRB. @returns true if this combo is supported false if this combo is not supported */ GLuint GLRTTManager::_tryFormat(GLenum depthFormat, GLenum stencilFormat) { GLuint status, depthRB = 0, stencilRB = 0; bool failed = false; // flag on GL errors if(depthFormat != GL_NONE) { /// Generate depth renderbuffer glGenRenderbuffersEXT(1, &depthRB); /// Bind it to FBO glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthRB); /// Allocate storage for depth buffer glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, depthFormat, PROBE_SIZE, PROBE_SIZE); /// Attach depth glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthRB); } if(stencilFormat != GL_NONE) { /// Generate stencil renderbuffer glGenRenderbuffersEXT(1, &stencilRB); /// Bind it to FBO glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencilRB); glGetError(); // NV hack /// Allocate storage for stencil buffer glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, stencilFormat, PROBE_SIZE, PROBE_SIZE); if(glGetError() != GL_NO_ERROR) // NV hack failed = true; /// Attach stencil glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencilRB); if(glGetError() != GL_NO_ERROR) // NV hack failed = true; } status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); /// If status is negative, clean up // Detach and destroy glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); if (depthRB) glDeleteRenderbuffersEXT(1, &depthRB); if (stencilRB) glDeleteRenderbuffersEXT(1, &stencilRB); return status == GL_FRAMEBUFFER_COMPLETE_EXT && !failed; } /** Try a certain packed depth/stencil format, and return the status. @returns true if this combo is supported false if this combo is not supported */ bool GLRTTManager::_tryPackedFormat(GLenum packedFormat) { GLuint packedRB = 0; bool failed = false; // flag on GL errors /// Generate renderbuffer glGenRenderbuffersEXT(1, &packedRB); /// Bind it to FBO glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, packedRB); /// Allocate storage for buffer glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, packedFormat, PROBE_SIZE, PROBE_SIZE); glGetError(); // NV hack /// Attach depth glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, packedRB); if(glGetError() != GL_NO_ERROR) // NV hack failed = true; /// Attach stencil glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, packedRB); if(glGetError() != GL_NO_ERROR) // NV hack failed = true; GLuint status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); /// Detach and destroy glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); glDeleteRenderbuffersEXT(1, &packedRB); return status == GL_FRAMEBUFFER_COMPLETE_EXT && !failed; } /** Detect which internal formats are allowed as RTT Also detect what combinations of stencil and depth are allowed with this internal format. */ void GLRTTManager::detectFBOFormats() { // Try all formats, and report which ones work as target GLuint fb = 0, tid = 0; GLint old_drawbuffer = 0, old_readbuffer = 0; GLenum target = GL_TEXTURE_2D; glGetIntegerv (GL_DRAW_BUFFER, &old_drawbuffer); glGetIntegerv (GL_READ_BUFFER, &old_readbuffer); for(size_t x=0; x