| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625 |
- /*
- -----------------------------------------------------------------------------
- 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 "BsGLPixelBuffer.h"
- #include "BsGLTexture.h"
- #include "BsGLSupport.h"
- #include "BsGLPixelFormat.h"
- #include "BsException.h"
- #include "BsBitwise.h"
- #include "BsGLRenderTexture.h"
- namespace BansheeEngine
- {
- GLPixelBuffer::GLPixelBuffer(UINT32 inWidth, UINT32 inHeight, UINT32 inDepth,
- PixelFormat inFormat, GpuBufferUsage usage):
- PixelBuffer(inWidth, inHeight, inDepth, inFormat, usage, false),
- mBuffer(inWidth, inHeight, inDepth, inFormat),
- mGLInternalFormat(GL_NONE)
- {
- mCurrentLockOptions = (GpuLockOptions)0;
- }
- GLPixelBuffer::~GLPixelBuffer()
- {
- // Force free buffer
- mBuffer.freeInternalBuffer();
- }
- void GLPixelBuffer::allocateBuffer()
- {
- if(mBuffer.getData())
- // Already allocated
- return;
- mBuffer.allocateInternalBuffer();
- // TODO: use PBO if we're HBU_DYNAMIC
- }
- void GLPixelBuffer::freeBuffer()
- {
- // Free buffer if we're STATIC to save memory
- if(mUsage & GBU_STATIC)
- {
- mBuffer.freeInternalBuffer();
- }
- }
- PixelData GLPixelBuffer::lockImpl(PixelVolume lockBox, GpuLockOptions options)
- {
- allocateBuffer();
- if(options != GBL_WRITE_ONLY_DISCARD)
- {
- // Download the old contents of the texture
- download(mBuffer);
- }
- mCurrentLockOptions = options;
- mLockedBox = lockBox;
- return mBuffer.getSubVolume(lockBox);
- }
- void GLPixelBuffer::unlockImpl(void)
- {
- if (mCurrentLockOptions != GBL_READ_ONLY)
- {
- // From buffer to card, only upload if was locked for writing
- upload(mCurrentLock, mLockedBox);
- }
-
- freeBuffer();
- }
- void GLPixelBuffer::upload(const PixelData &data, const PixelVolume &dest)
- {
- BS_EXCEPT(RenderingAPIException,
- "Upload not possible for this pixelbuffer type");
- }
- void GLPixelBuffer::download(const PixelData &data)
- {
- BS_EXCEPT(RenderingAPIException, "Download not possible for this pixelbuffer type");
- }
- void GLPixelBuffer::blitFromTexture(GLTextureBuffer *src)
- {
- blitFromTexture(src,
- PixelVolume(0,0,0,src->getWidth(),src->getHeight(),src->getDepth()),
- PixelVolume(0,0,0,mWidth,mHeight,mDepth)
- );
- }
- void GLPixelBuffer::blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox)
- {
- BS_EXCEPT(RenderingAPIException, "BlitFromTexture not possible for this pixelbuffer type");
- }
- void GLPixelBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
- {
- BS_EXCEPT(RenderingAPIException, "Framebuffer bind not possible for this pixelbuffer type");
- }
- GLTextureBuffer::GLTextureBuffer(const String &baseName, GLenum target, GLuint id,
- GLint face, GLint level, GpuBufferUsage usage, bool crappyCard,
- bool writeGamma, UINT32 multisampleCount):
- GLPixelBuffer(0, 0, 0, PF_UNKNOWN, usage),
- mTarget(target), mFaceTarget(0), mTextureID(id), mFace(face), mLevel(level),
- mSoftwareMipmap(crappyCard)
- {
- // devise mWidth, mHeight and mDepth and mFormat
- GLint value = 0;
-
- glBindTexture( mTarget, mTextureID );
-
- // Get face identifier
- mFaceTarget = mTarget;
- if(mTarget == GL_TEXTURE_CUBE_MAP)
- mFaceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
-
- // Get width
- glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_WIDTH, &value);
- mWidth = value;
-
- // Get height
- if(target == GL_TEXTURE_1D)
- value = 1; // Height always 1 for 1D textures
- else
- glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_HEIGHT, &value);
- mHeight = value;
-
- // Get depth
- if(target != GL_TEXTURE_3D)
- value = 1; // Depth always 1 for non-3D textures
- else
- glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_DEPTH, &value);
- mDepth = value;
- // Get format
- glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_INTERNAL_FORMAT, &value);
- mGLInternalFormat = value;
- mFormat = GLPixelUtil::getClosestEngineFormat(value);
-
- // Default
- mRowPitch = mWidth;
- mSlicePitch = mHeight*mWidth;
- mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
-
- // Set up pixel box
- mBuffer = PixelData(mWidth, mHeight, mDepth, mFormat);
-
- if(mWidth==0 || mHeight==0 || mDepth==0)
- /// We are invalid, do not allocate a buffer
- return;
- }
- GLTextureBuffer::~GLTextureBuffer()
- { }
- void GLTextureBuffer::upload(const PixelData &data, const PixelVolume &dest)
- {
- if((mUsage & TU_RENDERTARGET) != 0)
- BS_EXCEPT(NotImplementedException, "Writing to render texture from CPU not supported.");
- glBindTexture( mTarget, mTextureID );
- if(PixelUtil::isCompressed(data.getFormat()))
- {
- if(data.getFormat() != mFormat || !data.isConsecutive())
- BS_EXCEPT(InvalidParametersException,
- "Compressed images must be consecutive, in the source format");
- GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat);
- // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
- // for compressed formats
- switch(mTarget) {
- case GL_TEXTURE_1D:
- // some systems (e.g. old Apple) don't like compressed subimage calls
- // so prefer non-sub versions
- if (dest.left == 0)
- {
- glCompressedTexImage1D(GL_TEXTURE_1D, mLevel,
- format,
- dest.getWidth(),
- 0,
- data.getConsecutiveSize(),
- data.getData());
- }
- else
- {
- glCompressedTexSubImage1D(GL_TEXTURE_1D, mLevel,
- dest.left,
- dest.getWidth(),
- format, data.getConsecutiveSize(),
- data.getData());
- }
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- // some systems (e.g. old Apple) don't like compressed subimage calls
- // so prefer non-sub versions
- if (dest.left == 0 && dest.top == 0)
- {
- glCompressedTexImage2D(mFaceTarget, mLevel,
- format,
- dest.getWidth(),
- dest.getHeight(),
- 0,
- data.getConsecutiveSize(),
- data.getData());
- }
- else
- {
- glCompressedTexSubImage2D(mFaceTarget, mLevel,
- dest.left, dest.top,
- dest.getWidth(), dest.getHeight(),
- format, data.getConsecutiveSize(),
- data.getData());
- }
- break;
- case GL_TEXTURE_3D:
- // some systems (e.g. old Apple) don't like compressed subimage calls
- // so prefer non-sub versions
- if (dest.left == 0 && dest.top == 0 && dest.front == 0)
- {
- glCompressedTexImage3D(GL_TEXTURE_3D, mLevel,
- format,
- dest.getWidth(),
- dest.getHeight(),
- dest.getDepth(),
- 0,
- data.getConsecutiveSize(),
- data.getData());
- }
- else
- {
- glCompressedTexSubImage3D(GL_TEXTURE_3D, mLevel,
- dest.left, dest.top, dest.front,
- dest.getWidth(), dest.getHeight(), dest.getDepth(),
- format, data.getConsecutiveSize(),
- data.getData());
- }
- break;
- }
-
- }
- else
- {
- if(data.getWidth() != data.getRowPitch())
- glPixelStorei(GL_UNPACK_ROW_LENGTH, data.getRowPitch());
- if(data.getHeight()*data.getWidth() != data.getSlicePitch())
- glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
- if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
- if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3) {
- // Standard alignment of 4 is not right
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- }
- switch(mTarget) {
- case GL_TEXTURE_1D:
- glTexSubImage1D(GL_TEXTURE_1D, mLevel,
- dest.left,
- dest.getWidth(),
- GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
- data.getData());
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- glTexSubImage2D(mFaceTarget, mLevel,
- dest.left, dest.top,
- dest.getWidth(), dest.getHeight(),
- GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
- data.getData());
- break;
- case GL_TEXTURE_3D:
- glTexSubImage3D(
- GL_TEXTURE_3D, mLevel,
- dest.left, dest.top, dest.front,
- dest.getWidth(), dest.getHeight(), dest.getDepth(),
- GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
- data.getData());
- break;
- }
- }
- // Restore defaults
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- if (GLEW_VERSION_1_2)
- glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- }
- void GLTextureBuffer::download(const PixelData &data)
- {
- if((mUsage & TU_RENDERTARGET) != 0)
- BS_EXCEPT(NotImplementedException, "Reading from render texture to CPU not supported."); // TODO: This needs to be implemented
- if((mUsage & TU_DEPTHSTENCIL) != 0)
- BS_EXCEPT(NotImplementedException, "Reading from depth stencil texture to CPU not supported."); // TODO: This needs to be implemented
- if(data.getWidth() != getWidth() ||
- data.getHeight() != getHeight() ||
- data.getDepth() != getDepth())
- BS_EXCEPT(InvalidParametersException, "only download of entire buffer is supported by GL");
- glBindTexture( mTarget, mTextureID );
- if(PixelUtil::isCompressed(data.getFormat()))
- {
- if(data.getFormat() != mFormat || !data.isConsecutive())
- BS_EXCEPT(InvalidParametersException,
- "Compressed images must be consecutive, in the source format");
- // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
- // for compressed formate
- glGetCompressedTexImage(mFaceTarget, mLevel, data.getData());
- }
- else
- {
- if(data.getWidth() != data.getRowPitch())
- glPixelStorei(GL_PACK_ROW_LENGTH, data.getRowPitch());
- if(data.getHeight()*data.getWidth() != data.getSlicePitch())
- glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
- if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
- glPixelStorei(GL_PACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
- if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3) {
- // Standard alignment of 4 is not right
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- }
- // We can only get the entire texture
- glGetTexImage(mFaceTarget, mLevel,
- GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
- data.getData());
- // Restore defaults
- glPixelStorei(GL_PACK_ROW_LENGTH, 0);
- glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
- glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
- }
- }
- void GLTextureBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
- {
- assert(zoffset < mDepth);
- switch(mTarget)
- {
- case GL_TEXTURE_1D:
- glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, attachment,
- mFaceTarget, mTextureID, mLevel);
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
- mFaceTarget, mTextureID, mLevel);
- break;
- case GL_TEXTURE_2D_MULTISAMPLE:
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
- mFaceTarget, mTextureID, 0);
- break;
- case GL_TEXTURE_3D:
- glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment,
- mFaceTarget, mTextureID, mLevel, zoffset);
- break;
- }
- }
- void GLTextureBuffer::copyFromFramebuffer(UINT32 zoffset)
- {
- glBindTexture(mTarget, mTextureID);
- switch(mTarget)
- {
- case GL_TEXTURE_1D:
- glCopyTexSubImage1D(mFaceTarget, mLevel, 0, 0, 0, mWidth);
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- glCopyTexSubImage2D(mFaceTarget, mLevel, 0, 0, 0, 0, mWidth, mHeight);
- break;
- case GL_TEXTURE_3D:
- glCopyTexSubImage3D(mFaceTarget, mLevel, 0, 0, zoffset, 0, 0, mWidth, mHeight);
- break;
- }
- }
- /// Very fast texture-to-texture blitter and hardware bi/trilinear scaling implementation using FBO
- /// Destination texture must be 1D, 2D, 3D, or Cube
- /// Source texture must be 1D, 2D or 3D
- /// Supports compressed formats as both source and destination format, it will use the hardware DXT compressor
- /// if available.
- /// @author W.J. van der Laan
- void GLTextureBuffer::blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox)
- {
- //std::cerr << "GLTextureBuffer::blitFromTexture " <<
- //src->mTextureID << ":" << srcBox.left << "," << srcBox.top << "," << srcBox.right << "," << srcBox.bottom << " " <<
- //mTextureID << ":" << dstBox.left << "," << dstBox.top << "," << dstBox.right << "," << dstBox.bottom << std::endl;
- /// Store reference to FBO manager
- GLRTTManager *fboMan = static_cast<GLRTTManager *>(GLRTTManager::instancePtr());
- /// Save and clear GL state for rendering
- glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
- GL_FOG_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT | GL_SCISSOR_BIT | GL_STENCIL_BUFFER_BIT |
- GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
- // Important to disable all other texture units
- if (GLEW_VERSION_1_2)
- {
- glActiveTextureARB(GL_TEXTURE0);
- }
- /// Disable alpha, depth and scissor testing, disable blending,
- /// disable culling, disble lighting, disable fog and reset foreground
- /// colour.
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_FOG);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- /// Save and reset matrices
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
- glLoadIdentity();
- /// Set up source texture
- glBindTexture(src->mTarget, src->mTextureID);
- /// Set filtering modes depending on the dimensions and source
- if(srcBox.getWidth()==dstBox.getWidth() &&
- srcBox.getHeight()==dstBox.getHeight() &&
- srcBox.getDepth()==dstBox.getDepth())
- {
- /// Dimensions match -- use nearest filtering (fastest and pixel correct)
- glTexParameteri(src->mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(src->mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- else
- {
- /// Manual mipmaps, stay safe with bilinear filtering so that no
- /// intermipmap leakage occurs.
- glTexParameteri(src->mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(src->mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- /// Clamp to edge (fastest)
- glTexParameteri(src->mTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(src->mTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(src->mTarget, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- /// Set origin base level mipmap to make sure we source from the right mip
- /// level.
- glTexParameteri(src->mTarget, GL_TEXTURE_BASE_LEVEL, src->mLevel);
- /// Store old binding so it can be restored later
- GLint oldfb;
- glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &oldfb);
- /// Set up temporary FBO
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboMan->getTemporaryFBO());
- GLuint tempTex = 0;
- if(!fboMan->checkFormat(mFormat))
- {
- /// If target format not directly supported, create intermediate texture
- GLenum tempFormat = GLPixelUtil::getClosestGLInternalFormat(fboMan->getSupportedAlternative(mFormat));
- glGenTextures(1, &tempTex);
- glBindTexture(GL_TEXTURE_2D, tempTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- /// Allocate temporary texture of the size of the destination area
- glTexImage2D(GL_TEXTURE_2D, 0, tempFormat,
- GLPixelUtil::optionalPO2(dstBox.getWidth()), GLPixelUtil::optionalPO2(dstBox.getHeight()),
- 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, tempTex, 0);
- /// Set viewport to size of destination slice
- glViewport(0, 0, dstBox.getWidth(), dstBox.getHeight());
- }
- else
- {
- /// We are going to bind directly, so set viewport to size and position of destination slice
- glViewport(dstBox.left, dstBox.top, dstBox.getWidth(), dstBox.getHeight());
- }
- /// Process each destination slice
- for(UINT32 slice=dstBox.front; slice<dstBox.back; ++slice)
- {
- if(!tempTex)
- {
- /// Bind directly
- bindToFramebuffer(GL_COLOR_ATTACHMENT0_EXT, slice);
- }
- /// Calculate source texture coordinates
- float u1 = (float)srcBox.left / (float)src->mWidth;
- float v1 = (float)srcBox.top / (float)src->mHeight;
- float u2 = (float)srcBox.right / (float)src->mWidth;
- float v2 = (float)srcBox.bottom / (float)src->mHeight;
- /// Calculate source slice for this destination slice
- float w = (float)(slice - dstBox.front) / (float)dstBox.getDepth();
- /// Get slice # in source
- w = w * (float)(srcBox.getDepth() + srcBox.front);
- /// Normalise to texture coordinate in 0.0 .. 1.0
- w = (w+0.5f) / (float)src->mDepth;
- /// Finally we're ready to rumble
- glBindTexture(src->mTarget, src->mTextureID);
- glEnable(src->mTarget);
- glBegin(GL_QUADS);
- glTexCoord3f(u1, v1, w);
- glVertex2f(-1.0f, -1.0f);
- glTexCoord3f(u2, v1, w);
- glVertex2f(1.0f, -1.0f);
- glTexCoord3f(u2, v2, w);
- glVertex2f(1.0f, 1.0f);
- glTexCoord3f(u1, v2, w);
- glVertex2f(-1.0f, 1.0f);
- glEnd();
- glDisable(src->mTarget);
- if(tempTex)
- {
- /// Copy temporary texture
- glBindTexture(mTarget, mTextureID);
- switch(mTarget)
- {
- case GL_TEXTURE_1D:
- glCopyTexSubImage1D(mFaceTarget, mLevel,
- dstBox.left,
- 0, 0, dstBox.getWidth());
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- glCopyTexSubImage2D(mFaceTarget, mLevel,
- dstBox.left, dstBox.top,
- 0, 0, dstBox.getWidth(), dstBox.getHeight());
- break;
- case GL_TEXTURE_3D:
- glCopyTexSubImage3D(mFaceTarget, mLevel,
- dstBox.left, dstBox.top, slice,
- 0, 0, dstBox.getWidth(), dstBox.getHeight());
- break;
- }
- }
- }
- /// Reset source texture to sane state
- glBindTexture(src->mTarget, src->mTextureID);
- glTexParameteri(src->mTarget, GL_TEXTURE_BASE_LEVEL, 0);
- /// Detach texture from temporary framebuffer
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_RENDERBUFFER_EXT, 0);
- /// Restore old framebuffer
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oldfb);
- /// Restore matrix stacks and render state
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glPopAttrib();
- glDeleteTextures(1, &tempTex);
- }
-
- GLRenderBuffer::GLRenderBuffer(GLenum format, UINT32 width, UINT32 height, GLsizei numSamples):
- GLPixelBuffer(width, height, 1, GLPixelUtil::getClosestEngineFormat(format), GBU_DYNAMIC),
- mRenderbufferID(0)
- {
- mGLInternalFormat = format;
- /// Generate renderbuffer
- glGenRenderbuffersEXT(1, &mRenderbufferID);
- /// Bind it to FBO
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRenderbufferID);
-
- /// Allocate storage for depth buffer
- if (numSamples > 0)
- {
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
- numSamples, format, width, height);
- }
- else
- {
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format,
- width, height);
- }
- }
- GLRenderBuffer::~GLRenderBuffer()
- {
- /// Generate renderbuffer
- glDeleteRenderbuffersEXT(1, &mRenderbufferID);
- }
- void GLRenderBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
- {
- assert(zoffset < mDepth);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment,
- GL_RENDERBUFFER_EXT, mRenderbufferID);
- }
- };
|