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- #include "BsGLFrameBufferObject.h"
- #include "BsGLPixelFormat.h"
- #include "BsGLPixelBuffer.h"
- #include "BsGLRenderTexture.h"
- namespace BansheeEngine
- {
- GLFrameBufferObject::GLFrameBufferObject(UINT32 multisampleCount)
- :mNumSamples(multisampleCount)
- {
- /// Generate framebuffer object
- glGenFramebuffersEXT(1, &mFB);
- // check multisampling
- if (GLEW_EXT_framebuffer_blit && GLEW_EXT_framebuffer_multisample)
- {
- // check samples supported
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFB);
- GLint maxSamples;
- glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- mNumSamples = std::min(mNumSamples, (GLsizei)maxSamples);
- }
- else
- {
- mNumSamples = 0;
- }
- /// Initialise state
- for(UINT32 x = 0; x < BS_MAX_MULTIPLE_RENDER_TARGETS; ++x)
- mColor[x].buffer = nullptr;
- }
- GLFrameBufferObject::~GLFrameBufferObject()
- {
- /// Delete framebuffer object
- glDeleteFramebuffersEXT(1, &mFB);
- }
- void GLFrameBufferObject::bindSurface(UINT32 attachment, const GLSurfaceDesc &target)
- {
- assert(attachment < BS_MAX_MULTIPLE_RENDER_TARGETS);
- mColor[attachment] = target;
- // Re-initialise
- if(mColor[0].buffer)
- initialize();
- }
- void GLFrameBufferObject::unbindSurface(UINT32 attachment)
- {
- assert(attachment < BS_MAX_MULTIPLE_RENDER_TARGETS);
- mColor[attachment].buffer = nullptr;
- // Re-initialise if buffer 0 still bound
- if(mColor[0].buffer)
- {
- initialize();
- }
- }
- void GLFrameBufferObject::bindDepthStencil(GLPixelBufferPtr depthStencilBuffer)
- {
- mDepthStencilBuffer = depthStencilBuffer;
- }
- void GLFrameBufferObject::unbindDepthStencil()
- {
- mDepthStencilBuffer = nullptr;
- }
- void GLFrameBufferObject::initialize()
- {
- /// First buffer must be bound
- if(!mColor[0].buffer)
- BS_EXCEPT(InvalidParametersException, "Attachment 0 must have surface attached");
- /// Store basic stats
- UINT32 width = mColor[0].buffer->getWidth();
- UINT32 height = mColor[0].buffer->getHeight();
- GLuint glformat = mColor[0].buffer->getGLFormat();
- PixelFormat format = mColor[0].buffer->getFormat();
- UINT16 maxSupportedMRTs = BansheeEngine::RenderSystem::instancePtr()->getCapabilities()->getNumMultiRenderTargets();
- // Bind simple buffer to add colour attachments
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFB);
- /// Bind all attachment points to frame buffer
- for(UINT16 x = 0; x < maxSupportedMRTs; ++x)
- {
- if(mColor[x].buffer)
- {
- if(mColor[x].buffer->getWidth() != width || mColor[x].buffer->getHeight() != height)
- {
- StringStream ss;
- ss << "Attachment " << x << " has incompatible size ";
- ss << mColor[x].buffer->getWidth() << "x" << mColor[x].buffer->getHeight();
- ss << ". It must be of the same as the size of surface 0, ";
- ss << width << "x" << height;
- ss << ".";
- BS_EXCEPT(InvalidParametersException, ss.str());
- }
- if(mColor[x].buffer->getGLFormat() != glformat)
- {
- StringStream ss;
- ss << "Attachment " << x << " has incompatible format.";
- BS_EXCEPT(InvalidParametersException, ss.str());
- }
- mColor[x].buffer->bindToFramebuffer(GL_COLOR_ATTACHMENT0_EXT+x, mColor[x].zoffset);
- }
- else
- {
- // Detach
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+x,
- GL_RENDERBUFFER_EXT, 0);
- }
- }
- if(mDepthStencilBuffer != nullptr)
- mDepthStencilBuffer->bindToFramebuffer(GL_DEPTH_STENCIL_ATTACHMENT, 0);
- /// Do glDrawBuffer calls
- GLenum bufs[BS_MAX_MULTIPLE_RENDER_TARGETS];
- GLsizei n=0;
- for(UINT32 x=0; x<BS_MAX_MULTIPLE_RENDER_TARGETS; ++x)
- {
- // Fill attached colour buffers
- if(mColor[x].buffer)
- {
- bufs[x] = GL_COLOR_ATTACHMENT0_EXT + x;
- // Keep highest used buffer + 1
- n = x+1;
- }
- else
- {
- bufs[x] = GL_NONE;
- }
- }
- if(glDrawBuffers)
- {
- /// Drawbuffer extension supported, use it
- glDrawBuffers(n, bufs);
- }
- else
- {
- /// In this case, the capabilities will not show more than 1 simultaneaous render target.
- glDrawBuffer(bufs[0]);
- }
- /// No read buffer, by default, if we want to read anyway we must not forget to set this.
- glReadBuffer(GL_NONE);
- /// Check status
- GLuint status;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-
- /// Bind main buffer
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-
- switch(status)
- {
- case GL_FRAMEBUFFER_COMPLETE_EXT:
- // All is good
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
- BS_EXCEPT(InvalidParametersException,
- "All framebuffer formats with this texture internal format unsupported");
- default:
- BS_EXCEPT(InvalidParametersException,
- "Framebuffer incomplete or other FBO status error");
- }
- }
- void GLFrameBufferObject::bind()
- {
- /// Bind it to FBO
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFB);
- }
- UINT32 GLFrameBufferObject::getWidth()
- {
- assert(mColor[0].buffer);
- return mColor[0].buffer->getWidth();
- }
- UINT32 GLFrameBufferObject::getHeight()
- {
- assert(mColor[0].buffer);
- return mColor[0].buffer->getHeight();
- }
- PixelFormat GLFrameBufferObject::getFormat()
- {
- assert(mColor[0].buffer);
- return mColor[0].buffer->getFormat();
- }
- }
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