#include "Base.h" #include "FrameBuffer.h" #include "Game.h" #define FRAMEBUFFER_ID_DEFAULT "org.gameplay3d.framebuffer.default" namespace gameplay { unsigned int FrameBuffer::_maxRenderTargets = 0; std::vector FrameBuffer::_frameBuffers; FrameBuffer* FrameBuffer::_defaultFrameBuffer = NULL; FrameBuffer* FrameBuffer::_currentFrameBuffer = NULL; FrameBuffer::FrameBuffer(const char* id, unsigned int width, unsigned int height, FrameBufferHandle handle) : _id(id ? id : ""), _width(width), _height(height), _handle(handle), _renderTargets(NULL), _renderTargetCount(0), _depthStencilTarget(NULL) { } FrameBuffer::~FrameBuffer() { if (_renderTargets) { for (unsigned int i = 0; i < _maxRenderTargets; ++i) { if (_renderTargets[i]) { SAFE_RELEASE(_renderTargets[i]); } } SAFE_DELETE_ARRAY(_renderTargets); } if (_depthStencilTarget) { SAFE_RELEASE(_depthStencilTarget); } // Release GL resource. if (_handle) { GL_ASSERT( glDeleteFramebuffers(1, &_handle) ); } // Remove self from vector. std::vector::iterator it = std::find(_frameBuffers.begin(), _frameBuffers.end(), this); if (it != _frameBuffers.end()) { _frameBuffers.erase(it); } } void FrameBuffer::initialize() { // Query the current/initial FBO handle and store is as out 'default' frame buffer. // On many platforms this will simply be the zero (0) handle, but this is not always the case. GLint fbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fbo); _defaultFrameBuffer = new FrameBuffer(FRAMEBUFFER_ID_DEFAULT, 0, 0, (FrameBufferHandle)fbo); _currentFrameBuffer = _defaultFrameBuffer; // Query the max supported color attachments. This glGet operation is not supported // on GL ES 2.x, so if the define does not exist, assume a value of 1. #ifdef GL_MAX_COLOR_ATTACHMENTS GLint val; GL_ASSERT( glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &val) ); _maxRenderTargets = (unsigned int)std::max(1, val); #else _maxRenderTargets = 1; #endif } void FrameBuffer::finalize() { SAFE_RELEASE(_defaultFrameBuffer); } FrameBuffer* FrameBuffer::create(const char* id) { return create(id, 0, 0); } FrameBuffer* FrameBuffer::create(const char* id, unsigned int width, unsigned int height) { RenderTarget* renderTarget = NULL; if (width > 0 && height > 0) { // Create a default RenderTarget with same ID. renderTarget = RenderTarget::create(id, width, height); if (renderTarget == NULL) { GP_ERROR("Failed to create render target for frame buffer."); return NULL; } } // Create the frame buffer GLuint handle = 0; GL_ASSERT( glGenFramebuffers(1, &handle) ); FrameBuffer* frameBuffer = new FrameBuffer(id, width, height, handle); // Create the render target array for the new frame buffer frameBuffer->_renderTargets = new RenderTarget*[_maxRenderTargets]; memset(frameBuffer->_renderTargets, 0, sizeof(RenderTarget*) * _maxRenderTargets); if (renderTarget) { frameBuffer->setRenderTarget(renderTarget, 0); SAFE_RELEASE(renderTarget); } _frameBuffers.push_back(frameBuffer); return frameBuffer; } FrameBuffer* FrameBuffer::getFrameBuffer(const char* id) { GP_ASSERT(id); // Search the vector for a matching ID. std::vector::const_iterator it; for (it = _frameBuffers.begin(); it < _frameBuffers.end(); ++it) { FrameBuffer* fb = *it; GP_ASSERT(fb); if (strcmp(id, fb->getId()) == 0) { return fb; } } return NULL; } const char* FrameBuffer::getId() const { return _id.c_str(); } unsigned int FrameBuffer::getWidth() const { return _width; } unsigned int FrameBuffer::getHeight() const { return _height; } unsigned int FrameBuffer::getMaxRenderTargets() { return _maxRenderTargets; } void FrameBuffer::setRenderTarget(RenderTarget* target, unsigned int index) { GP_ASSERT(index < _maxRenderTargets); GP_ASSERT(_renderTargets); // No change if (_renderTargets[index] == target) return; // Release our reference to the current RenderTarget at this index. if (_renderTargets[index]) { SAFE_RELEASE(_renderTargets[index]); --_renderTargetCount; } _renderTargets[index] = target; if (target) { GP_ASSERT( _renderTargets[index]->getTexture() ); ++_renderTargetCount; // This FrameBuffer now references the RenderTarget. target->addRef(); // Now set this target as the color attachment corresponding to index. GL_ASSERT( glBindFramebuffer(GL_FRAMEBUFFER, _handle) ); GLenum attachment = GL_COLOR_ATTACHMENT0 + index; GL_ASSERT( glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, _renderTargets[index]->getTexture()->getHandle(), 0) ); GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (fboStatus != GL_FRAMEBUFFER_COMPLETE) { GP_ERROR("Framebuffer status incomplete: 0x%x", fboStatus); } // Restore the FBO binding GL_ASSERT( glBindFramebuffer(GL_FRAMEBUFFER, _currentFrameBuffer->_handle) ); } } RenderTarget* FrameBuffer::getRenderTarget(unsigned int index) const { GP_ASSERT(_renderTargets); if (index < _maxRenderTargets) { return _renderTargets[index]; } return NULL; } unsigned int FrameBuffer::getRenderTargetCount() const { return _renderTargetCount; } void FrameBuffer::setDepthStencilTarget(DepthStencilTarget* target) { if (_depthStencilTarget == target) return; // Release our existing depth stencil target. SAFE_RELEASE(_depthStencilTarget); _depthStencilTarget = target; if (target) { // The FrameBuffer now owns this DepthStencilTarget. target->addRef(); // Now set this target as the color attachment corresponding to index. GL_ASSERT( glBindFramebuffer(GL_FRAMEBUFFER, _handle) ); // Attach the render buffer to the framebuffer GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_depthBuffer) ); if (target->isPacked()) { GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_depthBuffer) ); } else if (target->getFormat() == DepthStencilTarget::DEPTH_STENCIL) { GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_stencilBuffer) ); } // Check the framebuffer is good to go. GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (fboStatus != GL_FRAMEBUFFER_COMPLETE) { GP_ERROR("Framebuffer status incomplete: 0x%x", fboStatus); } // Restore the FBO binding GL_ASSERT( glBindFramebuffer(GL_FRAMEBUFFER, _currentFrameBuffer->_handle) ); } } DepthStencilTarget* FrameBuffer::getDepthStencilTarget() const { return _depthStencilTarget; } bool FrameBuffer::isDefault() const { return (this == _defaultFrameBuffer); } FrameBuffer* FrameBuffer::bind() { GL_ASSERT( glBindFramebuffer(GL_FRAMEBUFFER, _handle) ); FrameBuffer* previousFrameBuffer = _currentFrameBuffer; _currentFrameBuffer = this; return previousFrameBuffer; } FrameBuffer* FrameBuffer::bindDefault() { GL_ASSERT( glBindFramebuffer(GL_FRAMEBUFFER, _defaultFrameBuffer->_handle) ); _currentFrameBuffer = _defaultFrameBuffer; return _defaultFrameBuffer; } }