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- #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*> 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<FrameBuffer*>::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<FrameBuffer*>::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;
- }
- }
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