| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100 |
- #include "Base.h"
- #include "DepthStencilTarget.h"
- namespace gameplay
- {
- static std::vector<DepthStencilTarget*> __depthStencilTargets;
- DepthStencilTarget::DepthStencilTarget(const char* id, Format format)
- : _id(id), _format(format), _depthTexture(NULL), _stencilBuffer(0)
- {
- }
- DepthStencilTarget::~DepthStencilTarget()
- {
- SAFE_RELEASE(_depthTexture);
- // Destroy GL resources.
- if (_stencilBuffer)
- {
- GL_ASSERT( glDeleteTextures(1, &_stencilBuffer) );
- }
- // Remove from vector.
- std::vector<DepthStencilTarget*>::iterator it = std::find(__depthStencilTargets.begin(), __depthStencilTargets.end(), this);
- if (it != __depthStencilTargets.end())
- {
- __depthStencilTargets.erase(it);
- }
- }
- DepthStencilTarget* DepthStencilTarget::create(const char* id, Format format, unsigned int width, unsigned int height)
- {
- // Create a backing texture buffer.
- Texture* depthTexture = Texture::create(Texture::DEPTH, width, height, NULL, false);
- if (depthTexture == NULL)
- {
- return NULL;
- }
- // Create stencil renderbuffer if format is DEPTH24_STENCIL8
- RenderBufferHandle stencilBuffer = 0;
- if (format == DEPTH24_STENCIL8)
- {
- // Backup the existing render buffer
- GLint currentRbo = 0;
- GL_ASSERT( glGetIntegerv(GL_RENDERBUFFER_BINDING, ¤tRbo) );
- // Create the new render buffer
- GL_ASSERT( glGenRenderbuffers(1, &stencilBuffer) );
- GL_ASSERT( glBindRenderbuffer(GL_RENDERBUFFER, stencilBuffer) );
- GL_ASSERT( glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height) );
- // Restore the old render buffer
- GL_ASSERT( glBindRenderbuffer(GL_RENDERBUFFER, currentRbo) );
- }
- // Create the depth stencil target
- DepthStencilTarget* depthStencilTarget = new DepthStencilTarget(id, format);
- depthStencilTarget->_depthTexture = depthTexture;
- depthStencilTarget->_stencilBuffer = stencilBuffer;
- // Add it to the cache
- __depthStencilTargets.push_back(depthStencilTarget);
- return depthStencilTarget;
- }
- DepthStencilTarget* DepthStencilTarget::getDepthStencilTarget(const char* id)
- {
- // Search the vector for a matching ID.
- std::vector<DepthStencilTarget*>::const_iterator it;
- for (it = __depthStencilTargets.begin(); it < __depthStencilTargets.end(); it++)
- {
- DepthStencilTarget* dst = *it;
- if (strcmp(id, dst->getID()) == 0)
- {
- return dst;
- }
- }
- return NULL;
- }
- const char* DepthStencilTarget::getID() const
- {
- return _id.c_str();
- }
- DepthStencilTarget::Format DepthStencilTarget::getFormat() const
- {
- return _format;
- }
- Texture* DepthStencilTarget::getTexture() const
- {
- return _depthTexture;
- }
- }
|