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- #include "Base.h"
- #include "DepthStencilTarget.h"
- #ifndef GL_DEPTH24_STENCIL8_OES
- #define GL_DEPTH24_STENCIL8_OES 0x88F0
- #endif
- #ifndef GL_DEPTH_COMPONENT24
- #define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
- #endif
- namespace gameplay
- {
- static std::vector<DepthStencilTarget*> __depthStencilTargets;
- DepthStencilTarget::DepthStencilTarget(const char* id, Format format, unsigned int width, unsigned int height)
- : _id(id ? id : ""), _format(format), _depthBuffer(0), _stencilBuffer(0), _width(width), _height(height), _packed(false)
- {
- }
- DepthStencilTarget::~DepthStencilTarget()
- {
- // Destroy GL resources.
- if (_depthBuffer)
- GL_ASSERT( glDeleteRenderbuffers(1, &_depthBuffer) );
- if (_stencilBuffer)
- GL_ASSERT( glDeleteRenderbuffers(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 the depth stencil target.
- DepthStencilTarget* depthStencilTarget = new DepthStencilTarget(id, format, width, height);
- // Create a render buffer for this new depth+stencil target
- GL_ASSERT( glGenRenderbuffers(1, &depthStencilTarget->_depthBuffer) );
- GL_ASSERT( glBindRenderbuffer(GL_RENDERBUFFER, depthStencilTarget->_depthBuffer) );
- // First try to add storage for the most common standard GL_DEPTH24_STENCIL8
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
- // Fall back to less common GLES2 extension combination for seperate depth24 + stencil8 or depth16 + stencil8
- __gl_error_code = glGetError();
- if ( __gl_error_code != GL_NO_ERROR)
- {
- const char* extString = (const char*)glGetString(GL_EXTENSIONS);
- if (strstr(extString, "GL_OES_packed_depth_stencil") != 0)
- {
- GL_ASSERT( glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height) );
- depthStencilTarget->_packed = true;
- }
- else
- {
- if (strstr(extString, "GL_OES_depth24") != 0)
- {
- GL_ASSERT( glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height) );
- }
- else
- {
- GL_ASSERT( glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height) );
- }
- if (format == DepthStencilTarget::DEPTH_STENCIL)
- {
- GL_ASSERT( glGenRenderbuffers(1, &depthStencilTarget->_stencilBuffer) );
- GL_ASSERT( glBindRenderbuffer(GL_RENDERBUFFER, depthStencilTarget->_stencilBuffer) );
- GL_ASSERT( glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height) );
- }
- }
- }
- else
- {
- // Packed format GL_DEPTH24_STENCIL8 is used mark format as packed.
- depthStencilTarget->_packed = true;
- }
- // Add it to the cache.
- __depthStencilTargets.push_back(depthStencilTarget);
- return depthStencilTarget;
- }
- DepthStencilTarget* DepthStencilTarget::getDepthStencilTarget(const char* id)
- {
- GP_ASSERT(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;
- GP_ASSERT(dst);
- 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;
- }
- unsigned int DepthStencilTarget::getWidth() const
- {
- return _width;
- }
- unsigned int DepthStencilTarget::getHeight() const
- {
- return _height;
- }
- bool DepthStencilTarget::isPacked() const
- {
- return _packed;
- }
- }
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