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@@ -75,27 +75,27 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
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glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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- GL_RENDERBUFFER, depth_stencil);
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+ GL_RENDERBUFFER, depth_stencil);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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- GL_RENDERBUFFER, depth_stencil);
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+ GL_RENDERBUFFER, depth_stencil);
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// generate texture save target
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glGenTextures(1, &img);
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bindTexture(img);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
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- 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA,
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+ GL_UNSIGNED_BYTE, NULL);
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bindTexture(0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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- GL_TEXTURE_2D, img, 0);
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+ GL_TEXTURE_2D, img, 0);
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// check status
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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// unbind framebuffer
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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- glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)current_fbo);
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+ glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo);
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return status;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
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@@ -111,9 +111,8 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
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}
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};
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-struct FramebufferStrategyEXT : public FramebufferStrategy
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+struct FramebufferStrategyPackedEXT : public FramebufferStrategy
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{
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-
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height)
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{
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GLint current_fbo;
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@@ -126,29 +125,30 @@ struct FramebufferStrategyEXT : public FramebufferStrategy
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// create stencil buffer
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glGenRenderbuffersEXT(1, &depth_stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil);
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- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, width, height);
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+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
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+ width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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- GL_RENDERBUFFER_EXT, depth_stencil);
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+ GL_RENDERBUFFER_EXT, depth_stencil);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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- GL_RENDERBUFFER_EXT, depth_stencil);
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+ GL_RENDERBUFFER_EXT, depth_stencil);
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// generate texture save target
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glGenTextures(1, &img);
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bindTexture(img);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
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- 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA,
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+ GL_UNSIGNED_BYTE, NULL);
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bindTexture(0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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- GL_TEXTURE_2D, img, 0);
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+ GL_TEXTURE_2D, img, 0);
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// check status
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// unbind framebuffer
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint)current_fbo);
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
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return status;
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}
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@@ -165,12 +165,62 @@ struct FramebufferStrategyEXT : public FramebufferStrategy
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}
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};
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+struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
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+{
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+ virtual GLenum createFBO(GLuint &framebuffer, GLuint &stencil, GLuint &img, int width, int height)
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+ {
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+ GLint current_fbo;
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+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo);
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+
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+ // create framebuffer
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+ glGenFramebuffersEXT(1, &framebuffer);
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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+
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+ // create stencil buffer
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+ glGenRenderbuffersEXT(1, &stencil);
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
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+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
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+ width, height);
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+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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+ GL_RENDERBUFFER_EXT, stencil);
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+
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+ // generate texture save target
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+ glGenTextures(1, &img);
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+ bindTexture(img);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA,
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+ GL_UNSIGNED_BYTE, NULL);
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+ bindTexture(0);
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+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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+ GL_TEXTURE_2D, img, 0);
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+
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+ // check status
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+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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+
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+ // unbind framebuffer
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
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+ return status;
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+ }
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+
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+ bool isSupported()
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+ {
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+ GLuint fb, stencil, img;
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+ GLenum status = createFBO(fb, stencil, img, 2, 2);
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+ deleteFBO(fb, stencil, img);
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+ return status == GL_FRAMEBUFFER_COMPLETE;
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+ }
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+};
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+
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FramebufferStrategy *strategy = NULL;
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FramebufferStrategy strategyNone;
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FramebufferStrategyGL3 strategyGL3;
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+FramebufferStrategyPackedEXT strategyPackedEXT;
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+
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FramebufferStrategyEXT strategyEXT;
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Canvas *Canvas::current = NULL;
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@@ -182,6 +232,8 @@ static void loadStrategy()
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if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
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strategy = &strategyGL3;
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else if (GLEE_EXT_framebuffer_object && GLEE_EXT_packed_depth_stencil)
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+ strategy = &strategyPackedEXT;
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+ else if (GLEE_EXT_framebuffer_object && strategyEXT.isSupported())
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strategy = &strategyEXT;
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else
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strategy = &strategyNone;
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