/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "OgreGLESFrameBufferObject.h" #include "OgreRoot.h" #include "OgreGLESHardwarePixelBuffer.h" #include "OgreGLESFBORenderTexture.h" #include "OgreGLESDepthBuffer.h" namespace Ogre { //----------------------------------------------------------------------------- GLESFrameBufferObject::GLESFrameBufferObject(GLESFBOManager *manager, uint fsaa): mManager(manager), mNumSamples(fsaa) { /// Generate framebuffer object glGenFramebuffersOES(1, &mFB); GL_CHECK_ERROR; // Check multisampling #if GL_APPLE_framebuffer_multisample // Check samples supported glBindFramebufferOES(GL_FRAMEBUFFER_OES, mFB); GL_CHECK_ERROR; GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES_APPLE, &maxSamples); GL_CHECK_ERROR; glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); GL_CHECK_ERROR; mNumSamples = std::min(mNumSamples, (GLsizei)maxSamples); #else mNumSamples = 0; #endif // will we need a second FBO to do multisampling? if (mNumSamples) { glGenFramebuffersOES(1, &mMultisampleFB); GL_CHECK_ERROR; } else { mMultisampleFB = 0; } /// Initialise state mDepth.buffer=0; mStencil.buffer=0; for(size_t x=0; xreleaseRenderBuffer(mDepth); mManager->releaseRenderBuffer(mStencil); mManager->releaseRenderBuffer(mMultisampleColourBuffer); /// Delete framebuffer object glDeleteFramebuffersOES(1, &mFB); GL_CHECK_ERROR; if (mMultisampleFB) glDeleteFramebuffersOES(1, &mMultisampleFB); GL_CHECK_ERROR; } void GLESFrameBufferObject::bindSurface(size_t attachment, const GLESSurfaceDesc &target) { assert(attachment < OGRE_MAX_MULTIPLE_RENDER_TARGETS); mColour[attachment] = target; // Re-initialise if(mColour[0].buffer) initialise(); } void GLESFrameBufferObject::unbindSurface(size_t attachment) { assert(attachment < OGRE_MAX_MULTIPLE_RENDER_TARGETS); mColour[attachment].buffer = 0; // Re-initialise if buffer 0 still bound if(mColour[0].buffer) initialise(); } void GLESFrameBufferObject::initialise() { // Release depth and stencil, if they were bound mManager->releaseRenderBuffer(mDepth); mManager->releaseRenderBuffer(mStencil); mManager->releaseRenderBuffer(mMultisampleColourBuffer); /// First buffer must be bound if(!mColour[0].buffer) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Attachment 0 must have surface attached", "GLESFrameBufferObject::initialise"); } // If we're doing multisampling, then we need another FBO which contains a // renderbuffer which is set up to multisample, and we'll blit it to the final // FBO afterwards to perform the multisample resolve. In that case, the // mMultisampleFB is bound during rendering and is the one with a depth/stencil /// Store basic stats size_t width = mColour[0].buffer->getWidth(); size_t height = mColour[0].buffer->getHeight(); GLuint format = mColour[0].buffer->getGLFormat(); // Bind simple buffer to add colour attachments glBindFramebufferOES(GL_FRAMEBUFFER_OES, mFB); GL_CHECK_ERROR; /// Bind all attachment points to frame buffer for(size_t x=0; xgetWidth() != width || mColour[x].buffer->getHeight() != height) { StringStream ss; ss << "Attachment " << x << " has incompatible size "; ss << mColour[x].buffer->getWidth() << "x" << mColour[x].buffer->getHeight(); ss << ". It must be of the same as the size of surface 0, "; ss << width << "x" << height; ss << "."; OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, ss.str(), "GLESFrameBufferObject::initialise"); } if(mColour[x].buffer->getGLFormat() != format) { StringStream ss; ss << "Attachment " << x << " has incompatible format."; OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, ss.str(), "GLESFrameBufferObject::initialise"); } mColour[x].buffer->bindToFramebuffer(GL_COLOR_ATTACHMENT0_OES+x, mColour[x].zoffset); } else { // Detach glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES+x, GL_RENDERBUFFER_OES, 0); GL_CHECK_ERROR; } } // Now deal with depth / stencil if (mMultisampleFB) { // Bind multisample buffer glBindFramebufferOES(GL_FRAMEBUFFER_OES, mMultisampleFB); GL_CHECK_ERROR; // Create AA render buffer (colour) // note, this can be shared too because we blit it to the final FBO // right after the render is finished mMultisampleColourBuffer = mManager->requestRenderBuffer(format, width, height, mNumSamples); // Attach it, because we won't be attaching below and non-multisample has // actually been attached to other FBO mMultisampleColourBuffer.buffer->bindToFramebuffer(GL_COLOR_ATTACHMENT0_OES, mMultisampleColourBuffer.zoffset); // depth & stencil will be dealt with below } /// Depth buffer is not handled here anymore. /// See GLESFrameBufferObject::attachDepthBuffer() & RenderSystem::setDepthBufferFor() /// Do glDrawBuffer calls GLenum bufs[OGRE_MAX_MULTIPLE_RENDER_TARGETS]; for(size_t x=0; x(depthBuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, mMultisampleFB ? mMultisampleFB : mFB ); if( glDepthBuffer ) { GLESRenderBuffer *depthBuf = glDepthBuffer->getDepthBuffer(); GLESRenderBuffer *stencilBuf = glDepthBuffer->getStencilBuffer(); //Attach depth buffer, if it has one. if( depthBuf ) depthBuf->bindToFramebuffer( GL_DEPTH_ATTACHMENT_OES, 0 ); //Attach stencil buffer, if it has one. if( stencilBuf ) stencilBuf->bindToFramebuffer( GL_STENCIL_ATTACHMENT_OES, 0 ); } else { glFramebufferRenderbufferOES( GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, 0); glFramebufferRenderbufferOES( GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, 0); } } //----------------------------------------------------------------------------- void GLESFrameBufferObject::detachDepthBuffer() { glBindFramebufferOES(GL_FRAMEBUFFER_OES, mMultisampleFB ? mMultisampleFB : mFB ); glFramebufferRenderbufferOES( GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, 0 ); glFramebufferRenderbufferOES( GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, 0 ); } size_t GLESFrameBufferObject::getWidth() { assert(mColour[0].buffer); return mColour[0].buffer->getWidth(); } size_t GLESFrameBufferObject::getHeight() { assert(mColour[0].buffer); return mColour[0].buffer->getHeight(); } PixelFormat GLESFrameBufferObject::getFormat() { assert(mColour[0].buffer); return mColour[0].buffer->getFormat(); } GLsizei GLESFrameBufferObject::getFSAA() { return mNumSamples; } //----------------------------------------------------------------------------- }