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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-29 14:00:49 +03:00

0024894: TKOpenGl - refactor OpenGl_FrameBuffer and OpenGl_Texture classes.

This commit is contained in:
osa
2014-05-05 16:10:00 +04:00
committed by bugmaster
parent eb1ebea490
commit 18f4e8e28d
5 changed files with 245 additions and 322 deletions

View File

@@ -33,7 +33,7 @@ static inline GLsizei getEvenNumber (const GLsizei theNumber)
//! Notice - 0 is not power of two here
static inline bool isPowerOfTwo (const GLsizei theNumber)
{
return !(theNumber & (theNumber - 1));
return !(theNumber & (theNumber - 1));
}
// =======================================================================
@@ -41,15 +41,12 @@ static inline bool isPowerOfTwo (const GLsizei theNumber)
// purpose :
// =======================================================================
OpenGl_FrameBuffer::OpenGl_FrameBuffer (GLint theTextureFormat)
: mySizeX (0),
mySizeY (0),
myVPSizeX (0),
: myVPSizeX (0),
myVPSizeY (0),
myTextFormat (theTextureFormat),
myGlTextureId (NO_TEXTURE),
myGlFBufferId (NO_FRAMEBUFFER),
myGlDepthRBId (NO_RENDERBUFFER),
myGlStencilRBId (NO_RENDERBUFFER)
myColorTexture (new OpenGl_Texture()),
myDepthStencilTexture (new OpenGl_Texture())
{
//
}
@@ -69,8 +66,7 @@ OpenGl_FrameBuffer::~OpenGl_FrameBuffer()
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlContext,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY,
const GLboolean toForcePowerOfTwo)
const GLsizei theViewportSizeY)
{
if (theGlContext->arbFBO == NULL)
{
@@ -80,75 +76,31 @@ Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlCo
// clean up previous state
Release (theGlContext.operator->());
// upscale width/height if numbers are odd
if (toForcePowerOfTwo)
{
mySizeX = OpenGl_Context::GetPowerOfTwo (theViewportSizeX, theGlContext->MaxTextureSize());
mySizeY = OpenGl_Context::GetPowerOfTwo (theViewportSizeY, theGlContext->MaxTextureSize());
}
else
{
mySizeX = getEvenNumber (theViewportSizeX);
mySizeY = getEvenNumber (theViewportSizeY);
}
// setup viewport sizes as is
myVPSizeX = theViewportSizeX;
myVPSizeY = theViewportSizeY;
// Create the texture (will be used as color buffer)
if (!initTrashTexture (theGlContext))
// Create the textures (will be used as color buffer and depth-stencil buffer)
if (!initTrashTextures (theGlContext))
{
if (!isPowerOfTwo (mySizeX) || !isPowerOfTwo (mySizeY))
{
return Init (theGlContext, theViewportSizeX, theViewportSizeY, GL_TRUE);
}
Release (theGlContext.operator->());
return Standard_False;
}
if (!theGlContext->extPDS)
{
// Create RenderBuffer to be used as depth buffer
theGlContext->arbFBO->glGenRenderbuffers (1, &myGlDepthRBId);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBId);
theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mySizeX, mySizeY);
// Create RenderBuffer to be used as stencil buffer
theGlContext->arbFBO->glGenRenderbuffers (1, &myGlStencilRBId);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlStencilRBId);
theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX, mySizeX, mySizeY);
}
else
{
// Create combined depth stencil buffer
theGlContext->arbFBO->glGenRenderbuffers (1, &myGlDepthRBId);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBId);
theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mySizeX, mySizeY);
myGlStencilRBId = myGlDepthRBId;
}
// Build FBO and setup it as texture
theGlContext->arbFBO->glGenFramebuffers (1, &myGlFBufferId);
theGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, myGlTextureId);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, myGlTextureId, 0);
theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, myGlDepthRBId);
theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, myGlStencilRBId);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, myColorTexture->TextureId(), 0);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
if (!isPowerOfTwo (mySizeX) || !isPowerOfTwo (mySizeY))
{
return Init (theGlContext, theViewportSizeX, theViewportSizeY, GL_TRUE);
}
Release (theGlContext.operator->());
return Standard_False;
}
UnbindBuffer (theGlContext);
UnbindTexture (theGlContext);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
UnbindBuffer (theGlContext);
return Standard_True;
}
@@ -158,107 +110,34 @@ Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlCo
// =======================================================================
void OpenGl_FrameBuffer::Release (const OpenGl_Context* theGlCtx)
{
if (isValidDepthBuffer()
|| isValidStencilBuffer()
|| isValidTexture()
|| isValidFrameBuffer())
if (isValidFrameBuffer())
{
// application can not handle this case by exception - this is bug in code
Standard_ASSERT_RETURN (theGlCtx != NULL,
"OpenGl_FrameBuffer destroyed without GL context! Possible GPU memory leakage...",);
}
if (isValidStencilBuffer())
{
if (theGlCtx->IsValid()
&& myGlStencilRBId != myGlDepthRBId)
{
theGlCtx->arbFBO->glDeleteRenderbuffers (1, &myGlStencilRBId);
}
myGlStencilRBId = NO_RENDERBUFFER;
}
if (isValidDepthBuffer())
{
if (theGlCtx->IsValid())
{
theGlCtx->arbFBO->glDeleteRenderbuffers (1, &myGlDepthRBId);
}
myGlDepthRBId = NO_RENDERBUFFER;
}
if (isValidTexture())
{
if (theGlCtx->IsValid())
{
glDeleteTextures (1, &myGlTextureId);
}
myGlTextureId = NO_TEXTURE;
}
mySizeX = mySizeY = myVPSizeX = myVPSizeY = 0;
if (isValidFrameBuffer())
{
if (theGlCtx->IsValid())
{
theGlCtx->arbFBO->glDeleteFramebuffers (1, &myGlFBufferId);
}
myGlFBufferId = NO_FRAMEBUFFER;
}
}
// =======================================================================
// function : isProxySuccess
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::isProxySuccess() const
{
// use proxy to check texture could be created or not
glTexImage2D (GL_PROXY_TEXTURE_2D,
0, // LOD number: 0 - base image level; n is the nth mipmap reduction image
myTextFormat, // internalformat
mySizeX, mySizeY, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GLint aTestParamX (0), aTestParamY (0);
glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &aTestParamX);
glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &aTestParamY);
return aTestParamX != 0 && aTestParamY != 0;
myColorTexture->Release (theGlCtx);
myDepthStencilTexture->Release (theGlCtx);
}
// =======================================================================
// function : initTrashTexture
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::initTrashTexture (const Handle(OpenGl_Context)& theGlContext)
Standard_Boolean OpenGl_FrameBuffer::initTrashTextures (const Handle(OpenGl_Context)& theGlContext)
{
// Check texture size is fit dimension maximum
GLint aMaxTexDim = 2048;
glGetIntegerv (GL_MAX_TEXTURE_SIZE, &aMaxTexDim);
if (mySizeX > aMaxTexDim || mySizeY > aMaxTexDim)
{
return Standard_False;
}
// generate new id
glEnable (GL_TEXTURE_2D);
if (!isValidTexture())
{
glGenTextures (1, &myGlTextureId); // Create The Texture
}
glBindTexture (GL_TEXTURE_2D, myGlTextureId);
// texture interpolation parameters - could be overridden later
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (!isProxySuccess())
{
Release (theGlContext.operator->());
return Standard_False;
}
glTexImage2D (GL_TEXTURE_2D,
0, // LOD number: 0 - base image level; n is the nth mipmap reduction image
myTextFormat, // internalformat
mySizeX, mySizeY, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL); // NULL pointer supported from OpenGL 1.1
return Standard_True;
return myColorTexture->Init (theGlContext, myTextFormat,
GL_RGBA, GL_UNSIGNED_BYTE,
myVPSizeX, myVPSizeY, Graphic3d_TOT_2D)
&& myDepthStencilTexture->Init (theGlContext, GL_DEPTH24_STENCIL8,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
myVPSizeX, myVPSizeY, Graphic3d_TOT_2D);
}
// =======================================================================
@@ -298,23 +177,3 @@ void OpenGl_FrameBuffer::UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx)
{
theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, NO_FRAMEBUFFER);
}
// =======================================================================
// function : BindTexture
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::BindTexture (const Handle(OpenGl_Context)& /*theGlCtx*/)
{
glEnable (GL_TEXTURE_2D); // needed only for fixed pipeline rendering
glBindTexture (GL_TEXTURE_2D, myGlTextureId);
}
// =======================================================================
// function : UnbindTexture
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::UnbindTexture (const Handle(OpenGl_Context)& /*theGlCtx*/)
{
glBindTexture (GL_TEXTURE_2D, NO_TEXTURE);
glDisable (GL_TEXTURE_2D); // needed only for fixed pipeline rendering
}