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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-04 18:06:22 +03:00

0028625: Visualization, OpenGl_FrameBuffer - initialize Render Buffer with stencil

This commit is contained in:
kgv 2017-04-03 22:53:17 +03:00 committed by bugmaster
parent 450c83adcf
commit e473b95fe9
2 changed files with 32 additions and 5 deletions

View File

@ -1213,7 +1213,8 @@ void OpenGl_Context::init (const Standard_Boolean theIsCoreProfile)
|| CheckExtension ("GL_EXT_texture_rg");
extBgra = CheckExtension ("GL_EXT_texture_format_BGRA8888");
extAnis = CheckExtension ("GL_EXT_texture_filter_anisotropic");
extPDS = CheckExtension ("GL_OES_packed_depth_stencil");
extPDS = IsGlGreaterEqual (3, 0)
|| CheckExtension ("GL_OES_packed_depth_stencil");
core11fwd = (OpenGl_GlCore11Fwd* )(&(*myFuncs));
if (IsGlGreaterEqual (2, 0))

View File

@ -129,6 +129,7 @@ Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlCo
myVPSizeY = theSizeY;
const Standard_Integer aSizeX = theSizeX > 0 ? theSizeX : 2;
const Standard_Integer aSizeY = theSizeY > 0 ? theSizeY : 2;
bool hasStencilRB = false;
// Create the textures (will be used as color buffer and depth-stencil buffer)
if (theNbSamples != 0)
@ -175,9 +176,15 @@ Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlCo
GL_DEBUG_SEVERITY_HIGH,
aMsg);
hasStencilRB = aPixelFormat == GL_DEPTH_STENCIL
&& theGlContext->extPDS;
GLint aDepthStencilFormat = hasStencilRB
? GL_DEPTH24_STENCIL8
: GL_DEPTH_COMPONENT16;
theGlContext->arbFBO->glGenRenderbuffers (1, &myGlDepthRBufferId);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBufferId);
theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, aSizeX, aSizeY);
theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, aDepthStencilFormat, aSizeX, aSizeY);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
}
}
@ -204,8 +211,18 @@ Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlCo
}
else if (myGlDepthRBufferId != NO_RENDERBUFFER)
{
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, hasStencilRB ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
#else
theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
if (hasStencilRB)
{
theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
}
#endif
}
if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
@ -282,8 +299,14 @@ Standard_Boolean OpenGl_FrameBuffer::InitWithRB (const Handle(OpenGl_Context)& t
theGlCtx->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, myColorFormat, aSizeX, aSizeY);
}
bool hasStencilRB = false;
if (myDepthFormat != 0)
{
GLenum aPixelFormat = 0;
GLenum aDataType = 0;
getDepthDataFormat (myDepthFormat, aPixelFormat, aDataType);
hasStencilRB = aPixelFormat == GL_DEPTH_STENCIL;
theGlCtx->arbFBO->glGenRenderbuffers (1, &myGlDepthRBufferId);
theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBufferId);
theGlCtx->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, myDepthFormat, aSizeX, aSizeY);
@ -298,13 +321,16 @@ Standard_Boolean OpenGl_FrameBuffer::InitWithRB (const Handle(OpenGl_Context)& t
if (myGlDepthRBufferId != NO_RENDERBUFFER)
{
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, hasStencilRB ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
#else
theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
if (hasStencilRB)
{
theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
}
#endif
}
if (theGlCtx->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)