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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

0026165: Visualization, TKOpenGl - fix FBO blitting on some mobile devices

OpenGl_Texture::Init() - initialize FBO textures with GL_TEXTURE_WRAP_ set to GL_CLAMP_TO_EDGE,
since some devices do not support GL_REPEAT (which is default) in such combination.
OpenGl_Font::createTexture() - define texture parameters explicitly.

OpenGl_FrameBuffer::Init() create Depth render buffer object instead of texture
on devices which do not support GL_DEPTH24_STENCIL8.
This commit is contained in:
kgv
2015-05-06 16:05:47 +03:00
committed by abv
parent 2ff806d1ab
commit fe3a29bc9a
5 changed files with 83 additions and 53 deletions

View File

@@ -69,26 +69,56 @@ Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlCo
myVPSizeY = theViewportSizeY;
// Create the textures (will be used as color buffer and depth-stencil buffer)
if (!initTrashTextures (theGlContext))
if (!myColorTexture->Init (theGlContext, myTextFormat,
GL_RGBA, GL_UNSIGNED_BYTE,
myVPSizeX, myVPSizeY, Graphic3d_TOT_2D))
{
Release (theGlContext.operator->());
return Standard_False;
}
// extensions (GL_OES_packed_depth_stencil, GL_OES_depth_texture) + GL version might be used to determine supported formats
// instead of just trying to create such texture
if (!myDepthStencilTexture->Init (theGlContext, GL_DEPTH24_STENCIL8,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
myVPSizeX, myVPSizeY, Graphic3d_TOT_2D))
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ "Warning! Depth textures are not supported by hardware!";
theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
GL_DEBUG_TYPE_PORTABILITY_ARB,
0,
GL_DEBUG_SEVERITY_HIGH_ARB,
aMsg);
theGlContext->arbFBO->glGenRenderbuffers (1, &myGlDepthRBufferId);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBufferId);
theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, myVPSizeX, myVPSizeY);
theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
}
// Build FBO and setup it as texture
theGlContext->arbFBO->glGenFramebuffers (1, &myGlFBufferId);
theGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, myColorTexture->TextureId(), 0);
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
#else
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
#endif
if (myDepthStencilTexture->IsValid())
{
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
#else
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
#endif
}
else if (myGlDepthRBufferId != NO_RENDERBUFFER)
{
theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, myGlDepthRBufferId);
}
if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
Release (theGlContext.operator->());
@@ -287,20 +317,6 @@ void OpenGl_FrameBuffer::Release (OpenGl_Context* theGlCtx)
myDepthStencilTexture->Release (theGlCtx);
}
// =======================================================================
// function : initTrashTexture
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::initTrashTextures (const Handle(OpenGl_Context)& theGlContext)
{
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);
}
// =======================================================================
// function : SetupViewport
// purpose :