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495 lines
18 KiB
C++
495 lines
18 KiB
C++
// Created by: Kirill GAVRILOV
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// Copyright (c) 2011-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <OpenGl_FrameBuffer.hxx>
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#include <OpenGl_ArbFBO.hxx>
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#include <Standard_Assert.hxx>
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#include <TCollection_ExtendedString.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_FrameBuffer,OpenGl_Resource)
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namespace
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{
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//! Determine data type from texture sized format.
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static bool getDepthDataFormat (GLint theTextFormat,
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GLenum& thePixelFormat,
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GLenum& theDataType)
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{
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switch (theTextFormat)
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{
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case GL_DEPTH24_STENCIL8:
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{
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thePixelFormat = GL_DEPTH_STENCIL;
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theDataType = GL_UNSIGNED_INT_24_8;
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return true;
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}
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case GL_DEPTH32F_STENCIL8:
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{
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thePixelFormat = GL_DEPTH_STENCIL;
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theDataType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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return true;
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}
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case GL_DEPTH_COMPONENT16:
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{
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thePixelFormat = GL_DEPTH_COMPONENT;
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theDataType = GL_UNSIGNED_SHORT;
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return true;
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}
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case GL_DEPTH_COMPONENT24:
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{
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thePixelFormat = GL_DEPTH_COMPONENT;
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theDataType = GL_UNSIGNED_INT;
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return true;
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}
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case GL_DEPTH_COMPONENT32F:
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{
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thePixelFormat = GL_DEPTH_COMPONENT;
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theDataType = GL_FLOAT;
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return true;
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}
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}
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return false;
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}
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}
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// =======================================================================
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// function : OpenGl_FrameBuffer
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// purpose :
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// =======================================================================
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OpenGl_FrameBuffer::OpenGl_FrameBuffer()
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: myVPSizeX (0),
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myVPSizeY (0),
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myNbSamples (0),
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myColorFormat (GL_RGBA8),
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myDepthFormat (GL_DEPTH24_STENCIL8),
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myGlFBufferId (NO_FRAMEBUFFER),
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myGlColorRBufferId (NO_RENDERBUFFER),
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myGlDepthRBufferId (NO_RENDERBUFFER),
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myIsOwnBuffer (false),
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myColorTexture (new OpenGl_Texture()),
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myDepthStencilTexture (new OpenGl_Texture())
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{
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//
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}
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// =======================================================================
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// function : ~OpenGl_FrameBuffer
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// purpose :
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// =======================================================================
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OpenGl_FrameBuffer::~OpenGl_FrameBuffer()
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{
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Release (NULL);
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlContext,
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const GLsizei theSizeX,
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const GLsizei theSizeY,
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const GLint theColorFormat,
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const GLint theDepthFormat,
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const GLsizei theNbSamples)
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{
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myColorFormat = theColorFormat;
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myDepthFormat = theDepthFormat;
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myNbSamples = theNbSamples;
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if (theGlContext->arbFBO == NULL)
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{
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return Standard_False;
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}
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// clean up previous state
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Release (theGlContext.operator->());
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if (myColorFormat == 0
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&& myDepthFormat == 0)
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{
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return Standard_False;
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}
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myIsOwnBuffer = true;
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// setup viewport sizes as is
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myVPSizeX = theSizeX;
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myVPSizeY = theSizeY;
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const Standard_Integer aSizeX = theSizeX > 0 ? theSizeX : 2;
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const Standard_Integer aSizeY = theSizeY > 0 ? theSizeY : 2;
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// Create the textures (will be used as color buffer and depth-stencil buffer)
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if (theNbSamples != 0)
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{
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if (myColorFormat != 0
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&& !myColorTexture ->Init2DMultisample (theGlContext, theNbSamples, myColorFormat, aSizeX, aSizeY))
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{
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Release (theGlContext.operator->());
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return Standard_False;
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}
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if (myDepthFormat != 0
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&& !myDepthStencilTexture->Init2DMultisample (theGlContext, theNbSamples, myDepthFormat, aSizeX, aSizeY))
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{
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Release (theGlContext.operator->());
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return Standard_False;
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}
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}
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else
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{
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if (myColorFormat != 0
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&& !myColorTexture->Init (theGlContext, myColorFormat,
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GL_RGBA, GL_UNSIGNED_BYTE,
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aSizeX, aSizeY, Graphic3d_TOT_2D))
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{
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Release (theGlContext.operator->());
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return Standard_False;
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}
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// extensions (GL_OES_packed_depth_stencil, GL_OES_depth_texture) + GL version might be used to determine supported formats
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// instead of just trying to create such texture
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GLenum aPixelFormat = 0;
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GLenum aDataType = 0;
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if (myDepthFormat != 0
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&& getDepthDataFormat (myDepthFormat, aPixelFormat, aDataType)
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&& !myDepthStencilTexture->Init (theGlContext, myDepthFormat,
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aPixelFormat, aDataType,
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aSizeX, aSizeY, Graphic3d_TOT_2D))
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{
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TCollection_ExtendedString aMsg = TCollection_ExtendedString()
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+ "Warning! Depth textures are not supported by hardware!";
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theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_PORTABILITY,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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theGlContext->arbFBO->glGenRenderbuffers (1, &myGlDepthRBufferId);
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theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBufferId);
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theGlContext->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, aSizeX, aSizeY);
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theGlContext->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
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}
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}
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// Build FBO and setup it as texture
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theGlContext->arbFBO->glGenFramebuffers (1, &myGlFBufferId);
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theGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
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if (myColorTexture->IsValid())
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{
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theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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myColorTexture->GetTarget(), myColorTexture->TextureId(), 0);
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}
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if (myDepthStencilTexture->IsValid())
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{
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#ifdef GL_DEPTH_STENCIL_ATTACHMENT
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theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
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#else
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theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
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theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
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#endif
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}
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else if (myGlDepthRBufferId != NO_RENDERBUFFER)
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{
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theGlContext->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, myGlDepthRBufferId);
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}
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if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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Release (theGlContext.operator->());
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return Standard_False;
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}
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UnbindBuffer (theGlContext);
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return Standard_True;
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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Standard_Boolean OpenGl_FrameBuffer::InitLazy (const Handle(OpenGl_Context)& theGlContext,
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const GLsizei theViewportSizeX,
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const GLsizei theViewportSizeY,
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const GLint theColorFormat,
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const GLint theDepthFormat,
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const GLsizei theNbSamples)
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{
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if (myVPSizeX == theViewportSizeX
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&& myVPSizeY == theViewportSizeY
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&& myColorFormat == theColorFormat
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&& myDepthFormat == theDepthFormat
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&& myNbSamples == theNbSamples)
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{
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return IsValid();
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}
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return Init (theGlContext, theViewportSizeX, theViewportSizeY, theColorFormat, theDepthFormat, theNbSamples);
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}
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// =======================================================================
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// function : InitWithRB
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// purpose :
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// =======================================================================
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Standard_Boolean OpenGl_FrameBuffer::InitWithRB (const Handle(OpenGl_Context)& theGlCtx,
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const GLsizei theSizeX,
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const GLsizei theSizeY,
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const GLint theColorFormat,
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const GLint theDepthFormat,
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const GLuint theColorRBufferFromWindow)
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{
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myColorFormat = theColorFormat;
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myDepthFormat = theDepthFormat;
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myNbSamples = 0;
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if (theGlCtx->arbFBO == NULL)
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{
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return Standard_False;
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}
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// clean up previous state
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Release (theGlCtx.operator->());
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myIsOwnBuffer = true;
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// setup viewport sizes as is
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myVPSizeX = theSizeX;
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myVPSizeY = theSizeY;
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const Standard_Integer aSizeX = theSizeX > 0 ? theSizeX : 2;
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const Standard_Integer aSizeY = theSizeY > 0 ? theSizeY : 2;
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// Create the render-buffers
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if (theColorRBufferFromWindow != NO_RENDERBUFFER)
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{
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myGlColorRBufferId = theColorRBufferFromWindow;
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}
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else if (myColorFormat != 0)
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{
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theGlCtx->arbFBO->glGenRenderbuffers (1, &myGlColorRBufferId);
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theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlColorRBufferId);
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theGlCtx->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, myColorFormat, aSizeX, aSizeY);
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}
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if (myDepthFormat != 0)
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{
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theGlCtx->arbFBO->glGenRenderbuffers (1, &myGlDepthRBufferId);
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theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlDepthRBufferId);
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theGlCtx->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, myDepthFormat, aSizeX, aSizeY);
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theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
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}
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// create FBO
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theGlCtx->arbFBO->glGenFramebuffers (1, &myGlFBufferId);
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theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
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theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, myGlColorRBufferId);
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if (myGlDepthRBufferId != NO_RENDERBUFFER)
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{
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#ifdef GL_DEPTH_STENCIL_ATTACHMENT
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theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, myGlDepthRBufferId);
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#else
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theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, myGlDepthRBufferId);
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theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, myGlDepthRBufferId);
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#endif
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}
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if (theGlCtx->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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UnbindBuffer (theGlCtx);
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Release (theGlCtx.operator->());
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return Standard_False;
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}
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UnbindBuffer (theGlCtx);
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return Standard_True;
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}
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// =======================================================================
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// function : InitWrapper
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// purpose :
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// =======================================================================
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Standard_Boolean OpenGl_FrameBuffer::InitWrapper (const Handle(OpenGl_Context)& theGlCtx)
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{
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myNbSamples = 0;
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if (theGlCtx->arbFBO == NULL)
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{
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return Standard_False;
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}
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// clean up previous state
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Release (theGlCtx.operator->());
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GLint anFbo = GLint(NO_FRAMEBUFFER);
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::glGetIntegerv (GL_FRAMEBUFFER_BINDING, &anFbo);
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if (anFbo == GLint(NO_FRAMEBUFFER))
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{
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return Standard_False;
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}
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GLint aColorType = 0;
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GLint aColorId = 0;
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GLint aDepthType = 0;
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GLint aDepthId = 0;
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theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &aColorType);
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theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &aDepthType);
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myGlFBufferId = GLuint(anFbo);
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myIsOwnBuffer = false;
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if (aColorType == GL_RENDERBUFFER)
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{
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theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &aColorId);
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myGlColorRBufferId = aColorId;
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}
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else if (aColorType != GL_NONE)
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{
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TCollection_ExtendedString aMsg = "OpenGl_FrameBuffer::InitWrapper(), color attachment of unsupported type has been skipped!";
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theGlCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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}
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if (aDepthType == GL_RENDERBUFFER)
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{
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theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &aDepthId);
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myGlDepthRBufferId = aDepthId;
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}
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else if (aDepthType != GL_NONE)
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{
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TCollection_ExtendedString aMsg = "OpenGl_FrameBuffer::InitWrapper(), depth attachment of unsupported type has been skipped!";
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theGlCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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}
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// retrieve dimensions
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GLuint aRBuffer = myGlColorRBufferId != NO_RENDERBUFFER ? myGlColorRBufferId : myGlDepthRBufferId;
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if (aRBuffer != NO_RENDERBUFFER)
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{
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theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, aRBuffer);
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theGlCtx->arbFBO->glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &myVPSizeX);
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theGlCtx->arbFBO->glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &myVPSizeY);
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theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
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}
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return aRBuffer != NO_RENDERBUFFER;
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}
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// =======================================================================
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// function : Release
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::Release (OpenGl_Context* theGlCtx)
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{
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if (isValidFrameBuffer())
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{
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// application can not handle this case by exception - this is bug in code
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Standard_ASSERT_RETURN (theGlCtx != NULL,
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"OpenGl_FrameBuffer destroyed without GL context! Possible GPU memory leakage...",);
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if (theGlCtx->IsValid()
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&& myIsOwnBuffer)
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{
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theGlCtx->arbFBO->glDeleteFramebuffers (1, &myGlFBufferId);
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if (myGlColorRBufferId != NO_RENDERBUFFER)
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{
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theGlCtx->arbFBO->glDeleteRenderbuffers (1, &myGlColorRBufferId);
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}
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if (myGlDepthRBufferId != NO_RENDERBUFFER)
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{
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theGlCtx->arbFBO->glDeleteRenderbuffers (1, &myGlDepthRBufferId);
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}
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}
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myGlFBufferId = NO_FRAMEBUFFER;
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myGlColorRBufferId = NO_RENDERBUFFER;
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myGlDepthRBufferId = NO_RENDERBUFFER;
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myIsOwnBuffer = false;
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}
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myColorTexture->Release (theGlCtx);
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myDepthStencilTexture->Release (theGlCtx);
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myVPSizeX = 0;
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myVPSizeY = 0;
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}
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// =======================================================================
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// function : SetupViewport
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::SetupViewport (const Handle(OpenGl_Context)& /*theGlCtx*/)
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{
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glViewport (0, 0, myVPSizeX, myVPSizeY);
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}
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// =======================================================================
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// function : ChangeViewport
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::ChangeViewport (const GLsizei theVPSizeX,
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const GLsizei theVPSizeY)
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{
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myVPSizeX = theVPSizeX;
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myVPSizeY = theVPSizeY;
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}
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// =======================================================================
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// function : BindBuffer
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::BindBuffer (const Handle(OpenGl_Context)& theGlCtx)
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{
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theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
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}
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// =======================================================================
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// function : BindDrawBuffer
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::BindDrawBuffer (const Handle(OpenGl_Context)& theGlCtx)
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{
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theGlCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, myGlFBufferId);
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}
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// =======================================================================
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// function : BindReadBuffer
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::BindReadBuffer (const Handle(OpenGl_Context)& theGlCtx)
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{
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theGlCtx->arbFBO->glBindFramebuffer (GL_READ_FRAMEBUFFER, myGlFBufferId);
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}
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// =======================================================================
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// function : UnbindBuffer
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// purpose :
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// =======================================================================
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void OpenGl_FrameBuffer::UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx)
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{
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if (!theGlCtx->DefaultFrameBuffer().IsNull()
|
|
&& theGlCtx->DefaultFrameBuffer().operator->() != this)
|
|
{
|
|
theGlCtx->DefaultFrameBuffer()->BindBuffer (theGlCtx);
|
|
}
|
|
else
|
|
{
|
|
theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, NO_FRAMEBUFFER);
|
|
}
|
|
}
|