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Files
occt/src/OpenGl/OpenGl_FrameBuffer.cxx
age 58772a28af 0028744: Visualization, OpenGl_FrameBuffer missing GL_RGB8 format
Missing GL_RGB8 and GL_RGB formats added to getColorDataFormat function.
2017-05-25 11:22:09 +03:00

804 lines
30 KiB
C++

// Created by: Kirill GAVRILOV
// Copyright (c) 2011-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_ArbFBO.hxx>
#include <Standard_Assert.hxx>
#include <TCollection_ExtendedString.hxx>
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_FrameBuffer,OpenGl_Resource)
namespace
{
//! Determine data type from texture sized format.
static bool getDepthDataFormat (GLint theTextFormat,
GLenum& thePixelFormat,
GLenum& theDataType)
{
switch (theTextFormat)
{
case GL_DEPTH24_STENCIL8:
{
thePixelFormat = GL_DEPTH_STENCIL;
theDataType = GL_UNSIGNED_INT_24_8;
return true;
}
case GL_DEPTH32F_STENCIL8:
{
thePixelFormat = GL_DEPTH_STENCIL;
theDataType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
return true;
}
case GL_DEPTH_COMPONENT16:
{
thePixelFormat = GL_DEPTH_COMPONENT;
theDataType = GL_UNSIGNED_SHORT;
return true;
}
case GL_DEPTH_COMPONENT24:
{
thePixelFormat = GL_DEPTH_COMPONENT;
theDataType = GL_UNSIGNED_INT;
return true;
}
case GL_DEPTH_COMPONENT32F:
{
thePixelFormat = GL_DEPTH_COMPONENT;
theDataType = GL_FLOAT;
return true;
}
}
return false;
}
//! Determine data type from texture sized format.
static bool getColorDataFormat (GLint theTextFormat,
GLenum& thePixelFormat,
GLenum& theDataType)
{
switch (theTextFormat)
{
case GL_RGBA32F:
{
thePixelFormat = GL_RGBA;
theDataType = GL_FLOAT;
return true;
}
case GL_R32F:
{
thePixelFormat = GL_RED;
theDataType = GL_FLOAT;
return true;
}
case GL_RGBA16F:
{
thePixelFormat = GL_RGBA;
theDataType = GL_HALF_FLOAT;
return true;
}
case GL_R16F:
{
thePixelFormat = GL_RED;
theDataType = GL_HALF_FLOAT;
return true;
}
case GL_RGBA8:
case GL_RGBA:
{
thePixelFormat = GL_RGBA;
theDataType = GL_UNSIGNED_BYTE;
return true;
}
case GL_RGB8:
case GL_RGB:
{
thePixelFormat = GL_RGB;
theDataType = GL_UNSIGNED_BYTE;
return true;
}
}
return false;
}
//! Checks whether two format arrays are equal or not.
static bool operator== (const OpenGl_ColorFormats& theFmt1,
const OpenGl_ColorFormats& theFmt2)
{
if (theFmt1.Length() != theFmt2.Length())
return false;
OpenGl_ColorFormats::Iterator anIt1 (theFmt1);
OpenGl_ColorFormats::Iterator anIt2 (theFmt1);
for (; anIt1.More(); anIt1.Next(), anIt2.Next())
{
if (anIt1.Value() != anIt2.Value())
return false;
}
return true;
}
}
// =======================================================================
// function : OpenGl_FrameBuffer
// purpose :
// =======================================================================
OpenGl_FrameBuffer::OpenGl_FrameBuffer()
: myInitVPSizeX (0),
myInitVPSizeY (0),
myVPSizeX (0),
myVPSizeY (0),
myNbSamples (0),
myDepthFormat (GL_DEPTH24_STENCIL8),
myGlFBufferId (NO_FRAMEBUFFER),
myGlColorRBufferId (NO_RENDERBUFFER),
myGlDepthRBufferId (NO_RENDERBUFFER),
myIsOwnBuffer (false),
myDepthStencilTexture (new OpenGl_Texture())
{
myColorFormats.Append (GL_RGBA8);
myColorTextures.Append (new OpenGl_Texture());
}
// =======================================================================
// function : ~OpenGl_FrameBuffer
// purpose :
// =======================================================================
OpenGl_FrameBuffer::~OpenGl_FrameBuffer()
{
Release (NULL);
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlContext,
const GLsizei theSizeX,
const GLsizei theSizeY,
const GLint theColorFormat,
const GLint theDepthFormat,
const GLsizei theNbSamples)
{
OpenGl_ColorFormats aColorFormats;
aColorFormats.Append (theColorFormat);
return Init (theGlContext, theSizeX, theSizeY, aColorFormats, theDepthFormat, theNbSamples);
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlContext,
const GLsizei theSizeX,
const GLsizei theSizeY,
const OpenGl_ColorFormats& theColorFormats,
const Handle(OpenGl_Texture)& theDepthStencilTexture,
const GLsizei theNbSamples)
{
myColorFormats = theColorFormats;
OpenGl_TextureArray aTextures (myColorTextures);
if (!myColorTextures.IsEmpty())
{
for (OpenGl_TextureArray::Iterator aTextureIt (myColorTextures); aTextureIt.More(); aTextureIt.Next())
{
aTextureIt.Value()->Release (theGlContext.operator->());
}
myColorTextures.Clear();
}
for (Standard_Integer aLength = 0; aLength < myColorFormats.Length(); ++aLength)
{
myColorTextures.Append (aLength < aTextures.Length() ? aTextures.Value (aLength) : new OpenGl_Texture());
}
myDepthFormat = theDepthStencilTexture->GetFormat();
myNbSamples = theNbSamples;
if (theGlContext->arbFBO == NULL)
{
return Standard_False;
}
// clean up previous state
Release (theGlContext.operator->());
if (myColorFormats.IsEmpty()
&& myDepthFormat == 0)
{
return Standard_False;
}
myDepthStencilTexture = theDepthStencilTexture;
myIsOwnDepth = false;
myIsOwnBuffer = true;
// setup viewport sizes as is
myVPSizeX = theSizeX;
myVPSizeY = theSizeY;
const Standard_Integer aSizeX = theSizeX > 0 ? theSizeX : 2;
const Standard_Integer aSizeY = theSizeY > 0 ? theSizeY : 2;
// Create the textures (will be used as color buffer and depth-stencil buffer)
if (theNbSamples != 0)
{
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
const Handle(OpenGl_Texture)& aColorTexture = myColorTextures (aColorBufferIdx);
const GLint aColorFormat = myColorFormats (aColorBufferIdx);
if (aColorFormat != 0
&& !aColorTexture->Init2DMultisample (theGlContext, theNbSamples,
aColorFormat, aSizeX, aSizeY))
{
Release (theGlContext.operator->());
return Standard_False;
}
}
}
else
{
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
GLenum aPixelFormat = 0;
GLenum aDataType = 0;
const Handle(OpenGl_Texture)& aColorTexture = myColorTextures (aColorBufferIdx);
const GLint aColorFormat = myColorFormats (aColorBufferIdx);
if (aColorFormat != 0
&& getColorDataFormat (aColorFormat, aPixelFormat, aDataType)
&& !aColorTexture->Init (theGlContext, aColorFormat,
aPixelFormat, aDataType,
aSizeX, aSizeY, Graphic3d_TOT_2D))
{
Release (theGlContext.operator->());
return Standard_False;
}
}
}
// Build FBO and setup it as texture
theGlContext->arbFBO->glGenFramebuffers (1, &myGlFBufferId);
theGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
const Handle(OpenGl_Texture)& aColorTexture = myColorTextures (aColorBufferIdx);
if (aColorTexture->IsValid())
{
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + aColorBufferIdx,
aColorTexture->GetTarget(), aColorTexture->TextureId(), 0);
}
}
if (myDepthStencilTexture->IsValid())
{
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
#else
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
#endif
}
if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
Release (theGlContext.operator->());
return Standard_False;
}
UnbindBuffer (theGlContext);
return Standard_True;
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlContext,
const GLsizei theSizeX,
const GLsizei theSizeY,
const OpenGl_ColorFormats& theColorFormats,
const GLint theDepthFormat,
const GLsizei theNbSamples)
{
myColorFormats = theColorFormats;
OpenGl_TextureArray aTextures (myColorTextures);
if (!myColorTextures.IsEmpty())
{
for (OpenGl_TextureArray::Iterator aTextureIt (myColorTextures); aTextureIt.More(); aTextureIt.Next())
{
aTextureIt.Value()->Release (theGlContext.operator->());
}
myColorTextures.Clear();
}
for (Standard_Integer aLength = 0; aLength < myColorFormats.Length(); ++aLength)
{
myColorTextures.Append (aLength < aTextures.Length() ? aTextures.Value (aLength) : new OpenGl_Texture());
}
myDepthFormat = theDepthFormat;
myNbSamples = theNbSamples;
myInitVPSizeX = theSizeX;
myInitVPSizeY = theSizeY;
if (theGlContext->arbFBO == NULL)
{
return Standard_False;
}
// clean up previous state
Release (theGlContext.operator->());
if (myColorFormats.IsEmpty()
&& myDepthFormat == 0)
{
return Standard_False;
}
myIsOwnBuffer = true;
myIsOwnDepth = true;
// setup viewport sizes as is
myVPSizeX = theSizeX;
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)
{
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
const Handle(OpenGl_Texture)& aColorTexture = myColorTextures (aColorBufferIdx);
const GLint aColorFormat = myColorFormats (aColorBufferIdx);
if (aColorFormat != 0
&& !aColorTexture->Init2DMultisample (theGlContext, theNbSamples, aColorFormat, aSizeX, aSizeY))
{
Release (theGlContext.operator->());
return Standard_False;
}
}
if (myDepthFormat != 0
&& !myDepthStencilTexture->Init2DMultisample (theGlContext, theNbSamples, myDepthFormat, aSizeX, aSizeY))
{
Release (theGlContext.operator->());
return Standard_False;
}
}
else
{
GLenum aPixelFormat = 0;
GLenum aDataType = 0;
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
const Handle(OpenGl_Texture)& aColorTexture = myColorTextures (aColorBufferIdx);
const GLint aColorFormat = myColorFormats (aColorBufferIdx);
if (aColorFormat != 0
&& getColorDataFormat (aColorFormat, aPixelFormat, aDataType)
&& !aColorTexture->Init (theGlContext, aColorFormat,
aPixelFormat, aDataType,
aSizeX, aSizeY, 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 (myDepthFormat != 0
&& getDepthDataFormat (myDepthFormat, aPixelFormat, aDataType)
&& !myDepthStencilTexture->Init (theGlContext, myDepthFormat,
aPixelFormat, aDataType,
aSizeX, aSizeY, Graphic3d_TOT_2D))
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ "Warning! Depth textures are not supported by hardware!";
theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_PORTABILITY,
0,
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, aDepthStencilFormat, aSizeX, aSizeY);
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);
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
const Handle(OpenGl_Texture)& aColorTexture = myColorTextures (aColorBufferIdx);
if (aColorTexture->IsValid())
{
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + aColorBufferIdx,
aColorTexture->GetTarget(), aColorTexture->TextureId(), 0);
}
}
if (myDepthStencilTexture->IsValid())
{
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
#else
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
myDepthStencilTexture->GetTarget(), myDepthStencilTexture->TextureId(), 0);
#endif
}
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)
{
Release (theGlContext.operator->());
return Standard_False;
}
UnbindBuffer (theGlContext);
return Standard_True;
}
// =======================================================================
// function : InitLazy
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::InitLazy (const Handle(OpenGl_Context)& theGlContext,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY,
const GLint theColorFormat,
const GLint theDepthFormat,
const GLsizei theNbSamples)
{
OpenGl_ColorFormats aColorFormats;
aColorFormats.Append (theColorFormat);
return InitLazy (theGlContext, theViewportSizeX, theViewportSizeY, aColorFormats, theDepthFormat, theNbSamples);
}
// =======================================================================
// function : InitLazy
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::InitLazy (const Handle(OpenGl_Context)& theGlContext,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY,
const OpenGl_ColorFormats& theColorFormats,
const GLint theDepthFormat,
const GLsizei theNbSamples)
{
if (myVPSizeX == theViewportSizeX
&& myVPSizeY == theViewportSizeY
&& myColorFormats == theColorFormats
&& myDepthFormat == theDepthFormat
&& myNbSamples == theNbSamples)
{
return IsValid();
}
return Init (theGlContext, theViewportSizeX, theViewportSizeY, theColorFormats, theDepthFormat, theNbSamples);
}
// =======================================================================
// function : InitWithRB
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::InitWithRB (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theSizeX,
const GLsizei theSizeY,
const GLint theColorFormat,
const GLint theDepthFormat,
const GLuint theColorRBufferFromWindow)
{
myColorFormats.Clear();
myColorFormats.Append (theColorFormat);
if (!myColorTextures.IsEmpty())
{
Handle(OpenGl_Texture) aTexutre = myColorTextures.First();
for (OpenGl_TextureArray::Iterator aTextureIt (myColorTextures); aTextureIt.More(); aTextureIt.Next())
{
aTextureIt.Value()->Release (theGlCtx.operator->());
}
myColorTextures.Clear();
myColorTextures.Append (aTexutre);
}
myDepthFormat = theDepthFormat;
myNbSamples = 0;
myInitVPSizeX = theSizeX;
myInitVPSizeY = theSizeY;
if (theGlCtx->arbFBO == NULL)
{
return Standard_False;
}
// clean up previous state
Release (theGlCtx.operator->());
myIsOwnBuffer = true;
myIsOwnDepth = true;
// setup viewport sizes as is
myVPSizeX = theSizeX;
myVPSizeY = theSizeY;
const Standard_Integer aSizeX = theSizeX > 0 ? theSizeX : 2;
const Standard_Integer aSizeY = theSizeY > 0 ? theSizeY : 2;
// Create the render-buffers
if (theColorRBufferFromWindow != NO_RENDERBUFFER)
{
myGlColorRBufferId = theColorRBufferFromWindow;
}
else if (theColorFormat != 0)
{
theGlCtx->arbFBO->glGenRenderbuffers (1, &myGlColorRBufferId);
theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, myGlColorRBufferId);
theGlCtx->arbFBO->glRenderbufferStorage (GL_RENDERBUFFER, theColorFormat, 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);
theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
}
// create FBO
theGlCtx->arbFBO->glGenFramebuffers (1, &myGlFBufferId);
theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
theGlCtx->arbFBO->glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, myGlColorRBufferId);
if (myGlDepthRBufferId != NO_RENDERBUFFER)
{
#ifdef 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)
{
UnbindBuffer (theGlCtx);
Release (theGlCtx.operator->());
return Standard_False;
}
UnbindBuffer (theGlCtx);
return Standard_True;
}
// =======================================================================
// function : InitWrapper
// purpose :
// =======================================================================
Standard_Boolean OpenGl_FrameBuffer::InitWrapper (const Handle(OpenGl_Context)& theGlCtx)
{
myNbSamples = 0;
if (theGlCtx->arbFBO == NULL)
{
return Standard_False;
}
// clean up previous state
Release (theGlCtx.operator->());
GLint anFbo = GLint(NO_FRAMEBUFFER);
::glGetIntegerv (GL_FRAMEBUFFER_BINDING, &anFbo);
if (anFbo == GLint(NO_FRAMEBUFFER))
{
return Standard_False;
}
GLint aColorType = 0;
GLint aColorId = 0;
GLint aDepthType = 0;
GLint aDepthId = 0;
theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &aColorType);
theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &aDepthType);
myGlFBufferId = GLuint(anFbo);
myIsOwnBuffer = false;
myIsOwnDepth = false;
if (aColorType == GL_RENDERBUFFER)
{
theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &aColorId);
myGlColorRBufferId = aColorId;
}
else if (aColorType != GL_NONE)
{
TCollection_ExtendedString aMsg = "OpenGl_FrameBuffer::InitWrapper(), color attachment of unsupported type has been skipped!";
theGlCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
}
if (aDepthType == GL_RENDERBUFFER)
{
theGlCtx->arbFBO->glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &aDepthId);
myGlDepthRBufferId = aDepthId;
}
else if (aDepthType != GL_NONE)
{
TCollection_ExtendedString aMsg = "OpenGl_FrameBuffer::InitWrapper(), depth attachment of unsupported type has been skipped!";
theGlCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
}
// retrieve dimensions
GLuint aRBuffer = myGlColorRBufferId != NO_RENDERBUFFER ? myGlColorRBufferId : myGlDepthRBufferId;
if (aRBuffer != NO_RENDERBUFFER)
{
theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, aRBuffer);
theGlCtx->arbFBO->glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &myVPSizeX);
theGlCtx->arbFBO->glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &myVPSizeY);
theGlCtx->arbFBO->glBindRenderbuffer (GL_RENDERBUFFER, NO_RENDERBUFFER);
}
return aRBuffer != NO_RENDERBUFFER;
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::Release (OpenGl_Context* theGlCtx)
{
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 (theGlCtx->IsValid()
&& myIsOwnBuffer)
{
theGlCtx->arbFBO->glDeleteFramebuffers (1, &myGlFBufferId);
if (myGlColorRBufferId != NO_RENDERBUFFER)
{
theGlCtx->arbFBO->glDeleteRenderbuffers (1, &myGlColorRBufferId);
}
if (myGlDepthRBufferId != NO_RENDERBUFFER)
{
theGlCtx->arbFBO->glDeleteRenderbuffers (1, &myGlDepthRBufferId);
}
}
myGlFBufferId = NO_FRAMEBUFFER;
myGlColorRBufferId = NO_RENDERBUFFER;
myGlDepthRBufferId = NO_RENDERBUFFER;
myIsOwnBuffer = false;
}
for (Standard_Integer aColorBufferIdx = 0; aColorBufferIdx < myColorTextures.Length(); ++aColorBufferIdx)
{
myColorTextures (aColorBufferIdx)->Release (theGlCtx);
}
if (myIsOwnDepth)
{
myDepthStencilTexture->Release (theGlCtx);
myIsOwnDepth = false;
}
myVPSizeX = 0;
myVPSizeY = 0;
}
// =======================================================================
// function : SetupViewport
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::SetupViewport (const Handle(OpenGl_Context)& theGlCtx)
{
const Standard_Integer aViewport[4] = { 0, 0, myVPSizeX, myVPSizeY };
theGlCtx->ResizeViewport (aViewport);
}
// =======================================================================
// function : ChangeViewport
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::ChangeViewport (const GLsizei theVPSizeX,
const GLsizei theVPSizeY)
{
myVPSizeX = theVPSizeX;
myVPSizeY = theVPSizeY;
}
// =======================================================================
// function : BindBuffer
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::BindBuffer (const Handle(OpenGl_Context)& theGlCtx)
{
theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
}
// =======================================================================
// function : BindDrawBuffer
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::BindDrawBuffer (const Handle(OpenGl_Context)& theGlCtx)
{
theGlCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, myGlFBufferId);
}
// =======================================================================
// function : BindReadBuffer
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::BindReadBuffer (const Handle(OpenGl_Context)& theGlCtx)
{
theGlCtx->arbFBO->glBindFramebuffer (GL_READ_FRAMEBUFFER, myGlFBufferId);
}
// =======================================================================
// function : UnbindBuffer
// purpose :
// =======================================================================
void OpenGl_FrameBuffer::UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx)
{
if (!theGlCtx->DefaultFrameBuffer().IsNull()
&& theGlCtx->DefaultFrameBuffer().operator->() != this)
{
theGlCtx->DefaultFrameBuffer()->BindBuffer (theGlCtx);
}
else
{
theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, NO_FRAMEBUFFER);
}
}