fixes to depth buffer for cube maps

This commit is contained in:
David Rose 2012-02-11 02:21:05 +00:00
parent d743dc8a55
commit fffc982206
5 changed files with 335 additions and 349 deletions

View File

@ -245,6 +245,7 @@ void GraphicsOutput::
clear_render_textures() {
CDWriter cdata(_cycler, true);
cdata->_textures.clear();
++(cdata->_textures_seq);
throw_event("render-texture-targets-changed");
}
@ -388,6 +389,7 @@ add_render_texture(Texture *tex, RenderTextureMode mode,
result._plane = plane;
result._rtm_mode = mode;
cdata->_textures.push_back(result);
++(cdata->_textures_seq);
throw_event("render-texture-targets-changed");
}

View File

@ -40,6 +40,7 @@
#include "cycleDataReader.h"
#include "cycleDataWriter.h"
#include "pipelineCycler.h"
#include "updateSeq.h"
class PNMImage;
class GraphicsEngine;
@ -345,6 +346,7 @@ protected:
}
RenderTextures _textures;
UpdateSeq _textures_seq;
bool _active;
int _one_shot_frame;
ActiveDisplayRegions _active_display_regions;

View File

@ -13,6 +13,7 @@
////////////////////////////////////////////////////////////////////
TypeHandle CLP(GraphicsBuffer)::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: glGraphicsBuffer::Constructor
@ -36,9 +37,11 @@ CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe,
_screenshot_buffer_type = RenderBuffer::T_front;
// Initialize these.
_fbo = 0;
_num_faces = 0;
memset(_fbo, 0, sizeof(_fbo));
_fbo_multisample = 0;
_initial_clear = true;
_needs_rebuild = true;
DCAST_INTO_V(glgsg, _gsg);
if (glgsg->get_supports_framebuffer_multisample() && glgsg->get_supports_framebuffer_blit()) {
@ -72,18 +75,14 @@ CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe,
_rb_size_x = 0;
_rb_size_y = 0;
_cube_face_active = 0;
for (int i=0; i<RTP_COUNT; i++) {
_rb[i] = 0;
_tex[i] = 0;
_rbm[i] = 0;
}
for (int f = 0; f < 6; f++) {
_cubemap_fbo [f] = 0;
}
_shared_depth_buffer = 0;
_active_cube_map_index = -1;
}
////////////////////////////////////////////////////////////////////
@ -127,6 +126,7 @@ begin_frame(FrameMode mode, Thread *current_thread) {
begin_frame_spam(mode);
check_host_valid();
_active_cube_map_index = -1;
if (!_is_valid) {
if (GLCAT.is_debug()) {
@ -147,13 +147,25 @@ begin_frame(FrameMode mode, Thread *current_thread) {
// Figure out the desired size of the buffer.
if (mode == FM_render) {
clear_cube_map_selection();
rebuild_bitplanes();
if (!check_fbo()) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< get_name() << " check_fbo() returns false\n";
{
// If the set of render-to-textures has recently changed, we
// need to rebuild bitplanes.
CDReader cdata(_cycler);
if (cdata->_textures_seq != _last_textures_seq) {
_last_textures_seq = cdata->_textures_seq;
_needs_rebuild = true;
}
}
if (_needs_rebuild) {
rebuild_bitplanes();
if (_needs_rebuild) {
// If we still need rebuild, something went wrong with
// rebuild_bitplanes().
return false;
}
return false;
}
}
@ -225,234 +237,160 @@ rebuild_bitplanes() {
return;
}
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
// Bind the FBO
Texture *tex = get_texture(0);
if (tex == 0) {
if (!_needs_rebuild) {
return;
}
RenderTextureMode rtm_mode = get_rtm_mode(0);
if (tex->get_texture_type() != Texture::TT_cube_map ||
rtm_mode != RTM_bind_or_copy) {
// We're not rendering directly to a cube map, so set up the
// framebuffers normally.
if (_fbo == 0) {
glgsg->_glGenFramebuffers(1, &_fbo);
if (_fbo == 0) {
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
// Calculate bitplane size. This can be larger than the buffer.
if (_creation_flags & GraphicsPipe::BF_size_track_host) {
if ((_host->get_x_size() != _x_size)||
(_host->get_y_size() != _y_size)) {
set_size_and_recalc(_host->get_x_size(),
_host->get_y_size());
}
}
int bitplane_x = _x_size;
int bitplane_y = _y_size;
if (Texture::get_textures_power_2() != ATS_none) {
bitplane_x = Texture::up_to_power_2(bitplane_x);
bitplane_y = Texture::up_to_power_2(bitplane_y);
}
bool rb_resize = false;
if ((bitplane_x != _rb_size_x)||
(bitplane_y != _rb_size_y)) {
_rb_size_x = bitplane_x;
_rb_size_y = bitplane_y;
rb_resize = true;
}
// These variables indicate what should be bound to each bitplane.
Texture *attach[RTP_COUNT];
memset(attach, 0, sizeof(Texture *) * RTP_COUNT);
// Sort the textures list into appropriate slots.
bool any_cube_maps = false;
{
CDReader cdata(_cycler);
for (size_t i = 0; i != cdata->_textures.size(); ++i) {
const RenderTexture &rt = cdata->_textures[i];
RenderTextureMode rtm_mode = rt._rtm_mode;
if (rtm_mode != RTM_bind_or_copy) {
continue;
}
Texture *tex = rt._texture;
RenderTexturePlane plane = rt._plane;
// If it's a not a 2D texture or a cube map, punt it.
if ((tex->get_texture_type() != Texture::TT_2d_texture) &&
(tex->get_texture_type() != Texture::TT_cube_map)) {
((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
continue;
}
if (tex->get_texture_type() == Texture::TT_cube_map) {
any_cube_maps = true;
}
// If I can't find an appropriate slot, or if there's
// already a texture bound to this slot, then punt
// this texture.
if (attach[plane]) {
((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
continue;
}
// Assign the texture to this slot.
attach[plane] = tex;
}
}
// Having both a depth texture and a depth_stencil texture is
// invalid: depth_stencil implies depth, and we can't bind them
// both. Detect that case, normalize it, and complain.
if (( attach[RTP_depth] != NULL ) && ( attach[RTP_depth_stencil] != NULL )) {
attach[RTP_depth] = NULL;
GLCAT.warning() << "Attempt to bind both Depth and DepthStencil bitplanes.\n";
}
_num_faces = 1;
if (any_cube_maps) {
_num_faces = 6;
}
// Now create the FBO's.
for (int face = 0; face < _num_faces; ++face) {
// Bind the FBO
if (_fbo[face] == 0) {
glgsg->_glGenFramebuffers(1, &_fbo[face]);
if (_fbo[face] == 0) {
report_my_gl_errors();
return;
}
}
glgsg->bind_fbo(_fbo);
// Calculate bitplane size. This can be larger than the buffer.
if (_creation_flags & GraphicsPipe::BF_size_track_host) {
if ((_host->get_x_size() != _x_size)||
(_host->get_y_size() != _y_size)) {
set_size_and_recalc(_host->get_x_size(),
_host->get_y_size());
}
}
int bitplane_x = _x_size;
int bitplane_y = _y_size;
if (Texture::get_textures_power_2() != ATS_none) {
bitplane_x = Texture::up_to_power_2(bitplane_x);
bitplane_y = Texture::up_to_power_2(bitplane_y);
}
bool rb_resize = false;
if ((bitplane_x != _rb_size_x)||
(bitplane_y != _rb_size_y)) {
_rb_size_x = bitplane_x;
_rb_size_y = bitplane_y;
rb_resize = true;
}
// These variables indicate what should be bound to each bitplane.
Texture *attach[RTP_COUNT];
attach[RTP_color] = 0;
attach[RTP_depth] = 0;
attach[RTP_depth_stencil] = 0;
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
attach[RTP_aux_rgba_0+i] = 0;
}
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
attach[RTP_aux_hrgba_0+i] = 0;
}
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
attach[RTP_aux_float_0+i] = 0;
}
// Sort the textures list into appropriate slots.
{
CDReader cdata(_cycler);
for (size_t i = 0; i != cdata->_textures.size(); ++i) {
const RenderTexture &rt = cdata->_textures[i];
RenderTextureMode rtm_mode = rt._rtm_mode;
if (rtm_mode != RTM_bind_or_copy) {
continue;
}
Texture *tex = rt._texture;
RenderTexturePlane plane = rt._plane;
// If it's a not a 2D texture or a cube map, punt it.
if ((tex->get_texture_type() != Texture::TT_2d_texture) &&
(tex->get_texture_type() != Texture::TT_cube_map)) {
((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
continue;
}
// If I can't find an appropriate slot, or if there's
// already a texture bound to this slot, then punt
// this texture.
if (attach[plane]) {
((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
continue;
}
// Assign the texture to this slot.
attach[plane] = tex;
}
}
// Having both a depth texture and a depth_stencil texture is invalid: depth_stencil implies
// depth, and we can't bind them both. Detect that case, normalize it, and complain.
if (( attach[RTP_depth] != NULL ) && ( attach[RTP_depth_stencil] != NULL )) {
attach[RTP_depth] = NULL;
GLCAT.warning() << "Attempt to bind both Depth and DepthStencil bitplanes.\n";
}
glgsg->bind_fbo(_fbo[face]);
// For all slots, update the slot.
bind_slot(rb_resize, attach, RTP_depth_stencil, GL_DEPTH_ATTACHMENT_EXT);
bind_slot(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
bind_slot(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
bind_slot(face, rb_resize, attach, RTP_depth_stencil, GL_DEPTH_ATTACHMENT_EXT);
bind_slot(face, rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
bind_slot(face, rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
#ifndef OPENGLES
int next = GL_COLOR_ATTACHMENT1_EXT;
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
bind_slot(face, rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
bind_slot(face, rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
bind_slot(face, rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
next += 1;
}
// Setup any required multisample buffers.
if (_requested_multisamples) {
if (_fbo_multisample == 0) {
glgsg->_glGenFramebuffers(1, &_fbo_multisample);
}
glgsg->bind_fbo(_fbo_multisample);
bind_slot_multisample(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
bind_slot_multisample(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
int next = GL_COLOR_ATTACHMENT1_EXT;
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
next += 1;
}
glEnable(GL_MULTISAMPLE);
} else {
glDisable(GL_MULTISAMPLE);
// Clear if the fbo was just created, regardless of the clear settings per frame.
if (_initial_clear) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
// Setup any required multisample buffers.
if (_requested_multisamples) {
if (_fbo_multisample == 0) {
glgsg->_glGenFramebuffers(1, &_fbo_multisample);
}
glgsg->bind_fbo(_fbo_multisample);
bind_slot_multisample(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
bind_slot_multisample(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
int next = GL_COLOR_ATTACHMENT1_EXT;
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
next += 1;
}
glEnable(GL_MULTISAMPLE);
if (_initial_clear) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#endif // OPENGLES
} else {
// make an FBO for each cubemap face
int update;
update = false;
for (int f = 0; f < 6; f++) {
if (_cubemap_fbo [f] == 0) {
glgsg->_glGenFramebuffers(1, &_cubemap_fbo [f]);
update = true;
if (_cubemap_fbo [f] == 0) {
report_my_gl_errors();
return;
}
}
}
if (update) {
int color_attachment = GL_COLOR_ATTACHMENT0_EXT;
for (int i=0; i<count_textures(); i++) {
// Do we really need the following lines?
// Uncommenting them seems to break stuff.
//if (get_rtm_mode(i) != RTM_bind_or_copy) {
// continue;
//}
Texture *tex = get_texture(i);
TextureContext *tc = tex->prepare_now(0, glgsg->get_prepared_objects(), glgsg);
nassertv(tc != (TextureContext *)NULL);
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
glgsg->update_texture(tc, true);
RenderTexturePlane plane = get_texture_plane(i);
switch (plane) {
case RTP_depth:
case RTP_depth_stencil:
for (int f = 0; f < 6; f++) {
glgsg->bind_fbo(_cubemap_fbo [f]);
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + f,
gtc->_index, 0);
}
break;
case RTP_color:
case RTP_aux_rgba_0:
case RTP_aux_rgba_1:
case RTP_aux_rgba_2:
case RTP_aux_rgba_3:
case RTP_aux_hrgba_0:
case RTP_aux_hrgba_1:
case RTP_aux_hrgba_2:
case RTP_aux_hrgba_3:
case RTP_aux_float_0:
case RTP_aux_float_1:
case RTP_aux_float_2:
case RTP_aux_float_3:
for (int f = 0; f < 6; f++) {
glgsg->bind_fbo(_cubemap_fbo [f]);
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, color_attachment,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + f,
gtc->_index, 0);
}
color_attachment++;
break;
default:
break;
}
}
}
glgsg->bind_fbo(_cubemap_fbo [0]);
glDisable(GL_MULTISAMPLE);
}
#endif // OPENGLES
// Clear if the fbo was just created, regardless of the clear settings per frame.
if (_initial_clear) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_initial_clear = false;
}
_initial_clear = false;
#ifndef OPENGLES
if ((_fb_properties.get_rgb_color() > 0) ||
@ -465,8 +403,17 @@ rebuild_bitplanes() {
}
#endif
_cube_face_active = 0;
report_my_gl_errors();
if (!check_fbo()) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< get_name() << " check_fbo() returns false\n";
}
return;
}
_needs_rebuild = false;
}
////////////////////////////////////////////////////////////////////
@ -476,7 +423,7 @@ rebuild_bitplanes() {
// specified bitplane.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) {
bind_slot(int face, bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) {
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
@ -502,48 +449,43 @@ bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum atta
Texture *tex = attach[slot];
if (tex) {
// If the texture is already bound to the slot, and it's
// the right size, then no update of this slot is needed.
if ((_tex[slot] == tex)&&
(tex->get_x_size() == _rb_size_x)&&
(tex->get_y_size() == _rb_size_y)) {
tex->set_pad_size(_rb_size_x - _x_size, _rb_size_y - _y_size);
return;
}
bool is_cube_map = (tex->get_texture_type() == Texture::TT_cube_map);
// Bind the texture to the slot.
tex->set_x_size(_rb_size_x);
tex->set_y_size(_rb_size_y);
tex->set_pad_size(_rb_size_x - _x_size, _rb_size_y - _y_size);
TextureContext *tc = tex->prepare_now(0, glgsg->get_prepared_objects(), glgsg);
nassertv(tc != (TextureContext *)NULL);
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
glgsg->update_texture(tc, true);
_use_depth_stencil = false;
if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
if ( _gsg->get_supports_depth_stencil() && tex->get_format() == Texture::F_depth_stencil ) {
tex->set_component_type(Texture::T_unsigned_int_24_8);
_use_depth_stencil = true;
}
TextureContext *tc = tex->prepare_now(0, glgsg->get_prepared_objects(), glgsg);
nassertv(tc != (TextureContext *)NULL);
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
glgsg->update_texture(tc, true);
#ifndef OPENGLES
GLclampf priority = 1.0f;
glPrioritizeTextures(1, &gtc->_index, &priority);
#endif
if (_cube_map_index < 0) {
if (!is_cube_map) {
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D, gtc->_index, 0);
} else {
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
gtc->_index, 0);
}
if (_use_depth_stencil) {
if (_cube_map_index < 0) {
if (!is_cube_map) {
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_TEXTURE_2D, gtc->_index, 0);
} else {
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
gtc->_index, 0);
}
}
@ -560,20 +502,17 @@ bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum atta
}
#endif
TextureContext *tc = tex->prepare_now(0, glgsg->get_prepared_objects(), glgsg);
nassertv(tc != (TextureContext *)NULL);
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
#ifndef OPENGLES
GLclampf priority = 1.0f;
glPrioritizeTextures(1, &gtc->_index, &priority);
#endif
glgsg->update_texture(tc, true);
if (_cube_map_index < 0) {
if (!is_cube_map) {
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
GL_TEXTURE_2D, gtc->_index, 0);
} else {
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
gtc->_index, 0);
}
}
@ -591,12 +530,6 @@ bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum atta
// Disconnect from any texture that was previously bound to this slot.
_tex[slot] = 0;
// If a renderbuffer is already attached to the slot, and it's
// the right size, then no update of this slot is needed.
if (_shared_depth_buffer == 0 && (_rb[slot] != 0)&&(!rb_resize)) {
return;
}
#ifndef OPENGLES_2
// Check for the tricky case of a depth_stencil buffer:
// If we think we need one, but we have a texture bound in the depth slot,
@ -649,9 +582,9 @@ bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum atta
}
}
// We'll bail out before here if we set a depth_stencil buffer, or figure out that we're
// GOING to set a depth_stencil buffer.
//
// We'll bail out before here if we set a depth_stencil buffer,
// or figure out that we're GOING to set a depth_stencil buffer.
// If we get here, we're using the simple fallback case.
#endif
#ifdef OPENGLES
@ -680,6 +613,8 @@ bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum atta
GL_RENDERBUFFER_EXT, _rb[slot]);
}
}
report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
@ -833,10 +768,16 @@ generate_mipmaps() {
// after rendering is completed for a given frame. It
// should do whatever finalization is required.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::end_frame(FrameMode mode, Thread *current_thread) {
void CLP(GraphicsBuffer)::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
// Resolve Multisample rendering if using it.
if (_requested_multisamples && _fbo_multisample) {
resolve_multisamples();
}
if (mode == FM_render) {
copy_to_textures();
}
@ -844,79 +785,8 @@ void CLP(GraphicsBuffer)::end_frame(FrameMode mode, Thread *current_thread) {
// Unbind the FBO
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
// Resolve Multisample rendering if using it.
if (_requested_multisamples && _fbo_multisample) {
glgsg->report_my_gl_errors();
glgsg->_glBindFramebuffer( GL_DRAW_FRAMEBUFFER_EXT, _fbo );
glgsg->_glBindFramebuffer( GL_READ_FRAMEBUFFER_EXT, _fbo_multisample );
// If the depth buffer is shared, resolve it only on the last to render FBO.
int do_depth_blit = 0;
if (_shared_depth_buffer) {
CLP(GraphicsBuffer) *graphics_buffer = NULL;
CLP(GraphicsBuffer) *highest_sort_graphics_buffer = NULL;
list <CLP(GraphicsBuffer) *>::iterator graphics_buffer_iterator;
int max_sort_order = 0;
for (graphics_buffer_iterator = _shared_depth_buffer_list.begin();
graphics_buffer_iterator != _shared_depth_buffer_list.end();
graphics_buffer_iterator++) {
graphics_buffer = (*graphics_buffer_iterator);
if (graphics_buffer) {
// this call removes the entry from the list
if ( graphics_buffer->get_sort() >= max_sort_order ) {
max_sort_order = graphics_buffer->get_sort();
highest_sort_graphics_buffer = graphics_buffer;
}
}
}
if (max_sort_order == this->get_sort()) {
do_depth_blit = 1;
}
} else {
do_depth_blit = 1;
}
if (do_depth_blit) {
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
} else {
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT,
GL_NEAREST);
}
#ifndef OPENGLES
// Now handle the other color buffers.
int next = GL_COLOR_ATTACHMENT1_EXT;
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
glReadBuffer( next );
glDrawBuffer( next );
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
glReadBuffer( next );
glDrawBuffer( next );
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
glReadBuffer( next );
glDrawBuffer( next );
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
next += 1;
}
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
#endif
glgsg->report_my_gl_errors();
}
glgsg->bind_fbo(0);
_active_cube_map_index = -1;
if (mode == FM_render) {
generate_mipmaps();
@ -942,15 +812,20 @@ void CLP(GraphicsBuffer)::end_frame(FrameMode mode, Thread *current_thread) {
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
select_cube_map(int cube_map_index) {
if (cube_map_index == _cube_face_active) {
return;
nassertv(cube_map_index >=0 && cube_map_index < _num_faces);
if (_active_cube_map_index != -1) {
// Resolve the multisample rendering for the previous face.
if (_requested_multisamples && _fbo_multisample) {
resolve_multisamples();
}
}
_cube_face_active = cube_map_index;
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
glgsg->bind_fbo(_cubemap_fbo [cube_map_index]);
glgsg->bind_fbo(_fbo[cube_map_index]);
_active_cube_map_index = cube_map_index;
report_my_gl_errors();
}
@ -1009,6 +884,7 @@ open_buffer() {
_fb_properties.set_force_software(_host->get_fb_properties().get_force_software());
_is_valid = true;
_needs_rebuild = true;
report_my_gl_errors();
return true;
}
@ -1055,19 +931,12 @@ close_buffer() {
report_my_gl_errors();
// Delete the FBO itself.
if (_fbo != 0) {
glgsg->_glDeleteFramebuffers(1, &_fbo);
_fbo = 0;
for (int face = 0; face < _num_faces; ++face) {
glgsg->_glDeleteFramebuffers(1, &_fbo[face]);
}
report_my_gl_errors();
_num_faces = 0;
for (int f = 0; f < 6; f++) {
if (_cubemap_fbo [f]) {
glgsg->_glDeleteFramebuffers(1, &_cubemap_fbo [f]);
_cubemap_fbo [f] = 0;
report_my_gl_errors();
}
}
report_my_gl_errors();
// Release the Gsg
_gsg.clear();
@ -1124,6 +993,7 @@ share_depth_buffer(GraphicsOutput *graphics_output) {
_shared_depth_buffer = input_graphics_output;
state = true;
}
_needs_rebuild = true;
}
report_my_gl_errors();
return state;
@ -1141,6 +1011,7 @@ unshare_depth_buffer() {
// sharing its depth buffer
_shared_depth_buffer -> unregister_shared_depth_buffer(this);
_shared_depth_buffer = 0;
_needs_rebuild = true;
}
}
@ -1209,3 +1080,101 @@ check_host_valid() {
_host.clear();
}
}
////////////////////////////////////////////////////////////////////
// Function: glGraphicsBuffer::resolve_multisamples
// Access: Private
// Description: After the frame has been rendered into the
// multisample buffer, filters it down into the final
// render buffer.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
resolve_multisamples() {
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
glgsg->report_my_gl_errors();
GLuint fbo = _fbo[0];
if (_active_cube_map_index != -1) {
fbo = _fbo[_active_cube_map_index];
}
glgsg->_glBindFramebuffer( GL_DRAW_FRAMEBUFFER_EXT, fbo );
glgsg->_glBindFramebuffer( GL_READ_FRAMEBUFFER_EXT, _fbo_multisample );
// If the depth buffer is shared, resolve it only on the last to render FBO.
int do_depth_blit = 0;
if (_shared_depth_buffer) {
CLP(GraphicsBuffer) *graphics_buffer = NULL;
CLP(GraphicsBuffer) *highest_sort_graphics_buffer = NULL;
list <CLP(GraphicsBuffer) *>::iterator graphics_buffer_iterator;
int max_sort_order = 0;
for (graphics_buffer_iterator = _shared_depth_buffer_list.begin();
graphics_buffer_iterator != _shared_depth_buffer_list.end();
graphics_buffer_iterator++) {
graphics_buffer = (*graphics_buffer_iterator);
if (graphics_buffer) {
// this call removes the entry from the list
if ( graphics_buffer->get_sort() >= max_sort_order ) {
max_sort_order = graphics_buffer->get_sort();
highest_sort_graphics_buffer = graphics_buffer;
}
}
}
if (max_sort_order == this->get_sort()) {
do_depth_blit = 1;
}
} else {
do_depth_blit = 1;
}
if (do_depth_blit) {
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
} else {
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT,
GL_NEAREST);
}
#ifndef OPENGLES
// Now handle the other color buffers.
int next = GL_COLOR_ATTACHMENT1_EXT;
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
glReadBuffer( next );
glDrawBuffer( next );
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
glReadBuffer( next );
glDrawBuffer( next );
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
next += 1;
}
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
glReadBuffer( next );
glDrawBuffer( next );
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
next += 1;
}
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
#endif
report_my_gl_errors();
#ifndef OPENGLES
if ((_fb_properties.get_rgb_color() > 0) ||
(_fb_properties.get_aux_hrgba() > 0)) {
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
} else {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
#endif
report_my_gl_errors();
}

View File

@ -90,29 +90,44 @@ protected:
private:
void bind_slot(bool rb_resize, Texture **attach,
void bind_slot(int face, bool rb_resize, Texture **attach,
RenderTexturePlane plane, GLenum attachpoint);
void bind_slot_multisample(bool rb_resize, Texture **attach,
RenderTexturePlane plane, GLenum attachpoint);
bool check_fbo();
void generate_mipmaps();
void rebuild_bitplanes();
GLuint _fbo; // allows for textures to be attached for render to texture.
GLuint _fbo_multisample; // all render buffers, resolves to _fbo at end of frame.
void resolve_multisamples();
// We create one FBO for each cube map face we'll be rendering to.
// If we aren't rendering to any cube maps, we use only _fbo[0].
GLuint _fbo[6];
int _num_faces;
// For multisample we render first to a multisample buffer, then
// filter it to _fbo[face] at the end of the frame.
GLuint _fbo_multisample;
int _requested_multisamples;
int _requested_coverage_samples;
bool _use_depth_stencil;
bool _initial_clear;
int _rb_size_x;
int _rb_size_y;
int _cube_face_active;
// The texture or render buffer bound to each plane.
PT(Texture) _tex[RTP_COUNT];
GLuint _rb[RTP_COUNT];
GLuint _rbm[RTP_COUNT]; // A mirror of _rb, for the multisample FBO.
GLuint _cubemap_fbo [6];
// The render buffer for _fbo_multisample.
GLuint _rbm[RTP_COUNT];
// The cube map face we are currently drawing to or have just
// finished drawing to, or -1 if we are not drawing to a cube map.
int _active_cube_map_index;
bool _initial_clear;
bool _needs_rebuild;
UpdateSeq _last_textures_seq;
CLP(GraphicsBuffer) *_shared_depth_buffer;
list <CLP(GraphicsBuffer) *> _shared_depth_buffer_list;

View File

@ -9888,13 +9888,11 @@ get_supports_cg_profile(const string &name) const {
void CLP(GraphicsStateGuardian)::
bind_fbo(GLuint fbo) {
nassertv(_glBindFramebuffer != 0);
#ifdef OPENGLES_2
#if defined(OPENGLES_2)
_glBindFramebuffer(GL_FRAMEBUFFER, fbo);
#endif
#ifdef OPENGLES_1
#elif defined(OPENGLES_1)
_glBindFramebuffer(GL_FRAMEBUFFER_OES, fbo);
#endif
#ifndef OPENGLES
#else
_glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo);
#endif
_current_fbo = fbo;