mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
fixes to depth buffer for cube maps
This commit is contained in:
parent
d743dc8a55
commit
fffc982206
@ -245,6 +245,7 @@ void GraphicsOutput::
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clear_render_textures() {
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CDWriter cdata(_cycler, true);
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cdata->_textures.clear();
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++(cdata->_textures_seq);
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throw_event("render-texture-targets-changed");
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}
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@ -388,6 +389,7 @@ add_render_texture(Texture *tex, RenderTextureMode mode,
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result._plane = plane;
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result._rtm_mode = mode;
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cdata->_textures.push_back(result);
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++(cdata->_textures_seq);
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throw_event("render-texture-targets-changed");
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}
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@ -40,6 +40,7 @@
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#include "cycleDataReader.h"
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#include "cycleDataWriter.h"
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#include "pipelineCycler.h"
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#include "updateSeq.h"
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class PNMImage;
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class GraphicsEngine;
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@ -345,6 +346,7 @@ protected:
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}
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RenderTextures _textures;
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UpdateSeq _textures_seq;
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bool _active;
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int _one_shot_frame;
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ActiveDisplayRegions _active_display_regions;
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@ -13,6 +13,7 @@
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////////////////////////////////////////////////////////////////////
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TypeHandle CLP(GraphicsBuffer)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::Constructor
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@ -36,9 +37,11 @@ CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe,
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_screenshot_buffer_type = RenderBuffer::T_front;
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// Initialize these.
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_fbo = 0;
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_num_faces = 0;
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memset(_fbo, 0, sizeof(_fbo));
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_fbo_multisample = 0;
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_initial_clear = true;
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_needs_rebuild = true;
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DCAST_INTO_V(glgsg, _gsg);
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if (glgsg->get_supports_framebuffer_multisample() && glgsg->get_supports_framebuffer_blit()) {
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@ -72,18 +75,14 @@ CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe,
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_rb_size_x = 0;
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_rb_size_y = 0;
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_cube_face_active = 0;
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for (int i=0; i<RTP_COUNT; i++) {
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_rb[i] = 0;
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_tex[i] = 0;
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_rbm[i] = 0;
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}
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for (int f = 0; f < 6; f++) {
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_cubemap_fbo [f] = 0;
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}
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_shared_depth_buffer = 0;
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_active_cube_map_index = -1;
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}
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////////////////////////////////////////////////////////////////////
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@ -127,6 +126,7 @@ begin_frame(FrameMode mode, Thread *current_thread) {
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begin_frame_spam(mode);
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check_host_valid();
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_active_cube_map_index = -1;
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if (!_is_valid) {
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if (GLCAT.is_debug()) {
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@ -147,13 +147,25 @@ begin_frame(FrameMode mode, Thread *current_thread) {
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// Figure out the desired size of the buffer.
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if (mode == FM_render) {
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clear_cube_map_selection();
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rebuild_bitplanes();
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if (!check_fbo()) {
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< get_name() << " check_fbo() returns false\n";
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{
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// If the set of render-to-textures has recently changed, we
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// need to rebuild bitplanes.
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CDReader cdata(_cycler);
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if (cdata->_textures_seq != _last_textures_seq) {
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_last_textures_seq = cdata->_textures_seq;
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_needs_rebuild = true;
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}
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}
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if (_needs_rebuild) {
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rebuild_bitplanes();
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if (_needs_rebuild) {
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// If we still need rebuild, something went wrong with
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// rebuild_bitplanes().
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return false;
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}
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return false;
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}
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}
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@ -225,234 +237,160 @@ rebuild_bitplanes() {
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return;
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}
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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// Bind the FBO
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Texture *tex = get_texture(0);
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if (tex == 0) {
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if (!_needs_rebuild) {
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return;
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}
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RenderTextureMode rtm_mode = get_rtm_mode(0);
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if (tex->get_texture_type() != Texture::TT_cube_map ||
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rtm_mode != RTM_bind_or_copy) {
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// We're not rendering directly to a cube map, so set up the
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// framebuffers normally.
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if (_fbo == 0) {
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glgsg->_glGenFramebuffers(1, &_fbo);
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if (_fbo == 0) {
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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// Calculate bitplane size. This can be larger than the buffer.
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if (_creation_flags & GraphicsPipe::BF_size_track_host) {
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if ((_host->get_x_size() != _x_size)||
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(_host->get_y_size() != _y_size)) {
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set_size_and_recalc(_host->get_x_size(),
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_host->get_y_size());
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}
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}
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int bitplane_x = _x_size;
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int bitplane_y = _y_size;
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if (Texture::get_textures_power_2() != ATS_none) {
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bitplane_x = Texture::up_to_power_2(bitplane_x);
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bitplane_y = Texture::up_to_power_2(bitplane_y);
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}
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bool rb_resize = false;
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if ((bitplane_x != _rb_size_x)||
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(bitplane_y != _rb_size_y)) {
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_rb_size_x = bitplane_x;
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_rb_size_y = bitplane_y;
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rb_resize = true;
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}
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// These variables indicate what should be bound to each bitplane.
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Texture *attach[RTP_COUNT];
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memset(attach, 0, sizeof(Texture *) * RTP_COUNT);
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// Sort the textures list into appropriate slots.
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bool any_cube_maps = false;
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{
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CDReader cdata(_cycler);
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for (size_t i = 0; i != cdata->_textures.size(); ++i) {
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const RenderTexture &rt = cdata->_textures[i];
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RenderTextureMode rtm_mode = rt._rtm_mode;
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if (rtm_mode != RTM_bind_or_copy) {
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continue;
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}
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Texture *tex = rt._texture;
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RenderTexturePlane plane = rt._plane;
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// If it's a not a 2D texture or a cube map, punt it.
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if ((tex->get_texture_type() != Texture::TT_2d_texture) &&
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(tex->get_texture_type() != Texture::TT_cube_map)) {
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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if (tex->get_texture_type() == Texture::TT_cube_map) {
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any_cube_maps = true;
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}
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// If I can't find an appropriate slot, or if there's
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// already a texture bound to this slot, then punt
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// this texture.
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if (attach[plane]) {
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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// Assign the texture to this slot.
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attach[plane] = tex;
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}
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}
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// Having both a depth texture and a depth_stencil texture is
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// invalid: depth_stencil implies depth, and we can't bind them
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// both. Detect that case, normalize it, and complain.
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if (( attach[RTP_depth] != NULL ) && ( attach[RTP_depth_stencil] != NULL )) {
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attach[RTP_depth] = NULL;
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GLCAT.warning() << "Attempt to bind both Depth and DepthStencil bitplanes.\n";
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}
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_num_faces = 1;
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if (any_cube_maps) {
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_num_faces = 6;
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}
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// Now create the FBO's.
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for (int face = 0; face < _num_faces; ++face) {
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// Bind the FBO
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if (_fbo[face] == 0) {
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glgsg->_glGenFramebuffers(1, &_fbo[face]);
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if (_fbo[face] == 0) {
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report_my_gl_errors();
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return;
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}
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}
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glgsg->bind_fbo(_fbo);
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// Calculate bitplane size. This can be larger than the buffer.
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if (_creation_flags & GraphicsPipe::BF_size_track_host) {
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if ((_host->get_x_size() != _x_size)||
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(_host->get_y_size() != _y_size)) {
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set_size_and_recalc(_host->get_x_size(),
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_host->get_y_size());
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}
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}
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int bitplane_x = _x_size;
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int bitplane_y = _y_size;
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if (Texture::get_textures_power_2() != ATS_none) {
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bitplane_x = Texture::up_to_power_2(bitplane_x);
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bitplane_y = Texture::up_to_power_2(bitplane_y);
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}
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bool rb_resize = false;
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if ((bitplane_x != _rb_size_x)||
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(bitplane_y != _rb_size_y)) {
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_rb_size_x = bitplane_x;
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_rb_size_y = bitplane_y;
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rb_resize = true;
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}
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// These variables indicate what should be bound to each bitplane.
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Texture *attach[RTP_COUNT];
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attach[RTP_color] = 0;
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attach[RTP_depth] = 0;
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attach[RTP_depth_stencil] = 0;
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for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
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attach[RTP_aux_rgba_0+i] = 0;
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}
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for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
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attach[RTP_aux_hrgba_0+i] = 0;
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}
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for (int i=0; i<_fb_properties.get_aux_float(); i++) {
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attach[RTP_aux_float_0+i] = 0;
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}
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// Sort the textures list into appropriate slots.
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{
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CDReader cdata(_cycler);
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for (size_t i = 0; i != cdata->_textures.size(); ++i) {
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const RenderTexture &rt = cdata->_textures[i];
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RenderTextureMode rtm_mode = rt._rtm_mode;
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if (rtm_mode != RTM_bind_or_copy) {
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continue;
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}
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Texture *tex = rt._texture;
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RenderTexturePlane plane = rt._plane;
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// If it's a not a 2D texture or a cube map, punt it.
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if ((tex->get_texture_type() != Texture::TT_2d_texture) &&
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(tex->get_texture_type() != Texture::TT_cube_map)) {
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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// If I can't find an appropriate slot, or if there's
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// already a texture bound to this slot, then punt
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// this texture.
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if (attach[plane]) {
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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// Assign the texture to this slot.
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attach[plane] = tex;
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}
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}
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// Having both a depth texture and a depth_stencil texture is invalid: depth_stencil implies
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// depth, and we can't bind them both. Detect that case, normalize it, and complain.
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if (( attach[RTP_depth] != NULL ) && ( attach[RTP_depth_stencil] != NULL )) {
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attach[RTP_depth] = NULL;
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GLCAT.warning() << "Attempt to bind both Depth and DepthStencil bitplanes.\n";
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}
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glgsg->bind_fbo(_fbo[face]);
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// For all slots, update the slot.
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bind_slot(rb_resize, attach, RTP_depth_stencil, GL_DEPTH_ATTACHMENT_EXT);
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bind_slot(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
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bind_slot(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
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bind_slot(face, rb_resize, attach, RTP_depth_stencil, GL_DEPTH_ATTACHMENT_EXT);
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bind_slot(face, rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
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bind_slot(face, rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
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#ifndef OPENGLES
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int next = GL_COLOR_ATTACHMENT1_EXT;
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for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
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bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
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bind_slot(face, rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
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next += 1;
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}
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for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
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bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
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bind_slot(face, rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
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next += 1;
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}
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for (int i=0; i<_fb_properties.get_aux_float(); i++) {
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bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
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bind_slot(face, rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
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next += 1;
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}
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// Setup any required multisample buffers.
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if (_requested_multisamples) {
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if (_fbo_multisample == 0) {
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glgsg->_glGenFramebuffers(1, &_fbo_multisample);
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}
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glgsg->bind_fbo(_fbo_multisample);
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bind_slot_multisample(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
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bind_slot_multisample(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
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int next = GL_COLOR_ATTACHMENT1_EXT;
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for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
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bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
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next += 1;
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}
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for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
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bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
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next += 1;
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}
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for (int i=0; i<_fb_properties.get_aux_float(); i++) {
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bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
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next += 1;
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}
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glEnable(GL_MULTISAMPLE);
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} else {
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glDisable(GL_MULTISAMPLE);
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// Clear if the fbo was just created, regardless of the clear settings per frame.
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if (_initial_clear) {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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}
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// Setup any required multisample buffers.
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if (_requested_multisamples) {
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if (_fbo_multisample == 0) {
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glgsg->_glGenFramebuffers(1, &_fbo_multisample);
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}
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glgsg->bind_fbo(_fbo_multisample);
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bind_slot_multisample(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
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bind_slot_multisample(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
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int next = GL_COLOR_ATTACHMENT1_EXT;
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for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
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bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
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next += 1;
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}
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for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
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bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
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next += 1;
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}
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for (int i=0; i<_fb_properties.get_aux_float(); i++) {
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bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
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next += 1;
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}
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glEnable(GL_MULTISAMPLE);
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if (_initial_clear) {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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#endif // OPENGLES
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} else {
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// make an FBO for each cubemap face
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int update;
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update = false;
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for (int f = 0; f < 6; f++) {
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if (_cubemap_fbo [f] == 0) {
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glgsg->_glGenFramebuffers(1, &_cubemap_fbo [f]);
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update = true;
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if (_cubemap_fbo [f] == 0) {
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report_my_gl_errors();
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return;
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}
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}
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}
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if (update) {
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int color_attachment = GL_COLOR_ATTACHMENT0_EXT;
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for (int i=0; i<count_textures(); i++) {
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// Do we really need the following lines?
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// Uncommenting them seems to break stuff.
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//if (get_rtm_mode(i) != RTM_bind_or_copy) {
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// continue;
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//}
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Texture *tex = get_texture(i);
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TextureContext *tc = tex->prepare_now(0, glgsg->get_prepared_objects(), glgsg);
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nassertv(tc != (TextureContext *)NULL);
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CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
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glgsg->update_texture(tc, true);
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RenderTexturePlane plane = get_texture_plane(i);
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switch (plane) {
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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, >c->_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, >c->_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();
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
Loading…
x
Reference in New Issue
Block a user