// Filename: glGraphicsBuffer_src.cxx // Created by: jyelon (15Jan06) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// TypeHandle CLP(GraphicsBuffer)::_type_handle; //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// CLP(GraphicsBuffer):: CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe, const string &name, const FrameBufferProperties &fb_prop, const WindowProperties &win_prop, int flags, GraphicsStateGuardian *gsg, GraphicsOutput *host) : GraphicsBuffer(engine, pipe, name, fb_prop, win_prop, flags, gsg, host) { CLP(GraphicsStateGuardian) *glgsg; // A FBO doesn't have a back buffer. _draw_buffer_type = RenderBuffer::T_front; _screenshot_buffer_type = RenderBuffer::T_front; // Initialize these. _fbo = 0; _fbo_multisample = 0; _initial_clear = true; DCAST_INTO_V(glgsg, _gsg); if (glgsg->get_supports_framebuffer_multisample() && glgsg->get_supports_framebuffer_blit()) { _requested_multisamples = fb_prop.get_multisamples(); } else { _requested_multisamples = 0; } if (glgsg->get_supports_framebuffer_multisample_coverage_nv() && glgsg->get_supports_framebuffer_blit()) { _requested_coverage_samples = fb_prop.get_coverage_samples(); // Note: Only 4 and 8 actual samples are supported by the extension, with 8 or 16 coverage samples. if ((_requested_coverage_samples <= 8) && (_requested_coverage_samples > 0)) { _requested_multisamples = 4; _requested_coverage_samples = 8; } else if (_requested_coverage_samples > 8) { if (_requested_multisamples < 8) { _requested_multisamples = 4; } else { _requested_multisamples = 8; } _requested_coverage_samples = 16; } } else { _requested_coverage_samples = 0; } if (_requested_multisamples > glgsg->_max_fb_samples) { _requested_multisamples = glgsg->_max_fb_samples; } _rb_size_x = 0; _rb_size_y = 0; _cube_face_active = 0; for (int i=0; iunshare_depth_buffer(); // unshare all buffers that are sharing this object's depth buffer { CLP(GraphicsBuffer) *graphics_buffer; list ::iterator graphics_buffer_iterator; graphics_buffer_iterator = _shared_depth_buffer_list.begin( ); while (graphics_buffer_iterator != _shared_depth_buffer_list.end( )) { graphics_buffer = (*graphics_buffer_iterator); if (graphics_buffer) { // this call removes the entry from the list graphics_buffer -> unshare_depth_buffer(); } graphics_buffer_iterator = _shared_depth_buffer_list.begin( ); } } } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::begin_frame // Access: Public, Virtual // Description: This function will be called within the draw thread // before beginning rendering for a given frame. It // should do whatever setup is required, and return true // if the frame should be rendered, or false if it // should be skipped. //////////////////////////////////////////////////////////////////// bool CLP(GraphicsBuffer):: begin_frame(FrameMode mode, Thread *current_thread) { begin_frame_spam(mode); check_host_valid(); if (!_is_valid) { if (GLCAT.is_debug()) { GLCAT.debug() << get_name() << " is not valid\n"; } return false; } if (!_host->begin_frame(FM_parasite, current_thread)) { if (GLCAT.is_debug()) { GLCAT.debug() << get_name() << "'s host is not ready\n"; } return false; } // Figure out the desired size of the buffer. if (mode == FM_render) { rebuild_bitplanes(); clear_cube_map_selection(); if (!check_fbo()) { if (GLCAT.is_debug()) { GLCAT.debug() << get_name() << " check_fbo() returns false\n"; } return false; } } _gsg->set_current_properties(&get_fb_properties()); report_my_gl_errors(); return true; } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::check_fbo // Access: Private // Description: Calls 'glCheckFramebufferStatus'. On error, // prints out an appropriate error message and unbinds // the fbo. Returns true for OK or false for error. //////////////////////////////////////////////////////////////////// bool CLP(GraphicsBuffer):: check_fbo() { CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_R(glgsg, _gsg, false); GLenum status = glgsg->_glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { GLCAT.error() << "EXT_framebuffer_object reports non-framebuffer-completeness:\n"; switch(status) { case GL_FRAMEBUFFER_UNSUPPORTED_EXT: GLCAT.error() << "FRAMEBUFFER_UNSUPPORTED_EXT"; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT"; break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT"; break; #ifndef OPENGLES_2 case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_FORMATS_EXT"; break; #endif #ifndef OPENGLES case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT"; break; case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT: GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT"; break; #endif default: GLCAT.error() << "UNKNOWN PROBLEM " << status; break; } GLCAT.error(false) << " for " << get_name() << "\n"; glgsg->bind_fbo(0); report_my_gl_errors(); return false; } report_my_gl_errors(); return true; } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::rebuild_bitplanes // Access: Public, Virtual // Description: This function will be called within the draw thread // to allocate/reallocate the fbo and all the associated // renderbuffers, just before rendering a frame. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: rebuild_bitplanes() { check_host_valid(); if (_gsg == 0) { return; } CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); // Bind the FBO Texture *tex = get_texture(0); if (tex == 0) { return; } if (tex->get_texture_type() != Texture::TT_cube_map) { if (_fbo == 0) { glgsg->_glGenFramebuffers(1, &_fbo); if (_fbo == 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. { CDLockedReader 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)) { CDWriter cdataw(_cycler, cdata, false); nassertv(cdata->_textures.size() == cdataw->_textures.size()); cdataw->_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]) { CDWriter cdataw(_cycler, cdata, false); nassertv(cdata->_textures.size() == cdataw->_textures.size()); cdataw->_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"; } // 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); #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); 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); 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); 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); } #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; iprepare_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]); } // 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; } #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 _cube_face_active = 0; report_my_gl_errors(); } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::bind_slot // Access: Private // Description: Attaches either a texture or a renderbuffer to the // specified bitplane. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) { CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); #ifdef OPENGLES GLuint glFormat = GL_RGBA4; #else GLuint glFormat = GL_RGBA; switch (slot) { case RTP_aux_rgba_0: case RTP_aux_rgba_1: case RTP_aux_rgba_2: case RTP_aux_rgba_3: glFormat = GL_RGBA; break; case RTP_aux_hrgba_0: case RTP_aux_hrgba_1: case RTP_aux_hrgba_2: case RTP_aux_hrgba_3: glFormat = GL_RGBA16F_ARB; break; }; #endif 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; } // 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); _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 (tex->get_texture_type() == Texture::TT_2d_texture) { 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, gtc->_index, 0); } if (_use_depth_stencil) { if (tex->get_texture_type() == Texture::TT_2d_texture) { 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, gtc->_index, 0); } } } else { #ifdef OPENGLES tex->set_format(Texture::F_rgba4); #else if (glFormat == GL_RGBA16F_ARB) { tex->set_format(Texture::F_rgba16); } else { tex->set_format(Texture::F_rgba); } #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 (tex->get_texture_type() == Texture::TT_2d_texture) { 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, gtc->_index, 0); } } _tex[slot] = tex; // If there was a renderbuffer bound to this slot, delete it. if (_rb[slot] != 0) { glgsg->_glDeleteRenderbuffers(1, &(_rb[slot])); _rb[slot] = 0; } } else { // 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, // then we DON'T want to create a depth_stencil buffer here (because depth is // a subset of depth_stencil). if (( slot == RTP_depth_stencil ) && ( _gsg->get_supports_depth_stencil() != false ) && ( attach[RTP_depth] != NULL )) { return; } #endif // If there's no renderbuffer for this slot, create one. if (_rb[slot] == 0) { glgsg->_glGenRenderbuffers(1, &(_rb[slot])); } // Allocate and bind the renderbuffer. glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rb[slot]); if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) { #ifndef OPENGLES_2 if ( _gsg->get_supports_depth_stencil() != false ) { if ( slot == RTP_depth_stencil ) { glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, _rb_size_x, _rb_size_y); glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0); GLuint rb; rb = _rb[slot]; if (_shared_depth_buffer) { rb = _shared_depth_buffer -> _rb[slot]; } glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rb); glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rb); return; } else if ( slot == RTP_depth ) { // This is the uber-tricky case, where we DON'T want to bind a depth buffer // if there's already any form of depth_stencil buffer bound (because depth_stencil // is a superset that includes depth). if (( _rb[RTP_depth_stencil] != 0 ) || ( attach[RTP_depth_stencil] != NULL )) { return; } } } // 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 glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, _rb_size_x, _rb_size_y); #else glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, _rb_size_x, _rb_size_y); #endif glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0); GLuint rb; rb = _rb[slot]; if (_shared_depth_buffer) { rb = _shared_depth_buffer -> _rb[slot]; } glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rb); } else { glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, glFormat, _rb_size_x, _rb_size_y); glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0); glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, attachpoint, GL_RENDERBUFFER_EXT, _rb[slot]); } } } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::bind_slot_multisample // Access: Private // Description: Attaches incoming Texture or renderbuffer to the // required bitplanes for the 2 FBOs comprising a // multisample graphics buffer. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: bind_slot_multisample(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) { CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); if ((_rbm[slot] != 0)&&(!rb_resize)) { return; } if (_rbm[slot] != 0) { glgsg->_glDeleteRenderbuffers(1, &(_rbm[slot])); _rbm[slot] = 0; } glgsg->_glBindFramebuffer(GL_FRAMEBUFFER_EXT, _fbo_multisample); glgsg->_glGenRenderbuffers(1, &(_rbm[slot])); // Allocate and bind the renderbuffer. Texture *tex = attach[slot]; // If there is a texture map, use it's format as needed. if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) { #ifndef OPENGLES_2 if (_gsg->get_supports_depth_stencil() && _use_depth_stencil) { glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rbm[slot]); if (_requested_coverage_samples) { glgsg->_glRenderbufferStorageMultisampleCoverage(GL_RENDERBUFFER_EXT, _requested_coverage_samples, _requested_multisamples, GL_DEPTH_STENCIL_EXT, _rb_size_x, _rb_size_y); } else { glgsg->_glRenderbufferStorageMultisample(GL_RENDERBUFFER_EXT, _requested_multisamples, GL_DEPTH_STENCIL_EXT, _rb_size_x, _rb_size_y); } #ifndef OPENGLES GLint givenSamples = -1; glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &givenSamples); #endif glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0); glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _rbm[slot]); glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _rbm[slot]); } else { #endif glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rbm[slot]); GLuint format = GL_DEPTH_COMPONENT; if (tex) { if (tex->get_format() == Texture::F_depth_component16) format = GL_DEPTH_COMPONENT16; if (tex->get_format() == Texture::F_depth_component24) format = GL_DEPTH_COMPONENT24; if (tex->get_format() == Texture::F_depth_component32) format = GL_DEPTH_COMPONENT32; } if (_requested_coverage_samples) { glgsg->_glRenderbufferStorageMultisampleCoverage(GL_RENDERBUFFER_EXT, _requested_coverage_samples, _requested_multisamples, format, _rb_size_x, _rb_size_y); } else { glgsg->_glRenderbufferStorageMultisample(GL_RENDERBUFFER_EXT, _requested_multisamples, format, _rb_size_x, _rb_size_y); #ifndef OPENGLES_2 } #endif #ifndef OPENGLES GLint givenSamples = -1; glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &givenSamples); #endif glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0); glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _rbm[slot]); } } else { Texture *Tex = attach[slot]; GLuint glFormat = GL_RGBA; #ifndef OPENGLES switch (slot) { case RTP_aux_rgba_0: case RTP_aux_rgba_1: case RTP_aux_rgba_2: case RTP_aux_rgba_3: glFormat = GL_RGBA; break; case RTP_aux_hrgba_0: case RTP_aux_hrgba_1: case RTP_aux_hrgba_2: case RTP_aux_hrgba_3: glFormat = GL_RGBA16F_ARB; break; }; #endif glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rbm[slot]); if (_requested_coverage_samples) { glgsg->_glRenderbufferStorageMultisampleCoverage(GL_RENDERBUFFER_EXT, _requested_coverage_samples, _requested_multisamples, glFormat, _rb_size_x, _rb_size_y); } else { glgsg->_glRenderbufferStorageMultisample(GL_RENDERBUFFER_EXT, _requested_multisamples, glFormat, _rb_size_x, _rb_size_y); } #ifndef OPENGLES GLint givenSamples = -1; glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &givenSamples); #endif glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0); glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, attachpoint, GL_RENDERBUFFER_EXT, _rbm[slot]); } glgsg->report_my_gl_errors(); } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::generate_mipmaps // Access: Private // Description: This function will be called within the draw thread // after rendering is completed for a given frame. // If we've just rendered into level zero of a mipmapped // texture, then all subsequent mipmap levels will now // be calculated. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: generate_mipmaps() { CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); for (int slot=0; slotuses_mipmaps())) { glgsg->_state_texture = 0; 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); GLenum target = glgsg->get_texture_target(tex->get_texture_type()); GLP(BindTexture)(target, gtc->_index); glgsg->_glGenerateMipmap(target); GLP(BindTexture)(target, 0); } } report_my_gl_errors(); } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::end_frame // Access: Public, Virtual // Description: This function will be called within the draw thread // 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) { end_frame_spam(mode); nassertv(_gsg != (GraphicsStateGuardian *)NULL); if (mode == FM_render) { copy_to_textures(); } // 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 ::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); if (mode == FM_render) { generate_mipmaps(); } _host->end_frame(FM_parasite, current_thread); if (mode == FM_render) { trigger_flip(); clear_cube_map_selection(); } report_my_gl_errors(); } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::select_cube_map // Access: Public, Virtual // Description: Called internally when the window is in // render-to-a-texture mode and we are in the process of // rendering the six faces of a cube map. This should // do whatever needs to be done to switch the buffer to // the indicated face. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: select_cube_map(int cube_map_index) { if (cube_map_index == _cube_face_active) { return; } _cube_face_active = cube_map_index; CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); glgsg->bind_fbo(_cubemap_fbo [cube_map_index]); report_my_gl_errors(); } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::open_buffer // Access: Protected, Virtual // Description: Opens the window right now. Called from the window // thread. Returns true if the window is successfully // opened, or false if there was a problem. //////////////////////////////////////////////////////////////////// bool CLP(GraphicsBuffer):: open_buffer() { report_my_gl_errors(); // Double check that we have a host nassertr(_host != 0, false); // Count total color buffers. int totalcolor = 1 + _fb_properties.get_aux_rgba() + _fb_properties.get_aux_hrgba() + _fb_properties.get_aux_float(); // Check for support of relevant extensions. CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_R(glgsg, _gsg, false); if (!glgsg->_supports_framebuffer_object) { return false; } // Describe the framebuffer properties of the FBO. // // The rule is that the properties should be as close // as possible to those requested, subject to the limits // of the implementation. This particular implementation // is fairly limited. But that's okay, we just have to // tell the truth about what we actually provide by setting // the _fb_properties accurately. _fb_properties.set_depth_bits(1); _fb_properties.set_color_bits(1); _fb_properties.set_alpha_bits(_host->get_fb_properties().get_alpha_bits()); if (_gsg->get_supports_depth_stencil()) { _fb_properties.set_stencil_bits(1); } else { _fb_properties.set_stencil_bits(0); } _fb_properties.set_accum_bits(0); _fb_properties.set_multisamples(_host->get_fb_properties().get_multisamples()); _fb_properties.set_back_buffers(0); _fb_properties.set_indexed_color(0); _fb_properties.set_rgb_color(1); _fb_properties.set_stereo(0); _fb_properties.set_force_hardware(_host->get_fb_properties().get_force_hardware()); _fb_properties.set_force_software(_host->get_fb_properties().get_force_software()); _is_valid = true; report_my_gl_errors(); return true; } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::close_buffer // Access: Protected, Virtual // Description: Closes the buffer right now. Called from the window // thread. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: close_buffer() { check_host_valid(); report_my_gl_errors(); if (_gsg == 0) { return; } // Get the glgsg. CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); report_my_gl_errors(); // Delete the renderbuffers. for (int i=0; i_glDeleteRenderbuffers(1, &(_rb[i])); _rb[i] = 0; } _tex[i] = 0; } // Delete the renderbuffers. for (int i=0; i_glDeleteRenderbuffers(1, &(_rbm[i])); _rb[i] = 0; } _tex[i] = 0; } _rb_size_x = 0; _rb_size_y = 0; report_my_gl_errors(); // Delete the FBO itself. if (_fbo != 0) { glgsg->_glDeleteFramebuffers(1, &_fbo); _fbo = 0; } report_my_gl_errors(); 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(); } } // Release the Gsg _gsg.clear(); _is_valid = false; } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::share_depth_buffer // Access: Published // Description: Will attempt to use the depth buffer of the input // graphics_output. The buffer sizes must be exactly // the same. //////////////////////////////////////////////////////////////////// bool CLP(GraphicsBuffer):: share_depth_buffer(GraphicsOutput *graphics_output) { bool state; CLP(GraphicsBuffer) *input_graphics_output; state = false; input_graphics_output = DCAST (CLP(GraphicsBuffer), graphics_output); if (this != input_graphics_output && input_graphics_output) { state = true; this -> unshare_depth_buffer(); // check buffer sizes if (this -> get_x_size() != input_graphics_output -> get_x_size()) { GLCAT.error() << "share_depth_buffer: non matching width \n"; state = false; } if (this -> get_y_size() != input_graphics_output -> get_y_size()) { GLCAT.error() << "share_depth_buffer: non matching height \n"; state = false; } // Check multisample compatibility. if ( this->get_multisample_count() != input_graphics_output->get_multisample_count() ) { GLCAT.error() << "share_depth_buffer: non matching multisamples \n"; state = false; } if ( this->get_coverage_sample_count() != input_graphics_output->get_coverage_sample_count() ) { GLCAT.error() << "share_depth_buffer: non matching multisamples \n"; state = false; } if (state) { // let the input GraphicsOutput know that there is an object // sharing its depth buffer input_graphics_output -> register_shared_depth_buffer(this); _shared_depth_buffer = input_graphics_output; state = true; } } report_my_gl_errors(); return state; } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::unshare_depth_buffer // Access: Published // Description: Discontinue sharing the depth buffer. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: unshare_depth_buffer() { if (_shared_depth_buffer) { // let the GraphicsOutput know that this object is no longer // sharing its depth buffer _shared_depth_buffer -> unregister_shared_depth_buffer(this); _shared_depth_buffer = 0; } } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::register_shared_depth_buffer // Access: Public // Description: Register/save who is sharing the depth buffer. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: register_shared_depth_buffer(GraphicsOutput *graphics_output) { CLP(GraphicsBuffer) *input_graphics_output; input_graphics_output = DCAST (CLP(GraphicsBuffer), graphics_output); if (input_graphics_output) { // add to list _shared_depth_buffer_list.push_back(input_graphics_output); } } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::unregister_shared_depth_buffer // Access: Public // Description: Unregister who is sharing the depth buffer. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: unregister_shared_depth_buffer(GraphicsOutput *graphics_output) { CLP(GraphicsBuffer) *input_graphics_output; input_graphics_output = DCAST (CLP(GraphicsBuffer), graphics_output); if (input_graphics_output) { // remove from list _shared_depth_buffer_list.remove(input_graphics_output); } } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::unregister_shared_depth_buffer // Access: Public // Description: Unregister who is sharing the depth buffer. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: report_my_errors(int line, const char *file) { if (_gsg == 0) { GLenum error_code = glGetError(); if (error_code != GL_NO_ERROR) { GLCAT.error() << file << ", line " << line << ": GL error " << error_code << "\n"; } } else { CLP(GraphicsStateGuardian) *glgsg; DCAST_INTO_V(glgsg, _gsg); glgsg->report_my_errors(line, file); } } //////////////////////////////////////////////////////////////////// // Function: glGraphicsBuffer::check_host_valid // Access: Public // Description: If the host window has been closed, then // this buffer is dead too. //////////////////////////////////////////////////////////////////// void CLP(GraphicsBuffer):: check_host_valid() { if ((_host == 0)||(!_host->is_valid())) { _is_valid = false; _gsg.clear(); _host.clear(); } }