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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2011/07/09)
#include "Wm5GraphicsPCH.h"
#include "Wm5OpenGLRenderTarget.h"
#include "Wm5OpenGLTexture2D.h"
#include "Wm5Renderer.h"
#include "Wm5OpenGLMapping.h"
using namespace Wm5;
//----------------------------------------------------------------------------
PdrRenderTarget::PdrRenderTarget (Renderer* renderer,
const RenderTarget* renderTarget)
{
mNumTargets = renderTarget->GetNumTargets();
assertion(mNumTargets >= 1,
"Number of render targets must be at least one.\n");
mWidth = renderTarget->GetWidth();
mHeight = renderTarget->GetHeight();
mFormat = renderTarget->GetFormat();
mHasMipmaps = renderTarget->HasMipmaps();
mHasDepthStencil = renderTarget->HasDepthStencil();
mPrevViewport[0] = 0;
mPrevViewport[1] = 0;
mPrevViewport[2] = 0;
mPrevViewport[3] = 0;
mPrevDepthRange[0] = 0.0;
mPrevDepthRange[1] = 0.0;
// Create a framebuffer object.
glGenFramebuffersEXT(1, &mFrameBuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFrameBuffer);
GLuint previousBind = GetBoundTexture(Shader::ST_2D);
mColorTextures = new1<GLuint>(mNumTargets);
mDrawBuffers = new1<GLenum>(mNumTargets);
for (int i = 0; i < mNumTargets; ++i)
{
Texture2D* colorTexture = renderTarget->GetColorTexture(i);
assertion(!renderer->InTexture2DMap(colorTexture),
"Texture should not yet exist.\n");
PdrTexture2D* ogColorTexture = new0 PdrTexture2D(renderer,
colorTexture);
renderer->InsertInTexture2DMap(colorTexture, ogColorTexture);
mColorTextures[i] = ogColorTexture->GetTexture();
mDrawBuffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
// Bind the color texture.
glBindTexture(GL_TEXTURE_2D, mColorTextures[i]);
if (mHasMipmaps)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// Attach the texture to the framebuffer.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, mDrawBuffers[i],
GL_TEXTURE_2D, mColorTextures[i], 0);
}
Texture2D* depthStencilTexture = renderTarget->GetDepthStencilTexture();
if (depthStencilTexture)
{
assertion(!renderer->InTexture2DMap(depthStencilTexture),
"Texture should not yet exist.\n");
PdrTexture2D* ogDepthStencilTexture = new0 PdrTexture2D(renderer,
depthStencilTexture);
renderer->InsertInTexture2DMap(depthStencilTexture,
ogDepthStencilTexture);
mDepthStencilTexture = ogDepthStencilTexture->GetTexture();
// Bind the depthstencil texture.
glBindTexture(GL_TEXTURE_2D, mDepthStencilTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Attach the depth to the framebuffer.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D, mDepthStencilTexture, 0);
// Attach the stencil to the framebuffer.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, mDepthStencilTexture,
0);
}
glBindTexture(GL_TEXTURE_2D, previousBind);
switch (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT))
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENTS_EXT:
assertion(false, "Framebuffer incomplete attachments\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
assertion(false, "Framebuffer incomplete missing attachment\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
assertion(false, "Framebuffer incomplete duplicate attachment\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
assertion(false, "Framebuffer incomplete dimensions\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
assertion(false, "Framebuffer incomplete formats\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
assertion(false, "Framebuffer incomplete draw buffer\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
assertion(false, "Framebuffer incomplete read buffer\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
assertion(false, "Framebuffer unsupported\n");
break;
default:
assertion(false, "Framebuffer unknown error\n");
break;
}
}
//----------------------------------------------------------------------------
PdrRenderTarget::~PdrRenderTarget ()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &mFrameBuffer);
delete1(mColorTextures);
delete1(mDrawBuffers);
}
//----------------------------------------------------------------------------
void PdrRenderTarget::Enable (Renderer*)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFrameBuffer);
glDrawBuffers(mNumTargets, mDrawBuffers);
glGetIntegerv(GL_VIEWPORT, mPrevViewport);
glGetDoublev(GL_DEPTH_RANGE, mPrevDepthRange);
glViewport(0, 0, mWidth, mHeight);
glDepthRange(0.0, 1.0);
}
//----------------------------------------------------------------------------
void PdrRenderTarget::Disable (Renderer*)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
if (mHasMipmaps)
{
GLuint previousBind = GetBoundTexture(Shader::ST_2D);
for (int i = 0; i < mNumTargets; ++i)
{
glBindTexture(GL_TEXTURE_2D, mColorTextures[i]);
glGenerateMipmapEXT(GL_TEXTURE_2D);
}
glBindTexture(GL_TEXTURE_2D, previousBind);
}
glViewport(mPrevViewport[0], mPrevViewport[1], mPrevViewport[2],
mPrevViewport[3]);
glDepthRange(mPrevDepthRange[0], mPrevDepthRange[1]);
}
//----------------------------------------------------------------------------
void PdrRenderTarget::ReadColor (int i, Renderer* renderer,
Texture2D*& texture)
{
if (i < 0 || i >= mNumTargets)
{
assertion(false, "Invalid target index.\n");
}
Enable(renderer);
if (texture)
{
if (texture->GetFormat() != mFormat ||
texture->GetWidth() != mWidth ||
texture->GetHeight() != mHeight)
{
assertion(false, "Incompatible texture.\n");
delete0(texture);
texture = new0 Texture2D(mFormat, mWidth, mHeight, 1);
}
}
else
{
texture = new0 Texture2D(mFormat, mWidth, mHeight, 1);
}
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + i);
glReadPixels(
0,
0,
mWidth,
mHeight,
gOGLTextureFormat[mFormat],
gOGLTextureType[mFormat],
texture->GetData(0)
);
Disable(renderer);
}
//----------------------------------------------------------------------------
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