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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/textconsole.h"
#if defined(USE_OPENGL) && !defined(AMIGAOS)
#ifdef USE_OPENGL_SHADERS
#include "graphics/opengles2/framebuffer.h"
#elif defined(SDL_BACKEND)
#define GL_GLEXT_PROTOTYPES // For the GL_EXT_framebuffer_object extension
#include "graphics/opengles2/framebuffer.h"
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
#define GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
#define GL_STENCIL_INDEX8 GL_STENCIL_INDEX8_EXT
#define GL_DEPTH24_STENCIL8 0x88F0
#include "backends/platform/sdl/sdl-sys.h"
#endif // defined(SDL_BACKEND)
#include "graphics/opengles2/extensions.h"
#ifdef USE_GLES2
#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#endif
namespace Graphics {
#if defined(SDL_BACKEND) && !defined(USE_OPENGL_SHADERS)
static bool framebuffer_object_functions = false;
static PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebuffer;
static PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbuffer;
static PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatus;
static PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffers;
static PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffers;
static PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbuffer;
static PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2D;
static PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffers;
static PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffers;
static PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorage;
static void grabFramebufferObjectPointers() {
if (framebuffer_object_functions)
return;
framebuffer_object_functions = true;
union {
void *obj_ptr;
void (APIENTRY *func_ptr)();
} u;
// We're casting from an object pointer to a function pointer, the
// sizes need to be the same for this to work.
assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
u.obj_ptr = SDL_GL_GetProcAddress("glBindFramebuffer");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFEREXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glBindRenderbuffer");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFEREXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glCheckFramebufferStatus");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glDeleteFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glDeleteRenderbuffers");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glFramebufferRenderbuffer");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glFramebufferTexture2D");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glGenFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glGenRenderbuffers");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSEXTPROC)u.func_ptr;
u.obj_ptr = SDL_GL_GetProcAddress("glRenderbufferStorage");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEEXTPROC)u.func_ptr;
}
#endif // defined(SDL_BACKEND) && !defined(USE_OPENGL_SHADERS)
template<class T>
static T nextHigher2(T k) {
if (k == 0)
return 1;
--k;
for (uint i = 1; i < sizeof(T) * 8; i <<= 1)
k = k | k >> i;
return k + 1;
}
static bool usePackedBuffer() {
#ifdef USE_GLES2
return Graphics::isExtensionSupported("GL_OES_packed_depth_stencil");
#endif
#ifndef USE_OPENGL_SHADERS
return Graphics::isExtensionSupported("GL_EXT_packed_depth_stencil");
#endif
return true;
}
FrameBuffer::FrameBuffer(uint width, uint height) :
_managedTexture(true), _width(width), _height(height),
_texWidth(nextHigher2(width)), _texHeight(nextHigher2(height)) {
#if defined(SDL_BACKEND) && !defined(USE_OPENGL_SHADERS)
if (!Graphics::isExtensionSupported("GL_EXT_framebuffer_object")) {
error("GL_EXT_framebuffer_object extension is not supported!");
}
grabFramebufferObjectPointers();
#endif
glGenTextures(1, &_colorTexture);
glBindTexture(GL_TEXTURE_2D, _colorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
init();
}
FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
_managedTexture(false), _colorTexture(texture_name), _width(width), _height(height),
_texWidth(texture_width), _texHeight(texture_height) {
init();
}
FrameBuffer::~FrameBuffer() {
glDeleteRenderbuffers(2, &_renderBuffers[0]);
glDeleteFramebuffers(1, &_frameBuffer);
if (_managedTexture)
glDeleteTextures(1, &_colorTexture);
}
void FrameBuffer::init() {
glGenFramebuffers(1, &_frameBuffer);
glGenRenderbuffers(2, &_renderBuffers[0]);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _colorTexture, 0);
if (usePackedBuffer()) {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
} else {
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _texWidth, _texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
GLenum status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
error("Framebuffer is not complete! status: %d", status);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::attach() {
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glViewport(0,0, _width, _height);
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FrameBuffer::detach() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
#endif
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