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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp347
1 files changed, 347 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp
new file mode 100644
index 00000000000..26ece47d8b3
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp
@@ -0,0 +1,347 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+* The Original Code is Copyright (C) 2015, Blender Foundation
+* All rights reserved.
+*
+* The Original Code is: all of this file.
+*
+* Contributor(s): Blender Foundation.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "glew-mx.h"
+
+#include <stdio.h>
+
+#include "RAS_OpenGLOffScreen.h"
+#include "RAS_ICanvas.h"
+
+RAS_OpenGLOffScreen::RAS_OpenGLOffScreen(RAS_ICanvas *canvas)
+ :m_canvas(canvas), m_depthrb(0), m_colorrb(0), m_depthtx(0), m_colortx(0),
+ m_fbo(0), m_blitfbo(0), m_blitrbo(0), m_blittex(0), m_target(RAS_OFS_RENDER_BUFFER), m_bound(false)
+{
+ m_width = 0;
+ m_height = 0;
+ m_samples = 0;
+ m_color = 0;
+}
+
+RAS_OpenGLOffScreen::~RAS_OpenGLOffScreen()
+{
+ Destroy();
+}
+
+bool RAS_OpenGLOffScreen::Create(int width, int height, int samples, RAS_OFS_RENDER_TARGET target)
+{
+ GLenum status;
+ GLuint glo[2], fbo;
+ GLint max_samples;
+ GLenum textarget;
+
+ if (m_fbo) {
+ printf("RAS_OpenGLOffScreen::Create(): buffer exists already, destroy first\n");
+ return false;
+ }
+ if (target != RAS_IOffScreen::RAS_OFS_RENDER_BUFFER &&
+ target != RAS_IOffScreen::RAS_OFS_RENDER_TEXTURE)
+ {
+ printf("RAS_OpenGLOffScreen::Create(): invalid offscren target\n");
+ return false;
+ }
+ if (!GLEW_EXT_framebuffer_object) {
+ printf("RAS_OpenGLOffScreen::Create(): frame buffer not supported\n");
+ return false;
+ }
+ if (samples) {
+ if (!GLEW_EXT_framebuffer_multisample ||
+ !GLEW_EXT_framebuffer_blit)
+ {
+ samples = 0;
+ }
+ }
+ if (samples && target == RAS_OFS_RENDER_TEXTURE) {
+ // we need this in addition if we use multisample textures
+ if (!GLEW_ARB_texture_multisample ||
+ !GLEW_EXT_framebuffer_multisample_blit_scaled)
+ {
+ samples = 0;
+ }
+ }
+ if (samples) {
+ max_samples = 0;
+ glGetIntegerv(GL_MAX_SAMPLES_EXT , &max_samples);
+ if (samples > max_samples)
+ samples = max_samples;
+ }
+ m_target = target;
+ fbo = 0;
+ glGenFramebuffersEXT(1, &fbo);
+ if (fbo == 0) {
+ printf("RAS_OpenGLOffScreen::Create(): frame buffer creation failed: %d\n", (int)glGetError());
+ return false;
+ }
+ m_fbo = fbo;
+ glo[0] = glo[1] = 0;
+ if (target == RAS_OFS_RENDER_TEXTURE) {
+ glGenTextures(2, glo);
+ if (glo[0] == 0 || glo[1] == 0) {
+ printf("RAS_OpenGLOffScreen::Create(): texture creation failed: %d\n", (int)glGetError());
+ goto L_ERROR;
+ }
+ m_depthtx = glo[0];
+ m_color = m_colortx = glo[1];
+ if (samples) {
+ textarget = GL_TEXTURE_2D_MULTISAMPLE;
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_depthtx);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT, width, height, true);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_colortx);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA8, width, height, true);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+ }
+ else {
+ textarget = GL_TEXTURE_2D;
+ glBindTexture(GL_TEXTURE_2D, m_depthtx);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, m_colortx);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, textarget, m_depthtx, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, textarget, m_colortx, 0);
+ }
+ else {
+ glGenRenderbuffersEXT(2, glo);
+ if (glo[0] == 0 || glo[1] == 0) {
+ printf("RAS_OpenGLOffScreen::Create(): render buffer creation failed: %d\n", (int)glGetError());
+ goto L_ERROR;
+ }
+ m_depthrb = glo[0];
+ m_colorrb = glo[1];
+ glBindRenderbufferEXT(GL_RENDERBUFFER, m_depthrb);
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples, GL_DEPTH_COMPONENT, width, height);
+ glBindRenderbufferEXT(GL_RENDERBUFFER, m_colorrb);
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples, GL_RGBA8, width, height);
+ glBindRenderbufferEXT(GL_RENDERBUFFER, 0);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, m_depthrb);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER, m_colorrb);
+ }
+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ printf("RAS_OpenGLOffScreen::Create(): frame buffer incomplete: %d\n", (int)status);
+ goto L_ERROR;
+ }
+ m_width = width;
+ m_height = height;
+
+ if (samples > 0) {
+ GLuint blit_tex;
+ GLuint blit_fbo;
+ // create a secondary FBO to blit to before the pixel can be read
+
+ /* write into new single-sample buffer */
+ glGenFramebuffersEXT(1, &blit_fbo);
+ if (!blit_fbo) {
+ printf("RAS_OpenGLOffScreen::Create(): failed creating a FBO for multi-sample offscreen buffer\n");
+ goto L_ERROR;
+ }
+ m_blitfbo = blit_fbo;
+ blit_tex = 0;
+ if (target == RAS_OFS_RENDER_TEXTURE) {
+ glGenTextures(1, &blit_tex);
+ if (!blit_tex) {
+ printf("RAS_OpenGLOffScreen::Create(): failed creating a texture for multi-sample offscreen buffer\n");
+ goto L_ERROR;
+ }
+ // m_color is the texture where the final render goes, the blit texture in this case
+ m_color = m_blittex = blit_tex;
+ glBindTexture(GL_TEXTURE_2D, m_blittex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_blitfbo);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_blittex, 0);
+ }
+ else {
+ /* create render buffer for new 'fbo_blit' */
+ glGenRenderbuffersEXT(1, &blit_tex);
+ if (!blit_tex) {
+ printf("RAS_OpenGLOffScreen::Create(): failed creating a render buffer for multi-sample offscreen buffer\n");
+ goto L_ERROR;
+ }
+ m_blitrbo = blit_tex;
+ glBindRenderbufferEXT(GL_RENDERBUFFER, m_blitrbo);
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 0, GL_RGBA8, width, height);
+ glBindRenderbufferEXT(GL_RENDERBUFFER, 0);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_blitfbo);
+ glFramebufferRenderbufferEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER, m_blitrbo);
+ }
+ status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER_EXT);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, 0);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("RAS_OpenGLOffScreen::Create(): frame buffer for multi-sample offscreen buffer incomplete: %d\n", (int)status);
+ goto L_ERROR;
+ }
+ // remember that multisample is enabled
+ m_samples = 1;
+ }
+ return true;
+
+L_ERROR:
+ Destroy();
+ return false;
+}
+
+void RAS_OpenGLOffScreen::Destroy()
+{
+ GLuint globj;
+ Unbind();
+ if (m_fbo) {
+ globj = m_fbo;
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ if (m_target == RAS_OFS_RENDER_TEXTURE) {
+ GLenum textarget = (m_samples) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, textarget, 0, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, textarget, 0, 0);
+ }
+ else {
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
+ }
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glDeleteFramebuffersEXT(1, &globj);
+ m_fbo = 0;
+ }
+ if (m_depthrb) {
+ globj = m_depthrb;
+ glDeleteRenderbuffers(1, &globj);
+ m_depthrb = 0;
+ }
+ if (m_colorrb) {
+ globj = m_colorrb;
+ glDeleteRenderbuffers(1, &globj);
+ m_colorrb = 0;
+ }
+ if (m_depthtx) {
+ globj = m_depthtx;
+ glDeleteTextures(1, &globj);
+ m_depthtx = 0;
+ }
+ if (m_colortx) {
+ globj = m_colortx;
+ glDeleteTextures(1, &globj);
+ m_colortx = 0;
+ }
+ if (m_blitfbo) {
+ globj = m_blitfbo;
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_blitfbo);
+ if (m_target == RAS_OFS_RENDER_TEXTURE) {
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
+ }
+ else {
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
+ }
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glDeleteFramebuffersEXT(1, &globj);
+ m_blitfbo = 0;
+ }
+ if (m_blitrbo) {
+ globj = m_blitrbo;
+ glDeleteRenderbuffers(1, &globj);
+ m_blitrbo = 0;
+ }
+ if (m_blittex) {
+ globj = m_blittex;
+ glDeleteTextures(1, &globj);
+ m_blittex = 0;
+ }
+ m_width = 0;
+ m_height = 0;
+ m_samples = 0;
+ m_color = 0;
+ m_target = RAS_OFS_RENDER_BUFFER;
+}
+
+void RAS_OpenGLOffScreen::Bind(RAS_OFS_BIND_MODE mode)
+{
+ if (m_fbo) {
+ if (mode == RAS_OFS_BIND_RENDER) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glViewport(0, 0, m_width, m_height);
+ glDisable(GL_SCISSOR_TEST);
+ }
+ else if (!m_blitfbo) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ }
+ else {
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_blitfbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ }
+ m_bound = true;
+ }
+}
+
+void RAS_OpenGLOffScreen::Unbind()
+{
+ if (!m_bound)
+ return;
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glEnable(GL_SCISSOR_TEST);
+ glReadBuffer(GL_BACK);
+ glDrawBuffer(GL_BACK);
+ m_bound = false;
+}
+
+void RAS_OpenGLOffScreen::MipMap()
+{
+ if (m_color) {
+ glBindTexture(GL_TEXTURE_2D, m_color);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+}
+
+void RAS_OpenGLOffScreen::Blit()
+{
+ if (m_bound && m_blitfbo) {
+ // set the draw target to the secondary FBO, the read target is still the multisample FBO
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, m_blitfbo);
+
+ // sample the primary
+ glBlitFramebufferEXT(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ // make sure the next glReadPixels will read from the secondary buffer
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER, m_blitfbo);
+ }
+}