scummvm/backends/graphics3d/opengl/framebuffer.cpp
Paweł Kołodziejski 18f75444b2
BACKENDS3D: Revert my changes to Framebuffer viewport state.
It's useless for backend code flow.
Instead move into UpdateScreen() as short time solution.
2022-11-15 23:23:50 +01:00

190 lines
6.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/textconsole.h"
#include "common/util.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#include "backends/graphics3d/opengl/framebuffer.h"
#include "graphics/opengl/context.h"
#if !defined(GL_DEPTH24_STENCIL8)
#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#endif
#if !defined(GL_DEPTH_COMPONENT24)
#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
#endif
namespace OpenGL {
static bool usePackedBuffer() {
return OpenGLContext.packedDepthStencilSupported;
}
static bool useDepthComponent24() {
return OpenGLContext.OESDepth24;
}
FrameBuffer::FrameBuffer(uint width, uint height) :
TextureGL(width, height) {
if (!OpenGLContext.framebufferObjectSupported) {
error("FrameBuffer Objects are not supported by the current OpenGL context");
}
init();
}
FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
TextureGL(texture_name, width, height, texture_width, texture_height) {
init();
}
FrameBuffer::~FrameBuffer() {
glDeleteRenderbuffers(2, _renderBuffers);
glDeleteFramebuffers(1, &_frameBuffer);
}
void FrameBuffer::init() {
glGenFramebuffers(1, &_frameBuffer);
glGenRenderbuffers(2, _renderBuffers);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 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]);
const char *glVersion = (const char *)glGetString(GL_VERSION);
if (strstr(glVersion, "WebGL 1.0") != NULL) {
// See https://www.khronos.org/registry/webgl/specs/latest/1.0/#FBO_ATTACHMENTS
// and https://github.com/emscripten-core/emscripten/issues/4832
#ifndef GL_DEPTH_STENCIL
#define GL_DEPTH_STENCIL 0x84F9
#endif
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, _texWidth, _texHeight);
#ifndef GL_DEPTH_STENCIL_ATTACHMENT
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#endif
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, useDepthComponent24() ? GL_DEPTH_COMPONENT24 : 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);
}
void FrameBuffer::detach() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
#if !USE_FORCED_GLES2
MultiSampleFrameBuffer::MultiSampleFrameBuffer(uint width, uint height, int samples)
: FrameBuffer(width,height) {
if (!OpenGLContext.framebufferObjectMultisampleSupported) {
error("The current OpenGL context does not support multisample framebuffer objects!");
}
if (samples > OpenGLContext.multisampleMaxSamples) {
warning("Requested anti-aliasing with '%d' samples, but the current OpenGL context supports '%d' samples at most",
samples, OpenGLContext.multisampleMaxSamples);
}
_msSamples = MIN(samples, OpenGLContext.multisampleMaxSamples);
init();
}
MultiSampleFrameBuffer::~MultiSampleFrameBuffer() {
glDeleteRenderbuffers(1, &_msColorId);
glDeleteRenderbuffers(1, &_msDepthId);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &_msFrameBufferId);
}
void MultiSampleFrameBuffer::init() {
glGenFramebuffers(1, &_msFrameBufferId);
glBindFramebuffer(GL_FRAMEBUFFER, _msFrameBufferId);
glGenRenderbuffers(1, &_msColorId);
glBindRenderbuffer(GL_RENDERBUFFER, _msColorId);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msSamples, GL_RGBA8, getTexWidth(), getTexHeight());
glGenRenderbuffers(1, &_msDepthId);
glBindRenderbuffer(GL_RENDERBUFFER, _msDepthId);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msSamples, GL_DEPTH24_STENCIL8, getTexWidth(), getTexHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _msColorId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _msDepthId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _msDepthId);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
error("Framebuffer is not complete! status: %d", status);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void MultiSampleFrameBuffer::attach() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, getFrameBufferName());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _msFrameBufferId);
glViewport(0, 0, getWidth(), getHeight());
}
void MultiSampleFrameBuffer::detach() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, _msFrameBufferId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFrameBufferName());
glBlitFramebuffer(0, 0, getWidth(), getHeight(), 0, 0, getWidth(), getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
#endif // !USE_FORCED_GLES2
} // End of namespace OpenGL
#endif