scummvm/graphics/opengl/framebuffer.cpp
BeWorld cab7cd49c4
MORPHOS : Fixed for int vs int32 types for AmigaOS/MorphOS (#2510)
MORPHOS : Fixed int to int32 and some functions not available on AmigaOS/MorphOS
2020-10-11 18:24:36 +02:00

259 lines
10 KiB
C++

/* 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"
#include "common/util.h"
#if defined(USE_OPENGL_GAME) && !defined(AMIGAOS) && !defined(__MORPHOS__)
#if defined(SDL_BACKEND) && !defined(USE_GLEW) && !defined(USE_GLES2)
#define GL_GLEXT_PROTOTYPES // For the GL_EXT_framebuffer_object extension
#include "graphics/opengl/framebuffer.h"
#ifndef GL_ARB_framebuffer_object
#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
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif // defined(GL_ARB_framebuffer_object)
#include "backends/platform/sdl/sdl-sys.h"
#else
#include "graphics/opengl/framebuffer.h"
#endif
#include "graphics/opengl/context.h"
#ifdef USE_GLES2
#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
#endif
namespace OpenGL {
#if defined(SDL_BACKEND) && !defined(USE_GLEW) && !defined(USE_GLES2)
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;
typedef void (* PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
static PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisample;
typedef void (* PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
static PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebuffer;
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("glBlitFramebuffer");
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFEREXTPROC)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;
u.obj_ptr = SDL_GL_GetProcAddress("glRenderbufferStorageMultisample");
glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)u.func_ptr;
}
#endif // defined(SDL_BACKEND) && !defined(USE_GLEW) && !defined(USE_GLES2)
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");
}
#if defined(SDL_BACKEND) && !defined(USE_GLEW) && !defined(USE_GLES2)
grabFramebufferObjectPointers();
#endif
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]);
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);
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FrameBuffer::detach() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
#if !defined(USE_GLES2) && !defined(AMIGAOS) && !defined(__MORPHOS__)
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());
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
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 // !defined(USE_GLES2) && !defined(AMIGAOS) && !defined(__MORPHOS__)
} // End of namespace OpenGL
#endif