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2025-01-22 16:18:30 +01:00
#include "RenderTargetImpl.h"
#include "ogl.h"
#include <Kore/Graphics3/Graphics.h>
#include <Kore/Log.h>
#include <Kore/System.h>
#ifdef KINC_ANDROID
#include <GLContext.h>
#endif
using namespace Kore;
#ifndef GL_RGBA16F_EXT
#define GL_RGBA16F_EXT 0x881A
#endif
#ifndef GL_RGBA32F_EXT
#define GL_RGBA32F_EXT 0x8814
#endif
#ifndef GL_HALF_FLOAT
#define GL_HALF_FLOAT 0x140B
#endif
namespace {
int pow(int pow) {
int ret = 1;
for (int i = 0; i < pow; ++i)
ret *= 2;
return ret;
}
int getPower2(int i) {
for (int power = 0;; ++power)
if (pow(power) >= i)
return pow(power);
}
bool nonPow2RenderTargetsSupported() {
#ifdef KINC_OPENGL_ES
#ifdef KINC_ANDROID
if (ndk_helper::GLContext::GetInstance()->GetGLVersion() >= 3.0)
return true;
else
return false;
#else
return false;
#endif
#else
return true;
#endif
}
}
void RenderTargetImpl::setupDepthStencil(int depthBufferBits, int stencilBufferBits, int width, int height) {
if (depthBufferBits > 0 && stencilBufferBits > 0) {
#ifdef KINC_OPENGL_ES
GLenum internalFormat = GL_DEPTH24_STENCIL8_OES;
#else
GLenum internalFormat;
if (depthBufferBits == 24)
internalFormat = GL_DEPTH24_STENCIL8;
else
internalFormat = GL_DEPTH32F_STENCIL8;
#endif
// Renderbuffer
// glGenRenderbuffers(1, &_depthRenderbuffer);
// glCheckErrors();
// glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderbuffer);
// glCheckErrors();
// glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, width, height);
// glCheckErrors();
// #ifdef KINC_OPENGL_ES
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer);
// #else
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer);
// #endif
// glCheckErrors();
// Texture
glGenTextures(1, &_depthTexture);
glCheckErrors();
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glCheckErrors();
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
glCheckErrors();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCheckErrors();
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glCheckErrors();
#ifdef KINC_OPENGL_ES
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _depthTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, _depthTexture, 0);
#else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, _depthTexture, 0);
#endif
glCheckErrors();
}
else if (depthBufferBits > 0) {
// Renderbuffer
// glGenRenderbuffers(1, &_depthRenderbuffer);
// glCheckErrors();
// glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderbuffer);
// glCheckErrors();
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
// glCheckErrors();
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer);
// glCheckErrors();
// Texture
glGenTextures(1, &_depthTexture);
glCheckErrors();
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glCheckErrors();
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
glCheckErrors();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCheckErrors();
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glCheckErrors();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _depthTexture, 0);
glCheckErrors();
}
}
Graphics3::RenderTarget::RenderTarget(int width, int height, int depthBufferBits, bool antialiasing, RenderTargetFormat format, int stencilBufferBits,
int contextId)
: width(width), height(height) {
if (nonPow2RenderTargetsSupported()) {
texWidth = width;
texHeight = height;
}
else {
texWidth = getPower2(width);
texHeight = getPower2(height);
}
this->contextId = contextId;
// (DK) required on windows/gl
Kore::System::makeCurrent(contextId);
glGenTextures(1, &_texture);
glCheckErrors();
glBindTexture(GL_TEXTURE_2D, _texture);
glCheckErrors();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glCheckErrors();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glCheckErrors();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glCheckErrors();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCheckErrors();
switch (format) {
#ifndef KINC_MACOS
case Target128BitFloat:
#ifdef KINC_OPENGL_ES
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_EXT, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, 0);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, 0);
#endif
break;
case Target64BitFloat:
#ifdef KINC_OPENGL_ES
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_EXT, texWidth, texHeight, 0, GL_RGBA, GL_HALF_FLOAT, 0);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, texWidth, texHeight, 0, GL_RGBA, GL_HALF_FLOAT, 0);
#endif
break;
case Target16BitDepth:
#ifdef KINC_OPENGL_ES
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, texWidth, texHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
break;
case Target32Bit:
#endif
default:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
glCheckErrors();
glGenFramebuffers(1, &_framebuffer);
glCheckErrors();
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glCheckErrors();
setupDepthStencil(depthBufferBits, stencilBufferBits, texWidth, texHeight);
if (format == Target16BitDepth) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _texture, 0);
#ifndef OPENGLES
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
#endif
}
else {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
}
glCheckErrors();
// GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
// glDrawBuffers(1, drawBuffers);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCheckErrors();
glBindTexture(GL_TEXTURE_2D, 0);
glCheckErrors();
}
void Graphics3::RenderTarget::useColorAsTexture(TextureUnit unit) {
glActiveTexture(GL_TEXTURE0 + unit.unit);
glCheckErrors();
glBindTexture(GL_TEXTURE_2D, _texture);
glCheckErrors();
}
void Graphics3::RenderTarget::useDepthAsTexture(TextureUnit unit) {
glActiveTexture(GL_TEXTURE0 + unit.unit);
glCheckErrors();
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glCheckErrors();
}
void Graphics3::RenderTarget::setDepthStencilFrom(RenderTarget *source) {
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, source->_depthTexture, 0);
}