168 lines
5.7 KiB
C
168 lines
5.7 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file glGraphicsBuffer_src.h
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* @author jyelon
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* @date 2006-01-15
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* @author kleonard
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* @date 2007-06-27
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*/
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#include "pandabase.h"
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#include "graphicsBuffer.h"
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/**
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* An offscreen render buffer.
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*
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* The glGraphicsBuffer is based on the OpenGL EXT_framebuffer_object and
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* ARB_draw_buffers extensions. This design has significant advantages over
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* the older wglGraphicsBuffer and glxGraphicsBuffer:
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*
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* * Can export depth and stencil. * Supports auxiliary bitplanes. *
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* Supports non-power-of-two padding. * Supports tracking of host window
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* size. * Supports cumulative render-to-texture. * Faster than pbuffers. *
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* Can render onto a texture without clearing it first. * Supports
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* multisample antialiased rendering.
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*
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* Some of these deserve a little explanation. Auxiliary bitplanes are
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* additional bitplanes above and beyond the normal depth,stencil,color. One
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* can use them to render out multiple textures in a single pass. Cumulative
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* render-to-texture means that if don't clear the buffer, then the contents
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* of the buffer will be equal to the texture's previous contents. This alo
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* means you can meaningfully share a bitplane between two buffers by binding
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* the same texture to both buffers.
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*
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* If either of the necessary OpenGL extensions is not available, then the
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* glGraphicsBuffer will not be available (although it may still be possible
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* to create a wglGraphicsBuffer or glxGraphicsBuffer).
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*
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* This class now also uses the extensions EXT_framebuffer_multisample and
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* EXT_framebuffer_blit to allow for multisample antialiasing these offscreen
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* render targets. If these extensions are unavailable the buffer will render
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* as if multisamples is 0.
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*
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*/
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class EXPCL_GL CLP(GraphicsBuffer) : public GraphicsBuffer {
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public:
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CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe,
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const std::string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host);
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virtual ~CLP(GraphicsBuffer)();
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#ifndef OPENGLES
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virtual void clear(Thread *current_thread);
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#endif
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virtual bool begin_frame(FrameMode mode, Thread *current_thread);
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virtual void end_frame(FrameMode mode, Thread *current_thread);
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virtual void set_size(int x, int y);
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virtual void select_target_tex_page(int page);
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virtual bool share_depth_buffer(GraphicsOutput *graphics_output);
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virtual void unshare_depth_buffer();
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virtual bool get_supports_render_texture() const;
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void register_shared_depth_buffer(GraphicsOutput *graphics_output);
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void unregister_shared_depth_buffer(GraphicsOutput *graphics_output);
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protected:
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virtual GraphicsOutput *get_host();
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virtual void close_buffer();
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virtual bool open_buffer();
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void check_host_valid();
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void report_my_errors(int line, const char *file);
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void bind_slot(int layer, bool rb_resize, Texture **attach,
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RenderTexturePlane plane, GLenum attachpoint);
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void bind_slot_multisample(bool rb_resize, Texture **attach,
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RenderTexturePlane plane, GLenum attachpoint);
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void attach_tex(int layer, int view, Texture *attach, GLenum attachpoint);
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bool check_fbo();
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void generate_mipmaps();
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void rebuild_bitplanes();
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void resolve_multisamples();
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// We create one FBO for each cube map face we'll be rendering to. If we
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// aren't rendering to any cube maps, we use only _fbo[0].
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pvector<GLuint> _fbo;
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// For multisample we render first to a multisample buffer, then filter it
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// to _fbo[face] at the end of the frame.
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GLuint _fbo_multisample;
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int _requested_multisamples;
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int _requested_coverage_samples;
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bool _use_depth_stencil;
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bool _have_any_color;
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int _rb_size_x;
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int _rb_size_y;
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int _rb_size_z;
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// Stores the render buffers for each plane. _rbm stores the multisample
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// renderbuffers.
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GLuint _rb[RTP_COUNT];
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GLuint _rbm[RTP_COUNT];
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// For memory tracking of renderbuffers.
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BufferContext *_rb_context;
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size_t _rb_data_size_bytes;
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// List of textures for which we might have to generate mipmaps after
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// rendering one frame.
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typedef pvector<CLP(TextureContext)*> TextureContexts;
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TextureContexts _texture_contexts;
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// The cube map face we are currently drawing to or have just finished
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// drawing to, or -1 if we are not drawing to a cube map.
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int _bound_tex_page;
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bool _initial_clear;
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bool _needs_rebuild;
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UpdateSeq _last_textures_seq;
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CLP(GraphicsBuffer) *_shared_depth_buffer;
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std::list <CLP(GraphicsBuffer) *> _shared_depth_buffer_list;
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PStatCollector _bind_texture_pcollector;
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PStatCollector _generate_mipmap_pcollector;
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PStatCollector _resolve_multisample_pcollector;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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GraphicsBuffer::init_type();
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register_type(_type_handle, CLASSPREFIX_QUOTED "GraphicsBuffer",
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GraphicsBuffer::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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INLINE int get_multisample_count();
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INLINE int get_coverage_sample_count();
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private:
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static TypeHandle _type_handle;
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friend class CLP(GraphicsStateGuardian);
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};
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#include "glGraphicsBuffer_src.I"
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