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1 | // Created by: Kirill GAVRILOV |
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2 | // Copyright (c) 2011-2014 OPEN CASCADE SAS |
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3 | // |
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4 | // This file is part of Open CASCADE Technology software library. |
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5 | // |
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6 | // This library is free software; you can redistribute it and/or modify it under |
7 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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8 | // by the Free Software Foundation, with special exception defined in the file |
9 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
10 | // distribution for complete text of the license and disclaimer of any warranty. |
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11 | // |
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12 | // Alternatively, this file may be used under the terms of Open CASCADE |
13 | // commercial license or contractual agreement. |
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14 | |
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15 | #include <OpenGl_FrameBuffer.hxx> |
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16 | #include <OpenGl_ArbFBO.hxx> |
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17 | |
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18 | #include <Standard_Assert.hxx> |
19 | |
20 | IMPLEMENT_STANDARD_HANDLE (OpenGl_FrameBuffer, OpenGl_Resource) |
21 | IMPLEMENT_STANDARD_RTTIEXT(OpenGl_FrameBuffer, OpenGl_Resource) |
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22 | |
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23 | static inline bool isOddNumber (const GLsizei theNumber) |
24 | { |
25 | return theNumber & 0x01; |
26 | } |
27 | |
28 | static inline GLsizei getEvenNumber (const GLsizei theNumber) |
29 | { |
30 | return isOddNumber (theNumber) ? (theNumber + 1) : theNumber; |
31 | } |
32 | |
33 | //! Notice - 0 is not power of two here |
34 | static inline bool isPowerOfTwo (const GLsizei theNumber) |
35 | { |
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36 | return !(theNumber & (theNumber - 1)); |
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37 | } |
38 | |
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39 | // ======================================================================= |
40 | // function : OpenGl_FrameBuffer |
41 | // purpose : |
42 | // ======================================================================= |
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43 | OpenGl_FrameBuffer::OpenGl_FrameBuffer (GLint theTextureFormat) |
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44 | : myVPSizeX (0), |
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45 | myVPSizeY (0), |
46 | myTextFormat (theTextureFormat), |
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47 | myGlFBufferId (NO_FRAMEBUFFER), |
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48 | myColorTexture (new OpenGl_Texture()), |
49 | myDepthStencilTexture (new OpenGl_Texture()) |
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50 | { |
51 | // |
52 | } |
53 | |
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54 | // ======================================================================= |
55 | // function : ~OpenGl_FrameBuffer |
56 | // purpose : |
57 | // ======================================================================= |
58 | OpenGl_FrameBuffer::~OpenGl_FrameBuffer() |
59 | { |
60 | Release (NULL); |
61 | } |
62 | |
63 | // ======================================================================= |
64 | // function : Init |
65 | // purpose : |
66 | // ======================================================================= |
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67 | Standard_Boolean OpenGl_FrameBuffer::Init (const Handle(OpenGl_Context)& theGlContext, |
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68 | const GLsizei theViewportSizeX, |
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69 | const GLsizei theViewportSizeY) |
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70 | { |
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71 | if (theGlContext->arbFBO == NULL) |
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72 | { |
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73 | return Standard_False; |
74 | } |
75 | |
76 | // clean up previous state |
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77 | Release (theGlContext.operator->()); |
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78 | |
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79 | // setup viewport sizes as is |
80 | myVPSizeX = theViewportSizeX; |
81 | myVPSizeY = theViewportSizeY; |
82 | |
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83 | // Create the textures (will be used as color buffer and depth-stencil buffer) |
84 | if (!initTrashTextures (theGlContext)) |
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85 | { |
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86 | Release (theGlContext.operator->()); |
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87 | return Standard_False; |
88 | } |
89 | |
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90 | // Build FBO and setup it as texture |
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91 | theGlContext->arbFBO->glGenFramebuffers (1, &myGlFBufferId); |
92 | theGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId); |
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93 | theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
94 | GL_TEXTURE_2D, myColorTexture->TextureId(), 0); |
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95 | #ifdef GL_DEPTH_STENCIL_ATTACHMENT |
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96 | theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
97 | GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0); |
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98 | #else |
99 | theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
100 | GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0); |
101 | theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
102 | GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0); |
103 | #endif |
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104 | if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) |
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105 | { |
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106 | Release (theGlContext.operator->()); |
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107 | return Standard_False; |
108 | } |
109 | |
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110 | UnbindBuffer (theGlContext); |
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111 | return Standard_True; |
112 | } |
113 | |
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114 | // ======================================================================= |
115 | // function : Release |
116 | // purpose : |
117 | // ======================================================================= |
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118 | void OpenGl_FrameBuffer::Release (OpenGl_Context* theGlCtx) |
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119 | { |
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120 | if (isValidFrameBuffer()) |
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121 | { |
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122 | // application can not handle this case by exception - this is bug in code |
123 | Standard_ASSERT_RETURN (theGlCtx != NULL, |
124 | "OpenGl_FrameBuffer destroyed without GL context! Possible GPU memory leakage...",); |
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125 | if (theGlCtx->IsValid()) |
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126 | { |
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127 | theGlCtx->arbFBO->glDeleteFramebuffers (1, &myGlFBufferId); |
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128 | } |
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129 | myGlFBufferId = NO_FRAMEBUFFER; |
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130 | } |
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131 | |
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132 | myColorTexture->Release (theGlCtx); |
133 | myDepthStencilTexture->Release (theGlCtx); |
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134 | } |
135 | |
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136 | // ======================================================================= |
137 | // function : initTrashTexture |
138 | // purpose : |
139 | // ======================================================================= |
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140 | Standard_Boolean OpenGl_FrameBuffer::initTrashTextures (const Handle(OpenGl_Context)& theGlContext) |
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141 | { |
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142 | return myColorTexture->Init (theGlContext, myTextFormat, |
143 | GL_RGBA, GL_UNSIGNED_BYTE, |
144 | myVPSizeX, myVPSizeY, Graphic3d_TOT_2D) |
145 | && myDepthStencilTexture->Init (theGlContext, GL_DEPTH24_STENCIL8, |
146 | GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, |
147 | myVPSizeX, myVPSizeY, Graphic3d_TOT_2D); |
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148 | } |
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149 | |
150 | // ======================================================================= |
151 | // function : SetupViewport |
152 | // purpose : |
153 | // ======================================================================= |
154 | void OpenGl_FrameBuffer::SetupViewport (const Handle(OpenGl_Context)& /*theGlCtx*/) |
155 | { |
156 | glViewport (0, 0, myVPSizeX, myVPSizeY); |
157 | } |
158 | |
159 | // ======================================================================= |
160 | // function : ChangeViewport |
161 | // purpose : |
162 | // ======================================================================= |
163 | void OpenGl_FrameBuffer::ChangeViewport (const GLsizei theVPSizeX, |
164 | const GLsizei theVPSizeY) |
165 | { |
166 | myVPSizeX = theVPSizeX; |
167 | myVPSizeY = theVPSizeY; |
168 | } |
169 | |
170 | // ======================================================================= |
171 | // function : BindBuffer |
172 | // purpose : |
173 | // ======================================================================= |
174 | void OpenGl_FrameBuffer::BindBuffer (const Handle(OpenGl_Context)& theGlCtx) |
175 | { |
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176 | theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId); |
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177 | } |
178 | |
179 | // ======================================================================= |
180 | // function : UnbindBuffer |
181 | // purpose : |
182 | // ======================================================================= |
183 | void OpenGl_FrameBuffer::UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx) |
184 | { |
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185 | theGlCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, NO_FRAMEBUFFER); |
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186 | } |