Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported. Support Projection Shadow Map for sun like in old BI/BGE. Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware. Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
672 lines
18 KiB
C
672 lines
18 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "GPU_batch.h"
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#include "GPU_draw.h"
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#include "GPU_framebuffer.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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static struct GPUFrameBufferGlobal {
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GLuint currentfb;
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} GG = {0};
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/* Number of maximum output slots.
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* We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */
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#define GPU_FB_MAX_SLOTS 4
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struct GPUFrameBuffer {
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GLuint object;
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GPUTexture *colortex[GPU_FB_MAX_SLOTS];
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GPUTexture *depthtex;
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struct GPUStateValues attribs;
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};
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static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
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{
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const char *format = "GPUFrameBuffer: framebuffer status %s\n";
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const char *err = "unknown";
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#define format_status(X) \
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case GL_FRAMEBUFFER_##X: err = "GL_FRAMEBUFFER_"#X; \
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break;
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switch (status) {
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/* success */
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format_status(COMPLETE)
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/* errors shared by OpenGL desktop & ES */
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format_status(INCOMPLETE_ATTACHMENT)
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format_status(INCOMPLETE_MISSING_ATTACHMENT)
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format_status(UNSUPPORTED)
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#if 0 /* for OpenGL ES only */
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format_status(INCOMPLETE_DIMENSIONS)
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#else /* for desktop GL only */
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format_status(INCOMPLETE_DRAW_BUFFER)
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format_status(INCOMPLETE_READ_BUFFER)
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format_status(INCOMPLETE_MULTISAMPLE)
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format_status(UNDEFINED)
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#endif
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}
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#undef format_status
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if (err_out) {
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BLI_snprintf(err_out, 256, format, err);
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}
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else {
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fprintf(stderr, format, err);
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}
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}
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/* GPUFrameBuffer */
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GPUFrameBuffer *GPU_framebuffer_create(void)
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{
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GPUFrameBuffer *fb;
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fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
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glGenFramebuffers(1, &fb->object);
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if (!fb->object) {
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fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed.\n");
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GPU_framebuffer_free(fb);
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return NULL;
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}
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/* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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glReadBuffer(GL_NONE);
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glDrawBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return fb;
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}
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bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot)
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{
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GLenum attachment;
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if (slot >= GPU_FB_MAX_SLOTS) {
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fprintf(stderr,
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"Attaching to index %d framebuffer slot unsupported. "
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"Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
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return false;
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}
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if ((G.debug & G_DEBUG)) {
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if (GPU_texture_bound_number(tex) != -1) {
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fprintf(stderr,
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"Feedback loop warning!: "
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"Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n");
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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GG.currentfb = fb->object;
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if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
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attachment = GL_DEPTH_STENCIL_ATTACHMENT;
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else if (GPU_texture_depth(tex))
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attachment = GL_DEPTH_ATTACHMENT;
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else
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attachment = GL_COLOR_ATTACHMENT0 + slot;
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glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), 0);
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if (GPU_texture_depth(tex))
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fb->depthtex = tex;
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else
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fb->colortex[slot] = tex;
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GPU_texture_framebuffer_set(tex, fb, slot);
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return true;
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}
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void GPU_framebuffer_texture_detach(GPUTexture *tex)
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{
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GLenum attachment;
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GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
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int fb_attachment = GPU_texture_framebuffer_attachment(tex);
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if (!fb)
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return;
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if (GG.currentfb != fb->object) {
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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GG.currentfb = fb->object;
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}
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if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
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fb->depthtex = NULL;
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attachment = GL_DEPTH_STENCIL_ATTACHMENT;
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}
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else if (GPU_texture_depth(tex)) {
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fb->depthtex = NULL;
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attachment = GL_DEPTH_ATTACHMENT;
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}
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else {
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BLI_assert(fb->colortex[fb_attachment] == tex);
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fb->colortex[fb_attachment] = NULL;
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attachment = GL_COLOR_ATTACHMENT0 + fb_attachment;
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GPU_texture_target(tex), 0, 0);
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GPU_texture_framebuffer_set(tex, NULL, -1);
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}
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void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
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{
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GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
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int fb_attachment = GPU_texture_framebuffer_attachment(tex);
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if (!fb) {
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fprintf(stderr, "Error, texture not bound to framebuffer!\n");
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return;
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}
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/* push attributes */
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gpuSaveState(&fb->attribs, GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
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glDisable(GL_SCISSOR_TEST);
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/* bind framebuffer */
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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if (GPU_texture_depth(tex)) {
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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}
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else {
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
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glReadBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
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}
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if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
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glEnable(GL_MULTISAMPLE);
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}
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/* set default viewport */
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glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
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GG.currentfb = fb->object;
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}
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void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
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{
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int numslots = 0, i;
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GLenum attachments[4];
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if (!fb->colortex[slot]) {
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fprintf(stderr, "Error, framebuffer slot empty!\n");
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return;
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}
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for (i = 0; i < 4; i++) {
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if (fb->colortex[i]) {
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attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
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numslots++;
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}
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}
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/* push attributes */
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gpuSaveState(&fb->attribs, GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
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glDisable(GL_SCISSOR_TEST);
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/* bind framebuffer */
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffers(numslots, attachments);
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glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
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/* set default viewport */
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glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
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GG.currentfb = fb->object;
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}
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void GPU_framebuffer_bind(GPUFrameBuffer *fb)
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{
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int numslots = 0, i;
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GLenum attachments[4];
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GLenum readattachement = 0;
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GPUTexture *tex;
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for (i = 0; i < 4; i++) {
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if (fb->colortex[i]) {
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attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
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tex = fb->colortex[i];
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if (!readattachement)
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readattachement = GL_COLOR_ATTACHMENT0 + i;
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numslots++;
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}
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}
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/* bind framebuffer */
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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if (numslots == 0) {
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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tex = fb->depthtex;
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}
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else {
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffers(numslots, attachments);
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glReadBuffer(readattachement);
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}
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glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
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GG.currentfb = fb->object;
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}
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void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *UNUSED(tex))
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{
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/* restore attributes */
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gpuRestoreState(&fb->attribs);
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}
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void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffer(GL_COLOR_ATTACHMENT0 + slot);
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glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
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/* push matrices and set default viewport and matrix */
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glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
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GG.currentfb = fb->object;
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}
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
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{
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return fb->object == GG.currentfb;
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}
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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GG.currentfb = fb->object;
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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GPU_framebuffer_restore();
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GPU_print_framebuffer_error(status, err_out);
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return false;
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}
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return true;
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}
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void GPU_framebuffer_free(GPUFrameBuffer *fb)
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{
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int i;
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if (fb->depthtex)
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GPU_framebuffer_texture_detach(fb->depthtex);
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for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
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if (fb->colortex[i]) {
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GPU_framebuffer_texture_detach(fb->colortex[i]);
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}
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}
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if (fb->object) {
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glDeleteFramebuffers(1, &fb->object);
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if (GG.currentfb == fb->object) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GG.currentfb = 0;
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}
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}
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MEM_freeN(fb);
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}
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void GPU_framebuffer_restore(void)
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{
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if (GG.currentfb != 0) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GG.currentfb = 0;
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}
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}
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void GPU_framebuffer_blur(
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GPUFrameBuffer *fb, GPUTexture *tex,
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GPUFrameBuffer *blurfb, GPUTexture *blurtex)
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{
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const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
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const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
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static VertexFormat format = {0};
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static VertexBuffer vbo = {{0}};
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static Batch batch = {{0}};
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const float scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
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const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};
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GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
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if (!blur_shader)
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return;
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/* Preparing to draw quad */
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if (format.attrib_ct == 0) {
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unsigned int i = 0;
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/* Vertex format */
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unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
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unsigned int uvs = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT);
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/* Vertices */
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VertexBuffer_init_with_format(&vbo, &format);
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VertexBuffer_allocate_data(&vbo, 36);
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for (int j = 0; j < 3; ++j) {
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VertexBuffer_set_attrib(&vbo, uvs, i, fullscreenuvs[j]);
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VertexBuffer_set_attrib(&vbo, pos, i++, fullscreencos[j]);
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}
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for (int j = 1; j < 4; ++j) {
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VertexBuffer_set_attrib(&vbo, uvs, i, fullscreenuvs[j]);
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VertexBuffer_set_attrib(&vbo, pos, i++, fullscreencos[j]);
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}
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Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
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}
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glDisable(GL_DEPTH_TEST);
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/* Load fresh matrices */
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gpuMatrixBegin3D(); /* TODO: finish 2D API */
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/* Blurring horizontally */
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/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
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* pushing unnecessary matrices onto the OpenGL stack. */
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glBindFramebuffer(GL_FRAMEBUFFER, blurfb->object);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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/* avoid warnings from texture binding */
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GG.currentfb = blurfb->object;
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glViewport(0, 0, GPU_texture_width(blurtex), GPU_texture_height(blurtex));
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GPU_texture_bind(tex, 0);
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Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
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Batch_Uniform2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
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Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
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Batch_draw(&batch);
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/* Blurring vertically */
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glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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GG.currentfb = fb->object;
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glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
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GPU_texture_bind(blurtex, 0);
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/* Hack to make the following uniform stick */
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Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
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Batch_Uniform2f(&batch, "ScaleU", scalev[0], scalev[1]);
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Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
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Batch_draw(&batch);
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gpuMatrixEnd();
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}
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void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, bool use_depth)
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{
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GPUTexture *read_tex = (use_depth) ? fb_read->depthtex : fb_read->colortex[read_slot];
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GPUTexture *write_tex = (use_depth) ? fb_write->depthtex : fb_write->colortex[write_slot];
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int read_attach = (use_depth) ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(read_tex);
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int write_attach = (use_depth) ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(write_tex);
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int read_bind = GPU_texture_opengl_bindcode(read_tex);
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int write_bind = GPU_texture_opengl_bindcode(write_tex);
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const int read_w = GPU_texture_width(read_tex);
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const int read_h = GPU_texture_height(read_tex);
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const int write_w = GPU_texture_width(write_tex);
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const int write_h = GPU_texture_height(write_tex);
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/* read from multi-sample buffer */
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, read_attach,
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GL_TEXTURE_2D, read_bind, 0);
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BLI_assert(glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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/* write into new single-sample buffer */
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, write_attach,
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GL_TEXTURE_2D, write_bind, 0);
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BLI_assert(glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glBlitFramebuffer(0, 0, read_w, read_h, 0, 0, write_w, write_h, (use_depth) ? GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT, GL_NEAREST);
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/* Restore previous framebuffer */
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glBindFramebuffer(GL_FRAMEBUFFER, GG.currentfb);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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}
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/* GPUOffScreen */
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struct GPUOffScreen {
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GPUFrameBuffer *fb;
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GPUTexture *color;
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GPUTexture *depth;
|
|
};
|
|
|
|
GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256])
|
|
{
|
|
GPUOffScreen *ofs;
|
|
|
|
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
|
|
|
|
ofs->fb = GPU_framebuffer_create();
|
|
if (!ofs->fb) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
if (samples) {
|
|
if (!GLEW_ARB_texture_multisample ||
|
|
/* This is required when blitting from a multi-sampled buffers,
|
|
* even though we're not scaling. */
|
|
!GLEW_EXT_framebuffer_multisample_blit_scaled)
|
|
{
|
|
samples = 0;
|
|
}
|
|
}
|
|
|
|
ofs->depth = GPU_texture_create_depth_multisample(width, height, samples, err_out);
|
|
if (!ofs->depth) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0)) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, samples, err_out);
|
|
if (!ofs->color) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0)) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
/* check validity at the very end! */
|
|
if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
return ofs;
|
|
}
|
|
|
|
void GPU_offscreen_free(GPUOffScreen *ofs)
|
|
{
|
|
if (ofs->fb)
|
|
GPU_framebuffer_free(ofs->fb);
|
|
if (ofs->color)
|
|
GPU_texture_free(ofs->color);
|
|
if (ofs->depth)
|
|
GPU_texture_free(ofs->depth);
|
|
|
|
MEM_freeN(ofs);
|
|
}
|
|
|
|
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
|
|
{
|
|
glDisable(GL_SCISSOR_TEST);
|
|
if (save)
|
|
GPU_texture_bind_as_framebuffer(ofs->color);
|
|
else {
|
|
GPU_framebuffer_bind_no_save(ofs->fb, 0);
|
|
}
|
|
}
|
|
|
|
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore)
|
|
{
|
|
if (restore)
|
|
GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
|
|
GPU_framebuffer_restore();
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
|
|
{
|
|
const int w = GPU_texture_width(ofs->color);
|
|
const int h = GPU_texture_height(ofs->color);
|
|
|
|
if (GPU_texture_target(ofs->color) == GL_TEXTURE_2D_MULTISAMPLE) {
|
|
/* For a multi-sample texture,
|
|
* we need to create an intermediate buffer to blit to,
|
|
* before its copied using 'glReadPixels' */
|
|
|
|
/* not needed since 'ofs' needs to be bound to the framebuffer already */
|
|
// #define USE_FBO_CTX_SWITCH
|
|
|
|
GLuint fbo_blit = 0;
|
|
GLuint tex_blit = 0;
|
|
GLenum status;
|
|
|
|
/* create texture for new 'fbo_blit' */
|
|
glGenTextures(1, &tex_blit);
|
|
if (!tex_blit) {
|
|
goto finally;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, tex_blit);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, type, 0);
|
|
|
|
#ifdef USE_FBO_CTX_SWITCH
|
|
/* read from multi-sample buffer */
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs->color->fb->object);
|
|
glFramebufferTexture2D(
|
|
GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + ofs->color->fb_attachment,
|
|
GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
|
|
status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
goto finally;
|
|
}
|
|
#endif
|
|
|
|
/* write into new single-sample buffer */
|
|
glGenFramebuffers(1, &fbo_blit);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit);
|
|
glFramebufferTexture2D(
|
|
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_TEXTURE_2D, tex_blit, 0);
|
|
status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
goto finally;
|
|
}
|
|
|
|
/* perform the copy */
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
/* read the results */
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_blit);
|
|
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
|
|
|
|
#ifdef USE_FBO_CTX_SWITCH
|
|
/* restore the original frame-bufer */
|
|
glBindFramebuffer(GL_FRAMEBUFFER, ofs->color->fb->object);
|
|
#undef USE_FBO_CTX_SWITCH
|
|
#endif
|
|
|
|
|
|
finally:
|
|
/* cleanup */
|
|
if (tex_blit) {
|
|
glDeleteTextures(1, &tex_blit);
|
|
}
|
|
if (fbo_blit) {
|
|
glDeleteFramebuffers(1, &fbo_blit);
|
|
}
|
|
}
|
|
else {
|
|
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
|
|
}
|
|
}
|
|
|
|
int GPU_offscreen_width(const GPUOffScreen *ofs)
|
|
{
|
|
return GPU_texture_width(ofs->color);
|
|
}
|
|
|
|
int GPU_offscreen_height(const GPUOffScreen *ofs)
|
|
{
|
|
return GPU_texture_height(ofs->color);
|
|
}
|
|
|
|
int GPU_offscreen_color_texture(const GPUOffScreen *ofs)
|
|
{
|
|
return GPU_texture_opengl_bindcode(ofs->color);
|
|
}
|
|
|