#include "fbo.h" #include "system-gl.h" #include #include using namespace std; fbo_t *fbo_new() { fbo_t *fbo = new fbo_t; fbo->fbo_id = 0; fbo->old_fbo_id = 0; fbo->renderbuf_id = 0; fbo->depthbuf_id = 0; return fbo; } bool use_ext() { // do we need to use the EXT or ARB version? if (!glewIsSupported("GL_ARB_framebuffer_object") && glewIsSupported("GL_EXT_framebuffer_object")) { return true; } else { return false; } } bool check_fbo_status() { /* This code is based on user V-man code from http://www.opengl.org/wiki/GL_EXT_framebuffer_multisample See also: http://www.songho.ca/opengl/gl_fbo.html */ GLenum status; bool result = false; if (use_ext()) status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); else status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (report_glerror("checking framebuffer status")) return false; if (status == GL_FRAMEBUFFER_COMPLETE) result = true; else if (status == GL_FRAMEBUFFER_UNSUPPORTED) cerr << "GL_FRAMEBUFFER_UNSUPPORTED\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT\n"; else if (status == GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT) cerr << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT\n"; else cerr << "Unknown Code: glCheckFramebufferStatusEXT returned %i\n",status; return result; } bool fbo_ext_init(fbo_t *fbo, size_t width, size_t height) { // Generate and bind FBO glGenFramebuffersEXT(1, &fbo->fbo_id); if (report_glerror("glGenFramebuffersEXT")) return false; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->fbo_id); if (report_glerror("glBindFramebufferEXT")) return false; // Generate depth and render buffers glGenRenderbuffersEXT(1, &fbo->depthbuf_id); glGenRenderbuffersEXT(1, &fbo->renderbuf_id); // Create buffers with correct size if (!fbo_resize(fbo, width, height)) return false; // Attach render and depth buffers glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fbo->renderbuf_id); if (report_glerror("specifying color render buffer EXT")) return false; if (!check_fbo_status()) { cerr << "Problem with OpenGL EXT framebuffer after specifying color render buffer.\n"; return false; } if (glewIsSupported("GL_EXT_packed_depth_stencil")) { glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthbuf_id); if (report_glerror("specifying depth render buffer EXT")) return false; glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthbuf_id); if (report_glerror("specifying stencil render buffer EXT")) return false; if (!check_fbo_status()) { cerr << "Problem with OpenGL EXT framebuffer after specifying depth render buffer.\n"; return false; } } else { cerr << "Warning: Cannot create stencil buffer (GL_EXT_packed_depth_stencil not supported)\n"; glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthbuf_id); if (report_glerror("specifying depth render buffer EXT")) return false; if (!check_fbo_status()) { cerr << "Problem with OpenGL EXT framebuffer after specifying depth stencil render buffer.\n"; return false; } } return true; } bool fbo_arb_init(fbo_t *fbo, size_t width, size_t height) { // Generate and bind FBO glGenFramebuffers(1, &fbo->fbo_id); if (report_glerror("glGenFramebuffers")) return false; glBindFramebuffer(GL_FRAMEBUFFER, fbo->fbo_id); if (report_glerror("glBindFramebuffer")) return false; // Generate depth and render buffers glGenRenderbuffers(1, &fbo->depthbuf_id); glGenRenderbuffers(1, &fbo->renderbuf_id); // Create buffers with correct size if (!fbo_resize(fbo, width, height)) return false; // Attach render and depth buffers glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fbo->renderbuf_id); if (report_glerror("specifying color render buffer")) return false; if (!check_fbo_status()) { cerr << "Problem with OpenGL framebuffer after specifying color render buffer.\n"; return false; } //glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, // to prevent Mesa's software renderer from crashing, do this in two stages. // ie. instead of using GL_DEPTH_STENCIL_ATTACHMENT, do DEPTH then STENCIL. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->depthbuf_id); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->depthbuf_id); if (report_glerror("specifying depth stencil render buffer")) return false; if (!check_fbo_status()) { cerr << "Problem with OpenGL framebuffer after specifying depth render buffer.\n"; return false; } return true; } bool fbo_init(fbo_t *fbo, size_t width, size_t height) { /* Some OpenGL drivers include the framebuffer functions but not with core or ARB names, only with the EXT name. This has been worked-around by deciding at runtime, using GLEW, which version needs to be used. See also: http://www.opengl.org/wiki/Framebuffer_Object http://stackoverflow.com/questions/6912988/glgenframebuffers-or-glgenframebuffersex http://www.devmaster.net/forums/showthread.php?t=10967 */ bool result = false; if (glewIsSupported("GL_ARB_framebuffer_object")) result = fbo_arb_init(fbo, width, height); else if (use_ext()) result = fbo_ext_init(fbo, width, height); else cerr << "Framebuffer Object extension not found by GLEW\n"; return result; } bool fbo_resize(fbo_t *fbo, size_t width, size_t height) { if (use_ext()) { glBindRenderbufferEXT(GL_RENDERBUFFER, fbo->depthbuf_id); if (glewIsSupported("GL_EXT_packed_depth_stencil")) { glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); if (report_glerror("creating EXT depth stencil render buffer")) return false; } else { glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); if (report_glerror("creating EXT depth render buffer")) return false; } glBindRenderbufferEXT(GL_RENDERBUFFER, fbo->renderbuf_id); glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_RGBA8, width, height); if (report_glerror("creating EXT color render buffer")) return false; } else { glBindRenderbuffer(GL_RENDERBUFFER, fbo->renderbuf_id); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height); if (report_glerror("creating color render buffer")) return false; glBindRenderbuffer(GL_RENDERBUFFER, fbo->depthbuf_id); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); if (report_glerror("creating depth stencil render buffer")) return false; } return true; } void fbo_delete(fbo_t *fbo) { delete fbo; } GLuint fbo_bind(fbo_t *fbo) { glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&fbo->old_fbo_id); if (use_ext()) glBindFramebufferEXT(GL_FRAMEBUFFER, fbo->fbo_id); else glBindFramebuffer(GL_FRAMEBUFFER, fbo->fbo_id); return fbo->old_fbo_id; } void fbo_unbind(fbo_t *fbo) { if (use_ext()) glBindFramebufferEXT(GL_FRAMEBUFFER, fbo->old_fbo_id); else glBindFramebuffer(GL_FRAMEBUFFER, fbo->old_fbo_id); }