/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Framebuffer.h" #include "lib/code_annotation.h" #include "lib/config2.h" #include "ps/CLogger.h" #include "renderer/backend/gl/Device.h" #include "renderer/backend/gl/Texture.h" namespace Renderer { namespace Backend { namespace GL { // static std::unique_ptr CFramebuffer::Create( CDevice* device, const char* name, CTexture* colorAttachment, CTexture* depthStencilAttachment, const CColor& clearColor) { ENSURE(colorAttachment || depthStencilAttachment); std::unique_ptr framebuffer(new CFramebuffer()); framebuffer->m_Device = device; framebuffer->m_ClearColor = clearColor; glGenFramebuffersEXT(1, &framebuffer->m_Handle); if (!framebuffer->m_Handle) { LOGERROR("Failed to create CFramebuffer object"); return nullptr; } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer->m_Handle); if (colorAttachment) { ENSURE(device->IsFramebufferFormatSupported(colorAttachment->GetFormat())); ENSURE(colorAttachment->GetUsage() & Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT); framebuffer->m_AttachmentMask |= GL_COLOR_BUFFER_BIT; #if CONFIG2_GLES ENSURE(colorAttachment->GetType() == CTexture::Type::TEXTURE_2D); const GLenum textureTarget = GL_TEXTURE_2D; #else const GLenum textureTarget = colorAttachment->GetType() == CTexture::Type::TEXTURE_2D_MULTISAMPLE ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; #endif glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, textureTarget, colorAttachment->GetHandle(), 0); } if (depthStencilAttachment) { ENSURE(depthStencilAttachment->GetUsage() & Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT); framebuffer->m_Width = depthStencilAttachment->GetWidth(); framebuffer->m_Height = depthStencilAttachment->GetHeight(); framebuffer->m_AttachmentMask |= GL_DEPTH_BUFFER_BIT; if (depthStencilAttachment->GetFormat() == Format::D24_S8) framebuffer->m_AttachmentMask |= GL_STENCIL_BUFFER_BIT; if (colorAttachment) { ENSURE(colorAttachment->GetWidth() == depthStencilAttachment->GetWidth()); ENSURE(colorAttachment->GetHeight() == depthStencilAttachment->GetHeight()); ENSURE(colorAttachment->GetType() == depthStencilAttachment->GetType()); } ENSURE( depthStencilAttachment->GetFormat() == Format::D16 || depthStencilAttachment->GetFormat() == Format::D24 || depthStencilAttachment->GetFormat() == Format::D32 || depthStencilAttachment->GetFormat() == Format::D24_S8); #if CONFIG2_GLES ENSURE(depthStencilAttachment->GetFormat() != Format::D24_S8); const GLenum attachment = GL_DEPTH_ATTACHMENT; ENSURE(depthStencilAttachment->GetType() == CTexture::Type::TEXTURE_2D); const GLenum textureTarget = GL_TEXTURE_2D; #else const GLenum attachment = depthStencilAttachment->GetFormat() == Format::D24_S8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT; const GLenum textureTarget = depthStencilAttachment->GetType() == CTexture::Type::TEXTURE_2D_MULTISAMPLE ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; #endif glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textureTarget, depthStencilAttachment->GetHandle(), 0); } else { framebuffer->m_Width = colorAttachment->GetWidth(); framebuffer->m_Height = colorAttachment->GetHeight(); } ogl_WarnIfError(); #if !CONFIG2_GLES if (!colorAttachment) { glReadBuffer(GL_NONE); glDrawBuffer(GL_NONE); } else glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); #endif ogl_WarnIfError(); #if !CONFIG2_GLES if (framebuffer->m_Device->GetCapabilities().debugLabels) { glObjectLabel(GL_FRAMEBUFFER, framebuffer->m_Handle, -1, name); } #else UNUSED2(name); #endif const GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGERROR("CFramebuffer object incomplete: 0x%04X", status); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); return nullptr; } ogl_WarnIfError(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); return framebuffer; } // static std::unique_ptr CFramebuffer::CreateBackbuffer( CDevice* device) { // Backbuffer for GL is a special case with a zero framebuffer. std::unique_ptr framebuffer(new CFramebuffer()); framebuffer->m_Device = device; framebuffer->m_AttachmentMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; framebuffer->m_ClearColor = CColor(0.0f, 0.0f, 0.0f, 0.0f); return framebuffer; } CFramebuffer::CFramebuffer() = default; CFramebuffer::~CFramebuffer() { if (m_Handle) glDeleteFramebuffersEXT(1, &m_Handle); } IDevice* CFramebuffer::GetDevice() { return m_Device; } } // namespace GL } // namespace Backend } // namespace Renderer