1 | //------------------------------------------------------------------------------
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2 | // File : RenderTexture.cpp
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3 | //------------------------------------------------------------------------------
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4 | // Copyright 2002 Mark J. Harris and
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5 | // The University of North Carolina at Chapel Hill
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6 | //------------------------------------------------------------------------------
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7 | // Permission to use, copy, modify, distribute and sell this software and its
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8 | // documentation for any purpose is hereby granted without fee, provided that
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9 | // the above copyright notice appear in all copies and that both that copyright
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10 | // notice and this permission notice appear in supporting documentation.
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11 | // Binaries may be compiled with this software without any royalties or
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12 | // restrictions.
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13 | //
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14 | // The author(s) and The University of North Carolina at Chapel Hill make no
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15 | // representations about the suitability of this software for any purpose.
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16 | // It is provided "as is" without express or implied warranty.
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17 | //
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18 | // -----------------------------------------------------------------------------
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19 | // Credits:
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20 | // Original RenderTexture class: Mark J. Harris
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21 | // Original Render-to-depth-texture support: Thorsten Scheuermann
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22 | // Linux Copy-to-texture: Eric Werness
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23 | // Various Bug Fixes: Daniel (Redge) Sperl
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24 | // Bill Baxter
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25 | //
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26 | // -----------------------------------------------------------------------------
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27 | /**
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28 | * @file RenderTexture.cpp
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29 | *
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30 | * Implementation of class RenderTexture. A multi-format render to
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31 | * texture wrapper.
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32 | */
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33 | #include "RenderTexture.h"
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34 | #include <GL/glut.h>
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35 | #include <stdio.h>
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36 | #include <stdlib.h>
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37 | #include <stdarg.h>
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38 | #include <assert.h>
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39 |
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40 | //------------------------------------------------------------------------------
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41 | // Function : IsPowerOfTwo
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42 | // Description :
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43 | //------------------------------------------------------------------------------
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44 | /**
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45 | * @fn IsPowerOfTwo(int n)
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46 | * @brief Returns true if /param n is an integer power of 2.
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47 | *
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48 | * Taken from Steve Baker's Cute Code Collection.
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49 | */
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50 | bool IsPowerOfTwo(int n)
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51 | {
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52 | return ((n&(n-1))==0);
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53 | }
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54 |
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55 | //------------------------------------------------------------------------------
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56 | // Function : RenderTexture::RenderTexture
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57 | // Description :
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58 | //------------------------------------------------------------------------------
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59 | /**
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60 | * @fn RenderTexture::RenderTexture()
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61 | * @brief Constructor.
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62 | */
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63 | RenderTexture::RenderTexture(int iWidth, int iHeight, bool bIsTexture /* = true */,
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64 | bool bIsDepthTexture /* = false */)
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65 | : _iWidth(iWidth),
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66 | _iHeight(iHeight),
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67 | _bIsTexture(bIsTexture),
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68 | _bIsDepthTexture(bIsDepthTexture),
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69 | _bHasArbDepthTexture(true), // [Redge]
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70 | _eUpdateMode(RT_RENDER_TO_TEXTURE),
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71 | _bInitialized(false),
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72 | _bFloat(false),
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73 | _bRectangle(false),
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74 | _bHasDepth(false),
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75 | _bHasStencil(false),
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76 | _bMipmap(false),
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77 | _bAnisoFilter(false),
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78 | #ifdef _WIN32
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79 | _hDC(NULL),
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80 | _hGLContext(NULL),
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81 | _hPBuffer(NULL),
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82 | _hPreviousDC(0),
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83 | _hPreviousContext(0),
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84 | #else
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85 | _pDpy(NULL),
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86 | _hGLContext(NULL),
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87 | _hPBuffer(0),
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88 | _hPreviousContext(0),
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89 | _hPreviousDrawable(0),
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90 | #endif
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91 | _iTextureTarget(GL_NONE),
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92 | _iTextureID(0),
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93 | _pPoorDepthTexture(0) // [Redge]
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94 | {
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95 | assert(iWidth > 0 && iHeight > 0);
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96 | _iBits[0] = _iBits[1] = _iBits[2] = _iBits[3] = 0;
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97 | _bRectangle = !(IsPowerOfTwo(iWidth) && IsPowerOfTwo(iHeight));
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98 | }
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99 |
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100 |
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101 | //------------------------------------------------------------------------------
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102 | // Function : RenderTexture::~RenderTexture
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103 | // Description :
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104 | //------------------------------------------------------------------------------
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105 | /**
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106 | * @fn RenderTexture::~RenderTexture()
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107 | * @brief Destructor.
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108 | */
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109 | RenderTexture::~RenderTexture()
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110 | {
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111 | _Invalidate();
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112 | }
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113 |
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114 |
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115 | //------------------------------------------------------------------------------
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116 | // Function : wglGetLastError
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117 | // Description :
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118 | //------------------------------------------------------------------------------
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119 | /**
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120 | * @fn wglGetLastError()
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121 | * @brief Returns the last windows error generated.
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122 | */
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123 | #ifdef _WIN32
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124 | void RenderTexture::_wglGetLastError()
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125 | {
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126 | #ifdef _DEBUG
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127 |
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128 | DWORD err = GetLastError();
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129 | switch(err)
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130 | {
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131 | case ERROR_INVALID_PIXEL_FORMAT:
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132 | fprintf(stderr, "Win32 Error: ERROR_INVALID_PIXEL_FORMAT\n");
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133 | break;
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134 | case ERROR_NO_SYSTEM_RESOURCES:
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135 | fprintf(stderr, "Win32 Error: ERROR_NO_SYSTEM_RESOURCES\n");
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136 | break;
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137 | case ERROR_INVALID_DATA:
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138 | fprintf(stderr, "Win32 Error: ERROR_INVALID_DATA\n");
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139 | break;
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140 | case ERROR_INVALID_WINDOW_HANDLE:
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141 | fprintf(stderr, "Win32 Error: ERROR_INVALID_WINDOW_HANDLE\n");
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142 | break;
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143 | case ERROR_RESOURCE_TYPE_NOT_FOUND:
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144 | fprintf(stderr, "Win32 Error: ERROR_RESOURCE_TYPE_NOT_FOUND\n");
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145 | break;
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146 | case ERROR_SUCCESS:
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147 | // no error
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148 | break;
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149 | default:
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150 | LPVOID lpMsgBuf;
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151 | FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER |
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152 | FORMAT_MESSAGE_FROM_SYSTEM |
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153 | FORMAT_MESSAGE_IGNORE_INSERTS,
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154 | NULL,
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155 | err,
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156 | MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
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157 | (LPTSTR) &lpMsgBuf,
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158 | 0,
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159 | NULL);
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160 |
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161 | fprintf(stderr, "Win32 Error %d: %s\n", err, lpMsgBuf);
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162 | LocalFree( lpMsgBuf );
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163 | break;
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164 | }
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165 | SetLastError(0);
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166 |
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167 | #endif // _DEBUG
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168 | }
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169 | #endif
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170 |
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171 | //------------------------------------------------------------------------------
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172 | // Function : PrintExtensionError
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173 | // Description :
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174 | //------------------------------------------------------------------------------
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175 | /**
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176 | * @fn PrintExtensionError( char* strMsg, ... )
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177 | * @brief Prints an error about missing OpenGL extensions.
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178 | */
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179 | void PrintExtensionError( char* strMsg, ... )
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180 | {
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181 | fprintf(stderr, "Error: RenderTexture requires the following unsupported "
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182 | "OpenGL extensions: \n");
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183 | char strBuffer[512];
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184 | va_list args;
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185 | va_start(args, strMsg);
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186 | #ifdef _WIN32
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187 | _vsnprintf( strBuffer, 512, strMsg, args );
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188 | #else
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189 | vsnprintf( strBuffer, 512, strMsg, args );
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190 | #endif
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191 | va_end(args);
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192 |
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193 | fprintf(stderr, strMsg);
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194 |
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195 | exit(1);
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196 | }
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197 |
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198 |
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199 | //------------------------------------------------------------------------------
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200 | // Function : RenderTexture::Initialize
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201 | // Description :
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202 | //------------------------------------------------------------------------------
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203 | /**
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204 | * @fn RenderTexture::Initialize(bool bShare, bool bDepth, bool bStencil, bool bMipmap, bool bAnisoFilter, unsigned int iRBits, unsigned int iGBits, unsigned int iBBits, unsigned int iABits);
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205 | * @brief Initializes the RenderTexture, sharing display lists and textures if specified.
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206 | *
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207 | * This function actually does the creation of the p-buffer. It can only be called
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208 | * once a GL context has already been created. Note that if the texture is not
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209 | * power of two dimensioned, or has more than 8 bits per channel, enabling mipmapping
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210 | * or aniso filtering will cause an error.
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211 | */
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212 | bool RenderTexture::Initialize(bool bShare /* = true */,
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213 | bool bDepth /* = false */,
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214 | bool bStencil /* = false */,
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215 | bool bMipmap /* = false */,
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216 | bool bAnisoFilter /* = false */,
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217 | unsigned int iRBits /* = 8 */,
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218 | unsigned int iGBits /* = 8 */,
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219 | unsigned int iBBits /* = 8 */,
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220 | unsigned int iABits /* = 8 */,
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221 | UpdateMode updateMode /* = RT_RENDER_TO_TEXTURE */)
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222 | {
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223 | #ifdef _WIN32
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224 | if (!WGLEW_ARB_pbuffer)
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225 | {
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226 | PrintExtensionError("WGL_ARB_pbuffer");
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227 | return false;
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228 | }
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229 | if (!WGLEW_ARB_pixel_format)
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230 | {
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231 | PrintExtensionError("WGL_ARB_pixel_format");
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232 | return false;
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233 | }
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234 | if (_bIsTexture && !WGLEW_ARB_render_texture)
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235 | {
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236 | PrintExtensionError("WGL_ARB_render_texture");
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237 | return false;
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238 | }
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239 | if (_bIsDepthTexture && !GLEW_ARB_depth_texture)
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240 | {
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241 | // [Redge]
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242 | #if defined(_DEBUG) | defined(DEBUG)
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243 | fprintf(stderr, "Warning: OpenGL extension GL_ARB_depth_texture not available.\n"
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244 | " Using glReadPixels() to emulate behavior.\n");
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245 | #endif
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246 | _bHasArbDepthTexture = false;
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247 | //PrintExtensionError("GL_ARB_depth_texture");
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248 | //return false;
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249 | // [/Redge]
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250 | }
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251 | SetLastError(0);
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252 | #else
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253 | if (!GLXEW_SGIX_pbuffer)
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254 | {
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255 | PrintExtensionError("GLX_SGIX_pbuffer");
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256 | return false;
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257 | }
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258 | if (!GLXEW_SGIX_fbconfig)
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259 | {
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260 | PrintExtensionError("GLX_SGIX_fbconfig");
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261 | return false;
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262 | }
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263 | if (_bIsDepthTexture)
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264 | {
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265 | PrintExtensionError("I don't know");
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266 | return false;
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267 | }
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268 | if (updateMode == RT_RENDER_TO_TEXTURE)
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269 | {
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270 | PrintExtensionError("Some GLX render texture extension");
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271 | }
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272 | #endif
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273 |
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274 | if (_bInitialized)
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275 | _Invalidate();
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276 |
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277 | _bFloat = (iRBits > 8 || iGBits > 8 || iBBits > 8 || iABits > 8);
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278 |
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279 | bool bNVIDIA = true;
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280 | #ifdef _WIN32
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281 | if (_bFloat && !GLEW_NV_float_buffer)
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282 | {
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283 | bNVIDIA = false;
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284 | if (!WGLEW_ATI_pixel_format_float)
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285 | {
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286 | PrintExtensionError("GL_NV_float_buffer or GL_ATI_pixel_format_float");
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287 | return false;
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288 | }
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289 | }
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290 | if (_bFloat && _bIsTexture && !bNVIDIA && !GLEW_ATI_texture_float)
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291 | {
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292 | PrintExtensionError("NV_float_buffer or ATI_texture_float");
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293 | }
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294 | #else
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295 | if (_bFloat && _bIsTexture && !GLXEW_NV_float_buffer)
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296 | {
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297 | PrintExtensionError("GLX_NV_float_buffer");
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298 | return false;
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299 | }
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300 | #endif
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301 | if (!_bFloat && !GLEW_NV_texture_rectangle)
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302 | {
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303 | bNVIDIA = false;
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304 | }
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305 |
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306 | _bRectangle = _bRectangle || (_bFloat && bNVIDIA);
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307 |
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308 | if(_bIsDepthTexture)
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309 | _bHasDepth = true; // we need depth for a depth texture...
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310 | else
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311 | _bHasDepth = bDepth;
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312 |
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313 | _bHasStencil = bStencil;
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314 | _bMipmap = false; // until it is enabled.
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315 | _bAnisoFilter = false; // until it is enabled.
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316 | _eUpdateMode = updateMode;
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317 |
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318 | GLuint iWGLTextureTarget = 0;
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319 | GLuint iBindTarget = 0;
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320 | GLuint iTextureFormat = 0;
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321 | GLuint iDepthBindTarget = 0;
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322 | GLuint iDepthTextureFormat = 0;
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323 |
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324 | if (_bIsTexture)
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325 | glGenTextures(1, &_iTextureID);
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326 | if (_bIsDepthTexture)
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327 | glGenTextures(1, &_iDepthTextureID);
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328 |
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329 | // Determine the appropriate texture formats and filtering modes.
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330 | if (_bIsTexture)
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331 | {
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332 | if (_bFloat)
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333 | {
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334 | if (!bNVIDIA && _bRectangle)
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335 | {
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336 | fprintf(stderr,
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337 | "RenderTexture Error: ATI textures must be power-of-two-dimensioned.\n");
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338 | return false;
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339 | }
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340 |
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341 | if (bNVIDIA)
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342 | _iTextureTarget = GL_TEXTURE_RECTANGLE_NV;
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343 | else
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344 | _iTextureTarget = GL_TEXTURE_2D;
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345 |
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346 | glBindTexture(_iTextureTarget, _iTextureID);
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347 |
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348 | // We'll use clamp to edge as the default texture wrap mode for all tex types
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349 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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350 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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351 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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352 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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353 |
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354 | if (bMipmap)
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355 | {
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356 | fprintf(stderr,
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357 | "RenderTexture Error: float textures do not support mipmaps\n");
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358 | return false;
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359 | }
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360 |
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361 | if (RT_COPY_TO_TEXTURE == _eUpdateMode)
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362 | {
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363 | GLuint iInternalFormat;
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364 | GLuint iFormat;
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365 | if (iABits > 0)
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366 | {
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367 | if (bNVIDIA)
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368 | iInternalFormat = (iABits > 16) ? GL_FLOAT_RGBA32_NV : GL_FLOAT_RGBA16_NV;
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369 | else
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370 | iInternalFormat = (iABits > 16) ? GL_RGBA_FLOAT32_ATI : GL_RGBA_FLOAT16_ATI;
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371 | iFormat = GL_RGBA;
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372 | }
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373 | else if (iBBits > 0)
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374 | {
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375 | if (bNVIDIA)
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376 | iInternalFormat = (iBBits > 16) ? GL_FLOAT_RGB32_NV : GL_FLOAT_RGB16_NV;
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377 | else
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378 | iInternalFormat = (iBBits > 16) ? GL_RGB_FLOAT32_ATI : GL_RGB_FLOAT16_ATI;
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379 | iFormat = GL_RGB;
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380 | }
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381 | else if (iGBits > 0)
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382 | {
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383 | if (bNVIDIA)
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384 | iInternalFormat = (iGBits > 16) ? GL_FLOAT_RG32_NV : GL_FLOAT_RG16_NV;
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385 | else
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386 | iInternalFormat = (iGBits > 16) ? GL_LUMINANCE_ALPHA_FLOAT32_ATI :
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387 | GL_LUMINANCE_ALPHA_FLOAT16_ATI;
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388 | iFormat = GL_LUMINANCE_ALPHA;
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389 | }
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390 | else
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391 | {
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392 | if (bNVIDIA)
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393 | iInternalFormat = (iRBits > 16) ? GL_FLOAT_R32_NV : GL_FLOAT_R16_NV;
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394 | else
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395 | iInternalFormat = (iRBits > 16) ? GL_LUMINANCE_FLOAT32_ATI :
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396 | GL_LUMINANCE_FLOAT16_ATI;
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397 | iFormat = GL_LUMINANCE;
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398 | }
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399 | // Allocate the texture image (but pass it no data for now).
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400 | glTexImage2D(_iTextureTarget, 0, iInternalFormat, _iWidth, _iHeight,
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401 | 0, iFormat, GL_FLOAT, NULL);
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402 | }
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403 | else
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404 | {
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405 | #ifdef _WIN32
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406 | if (bNVIDIA)
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407 | iWGLTextureTarget = WGL_TEXTURE_RECTANGLE_NV;
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408 | else
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409 | iWGLTextureTarget = WGL_TEXTURE_2D_ARB;
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410 |
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411 | if (iABits > 0)
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412 | {
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413 | if (bNVIDIA)
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414 | {
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415 | iBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV;
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416 | iTextureFormat = WGL_TEXTURE_FLOAT_RGBA_NV;
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417 | }
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418 | else
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419 | {
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420 | iBindTarget = WGL_BIND_TO_TEXTURE_RGBA_ARB;
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421 | iTextureFormat = WGL_TEXTURE_RGBA_ARB;
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422 | }
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423 | }
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424 | else if (iBBits > 0)
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425 | {
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426 | if (bNVIDIA)
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427 | {
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428 | iBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV;
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429 | iTextureFormat = WGL_TEXTURE_FLOAT_RGB_NV;
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430 | }
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431 | else
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432 | {
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433 | iBindTarget = WGL_BIND_TO_TEXTURE_RGB_ARB;
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434 | iTextureFormat = WGL_TEXTURE_RGB_ARB;
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435 | }
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436 | }
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437 | else if (iGBits > 0)
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438 | {
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439 | if (bNVIDIA)
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440 | {
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441 | iBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV;
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442 | iTextureFormat = WGL_TEXTURE_FLOAT_RG_NV;
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443 | }
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444 | else
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445 | {
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446 | iBindTarget = WGL_BIND_TO_TEXTURE_RGB_ARB;
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447 | iTextureFormat = WGL_TEXTURE_RGB_ARB;
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448 | }
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449 | }
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450 | else
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451 | {
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452 | if (bNVIDIA)
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453 | {
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454 | iBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV;
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455 | iTextureFormat = WGL_TEXTURE_FLOAT_R_NV;
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456 | }
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457 | else
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458 | {
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459 | iBindTarget = WGL_BIND_TO_TEXTURE_RGB_ARB;
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460 | iTextureFormat = WGL_TEXTURE_RGB_ARB;
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461 | }
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462 | }
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463 | #else if defined(DEBUG) || defined(_DEBUG)
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464 | printf("RenderTexture Error: Render-to-Texture not supported in Linux\n");
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465 | #endif
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466 | }
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467 | }
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468 | else
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---|
469 | {
|
---|
470 | if (!_bRectangle)
|
---|
471 | {
|
---|
472 | _iTextureTarget = GL_TEXTURE_2D;
|
---|
473 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
474 |
|
---|
475 | // We'll use clamp to edge as the default texture wrap mode for all tex types
|
---|
476 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
477 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
478 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
479 |
|
---|
480 | if (bMipmap)
|
---|
481 | {
|
---|
482 | _bMipmap = true;
|
---|
483 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
---|
484 |
|
---|
485 | // Generate mipmap automatically if supported
|
---|
486 | if (GLEW_SGIS_generate_mipmap)
|
---|
487 | {
|
---|
488 | glTexParameteri( _iTextureTarget, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
|
---|
489 | }
|
---|
490 | else
|
---|
491 | {
|
---|
492 | PrintExtensionError("GL_SGIS_generate_mipmap");
|
---|
493 | }
|
---|
494 | }
|
---|
495 | else
|
---|
496 | {
|
---|
497 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
498 | }
|
---|
499 |
|
---|
500 | // Set anisotropic filter to the max ratio
|
---|
501 | if (bAnisoFilter)
|
---|
502 | {
|
---|
503 | if (GLEW_EXT_texture_filter_anisotropic)
|
---|
504 | {
|
---|
505 | _bAnisoFilter = true;
|
---|
506 | float rMaxAniso;
|
---|
507 | glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &rMaxAniso);
|
---|
508 | glTexParameterf( _iTextureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, rMaxAniso);
|
---|
509 | }
|
---|
510 | }
|
---|
511 |
|
---|
512 | if (RT_COPY_TO_TEXTURE == _eUpdateMode)
|
---|
513 | {
|
---|
514 | GLuint iInternalFormat;
|
---|
515 | GLuint iFormat;
|
---|
516 | if (iABits > 0)
|
---|
517 | {
|
---|
518 | iInternalFormat = GL_RGBA8;
|
---|
519 | iFormat = GL_RGBA;
|
---|
520 | }
|
---|
521 | else
|
---|
522 | {
|
---|
523 | iInternalFormat = GL_RGB8;
|
---|
524 | iFormat = GL_RGB;
|
---|
525 | }
|
---|
526 | // Allocate the texture image (but pass it no data for now).
|
---|
527 | glTexImage2D(_iTextureTarget, 0, iInternalFormat, _iWidth, _iHeight,
|
---|
528 | 0, iFormat, GL_FLOAT, NULL);
|
---|
529 | }
|
---|
530 | else
|
---|
531 | {
|
---|
532 | #ifdef _WIN32
|
---|
533 | iWGLTextureTarget = WGL_TEXTURE_2D_ARB;
|
---|
534 | if (iABits > 0)
|
---|
535 | {
|
---|
536 | iBindTarget = WGL_BIND_TO_TEXTURE_RGBA_ARB;
|
---|
537 | iTextureFormat = WGL_TEXTURE_RGBA_ARB;
|
---|
538 | }
|
---|
539 | else
|
---|
540 | {
|
---|
541 | iBindTarget = WGL_BIND_TO_TEXTURE_RGB_ARB;
|
---|
542 | iTextureFormat = WGL_TEXTURE_RGB_ARB;
|
---|
543 | }
|
---|
544 | #endif
|
---|
545 | }
|
---|
546 | }
|
---|
547 | else
|
---|
548 | {
|
---|
549 | if (!bNVIDIA)
|
---|
550 | {
|
---|
551 | fprintf(stderr,
|
---|
552 | "RenderTexture Error: ATI textures must be power-of-two-dimensioned.\n");
|
---|
553 | return false;
|
---|
554 | }
|
---|
555 |
|
---|
556 | _iTextureTarget = GL_TEXTURE_RECTANGLE_NV;
|
---|
557 |
|
---|
558 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
559 |
|
---|
560 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
561 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
562 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
563 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
564 |
|
---|
565 | if (bMipmap)
|
---|
566 | {
|
---|
567 |
|
---|
568 | fprintf(stderr,
|
---|
569 | "RenderTexture Error: rectangle textures do not support mipmaps\n");
|
---|
570 | return false;
|
---|
571 | }
|
---|
572 |
|
---|
573 | if (RT_COPY_TO_TEXTURE == _eUpdateMode)
|
---|
574 | {
|
---|
575 | GLuint iInternalFormat;
|
---|
576 | GLuint iFormat;
|
---|
577 | if (iABits > 0)
|
---|
578 | {
|
---|
579 | iInternalFormat = GL_RGBA8;
|
---|
580 | iFormat = GL_RGBA;
|
---|
581 | }
|
---|
582 | else
|
---|
583 | {
|
---|
584 | iInternalFormat = GL_RGB8;
|
---|
585 | iFormat = GL_RGB;
|
---|
586 | }
|
---|
587 | // Allocate the texture image (but pass it no data for now).
|
---|
588 | glTexImage2D(_iTextureTarget, 0, iInternalFormat, _iWidth, _iHeight,
|
---|
589 | 0, iFormat, GL_FLOAT, NULL);
|
---|
590 | }
|
---|
591 | else
|
---|
592 | {
|
---|
593 | #ifdef _WIN32
|
---|
594 | iWGLTextureTarget = WGL_TEXTURE_RECTANGLE_NV;
|
---|
595 | if (iABits > 0)
|
---|
596 | {
|
---|
597 | iBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV;
|
---|
598 | iTextureFormat = WGL_TEXTURE_RGBA_ARB;
|
---|
599 | }
|
---|
600 | else
|
---|
601 | {
|
---|
602 | iBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV;
|
---|
603 | iTextureFormat= WGL_TEXTURE_RGB_ARB;
|
---|
604 | }
|
---|
605 | #endif
|
---|
606 | }
|
---|
607 | }
|
---|
608 | }
|
---|
609 | }
|
---|
610 |
|
---|
611 | if (_bIsDepthTexture)
|
---|
612 | {
|
---|
613 | if (!bNVIDIA && _bRectangle)
|
---|
614 | {
|
---|
615 | fprintf(stderr,
|
---|
616 | "RenderTexture Error: ATI textures must be power-of-two-dimensioned.\n");
|
---|
617 | return false;
|
---|
618 | }
|
---|
619 |
|
---|
620 | if (!_iTextureTarget)
|
---|
621 | _iTextureTarget = _bRectangle ? GL_TEXTURE_RECTANGLE_NV : GL_TEXTURE_2D;
|
---|
622 |
|
---|
623 | glBindTexture(_iTextureTarget, _iDepthTextureID);
|
---|
624 |
|
---|
625 | // We'll use clamp to edge as the default texture wrap mode for all tex types
|
---|
626 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
627 | glTexParameteri( _iTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
628 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
629 | glTexParameteri( _iTextureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
630 |
|
---|
631 | // user will need to set up hardware shadow mapping himself (using ARB_shadow)
|
---|
632 |
|
---|
633 | if (RT_COPY_TO_TEXTURE == _eUpdateMode)
|
---|
634 | {
|
---|
635 | // [Redge]
|
---|
636 | if (_bHasArbDepthTexture)
|
---|
637 | {
|
---|
638 | // Allocate the texture image (but pass it no data for now).
|
---|
639 | glTexImage2D(_iTextureTarget, 0, GL_DEPTH_COMPONENT, _iWidth, _iHeight,
|
---|
640 | 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
---|
641 | }
|
---|
642 | else
|
---|
643 | {
|
---|
644 | // allocate memory for depth texture
|
---|
645 | // Since this is slow, we warn the user in debug mode. (above)
|
---|
646 | _pPoorDepthTexture = new unsigned short[_iWidth * _iHeight];
|
---|
647 | glTexImage2D(_iTextureTarget, 0, GL_LUMINANCE16, _iWidth, _iHeight,
|
---|
648 | 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, _pPoorDepthTexture);
|
---|
649 | }
|
---|
650 | // [/Redge]
|
---|
651 | }
|
---|
652 | else // RENDER_TO_TEXTURE
|
---|
653 | {
|
---|
654 | #ifdef _WIN32
|
---|
655 | if(_bRectangle)
|
---|
656 | {
|
---|
657 | if (!iWGLTextureTarget) iWGLTextureTarget = WGL_TEXTURE_RECTANGLE_NV;
|
---|
658 | iDepthBindTarget = WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV;
|
---|
659 | iDepthTextureFormat = WGL_TEXTURE_DEPTH_COMPONENT_NV;
|
---|
660 | }
|
---|
661 | else
|
---|
662 | {
|
---|
663 | if (!iWGLTextureTarget) iWGLTextureTarget = WGL_TEXTURE_2D_ARB;
|
---|
664 | iDepthBindTarget = WGL_BIND_TO_TEXTURE_DEPTH_NV;
|
---|
665 | iDepthTextureFormat = WGL_TEXTURE_DEPTH_COMPONENT_NV;
|
---|
666 | }
|
---|
667 | #endif
|
---|
668 | }
|
---|
669 | }
|
---|
670 |
|
---|
671 | #if _WIN32
|
---|
672 | // Get the current context.
|
---|
673 | HDC hdc = wglGetCurrentDC();
|
---|
674 | if (NULL == hdc)
|
---|
675 | _wglGetLastError();
|
---|
676 | HGLRC hglrc = wglGetCurrentContext();
|
---|
677 | if (NULL == hglrc)
|
---|
678 | _wglGetLastError();
|
---|
679 |
|
---|
680 | int iFormat = 0;
|
---|
681 | unsigned int iNumFormats;
|
---|
682 | int attribChooseList[50];
|
---|
683 | int attribCreateList[50];
|
---|
684 | int attribChoose = 0;
|
---|
685 | int attribCreate = 0;
|
---|
686 |
|
---|
687 | // Setup the attrib list for wglChoosePixelFormat()
|
---|
688 |
|
---|
689 | attribChooseList[attribChoose++] = WGL_RED_BITS_ARB;
|
---|
690 | attribChooseList[attribChoose++] = iRBits;
|
---|
691 | attribChooseList[attribChoose++] = WGL_GREEN_BITS_ARB;
|
---|
692 | attribChooseList[attribChoose++] = iGBits;
|
---|
693 | attribChooseList[attribChoose++] = WGL_BLUE_BITS_ARB;
|
---|
694 | attribChooseList[attribChoose++] = iBBits;
|
---|
695 | attribChooseList[attribChoose++] = WGL_ALPHA_BITS_ARB;
|
---|
696 | attribChooseList[attribChoose++] = iABits;
|
---|
697 | if (_bFloat)
|
---|
698 | {
|
---|
699 | if (bNVIDIA)
|
---|
700 | {
|
---|
701 | attribChooseList[attribChoose++] = WGL_FLOAT_COMPONENTS_NV;
|
---|
702 | attribChooseList[attribChoose++] = GL_TRUE;
|
---|
703 | }
|
---|
704 | else
|
---|
705 | {
|
---|
706 | attribChooseList[attribChoose++] = WGL_PIXEL_TYPE_ARB;
|
---|
707 | attribChooseList[attribChoose++] = WGL_TYPE_RGBA_FLOAT_ATI;
|
---|
708 | }
|
---|
709 | }
|
---|
710 |
|
---|
711 | attribChooseList[attribChoose++] = WGL_STENCIL_BITS_ARB;
|
---|
712 | attribChooseList[attribChoose++] = (bStencil) ? 8 : 0;
|
---|
713 | attribChooseList[attribChoose++] = WGL_DEPTH_BITS_ARB;
|
---|
714 | attribChooseList[attribChoose++] = (bDepth) ? 24 : 0;
|
---|
715 | attribChooseList[attribChoose++] = WGL_DRAW_TO_PBUFFER_ARB;
|
---|
716 | attribChooseList[attribChoose++] = GL_TRUE;
|
---|
717 |
|
---|
718 | if (_bIsTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
719 | {
|
---|
720 | attribChooseList[attribChoose++] = iBindTarget;
|
---|
721 | attribChooseList[attribChoose++] = GL_TRUE;
|
---|
722 | }
|
---|
723 | if (_bIsDepthTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
724 | {
|
---|
725 | attribChooseList[attribChoose++] = iDepthBindTarget;
|
---|
726 | attribChooseList[attribChoose++] = GL_TRUE;
|
---|
727 | }
|
---|
728 |
|
---|
729 | attribChooseList[attribChoose++] = 0;
|
---|
730 |
|
---|
731 | // Setup the attrib list for wglCreatePbuffer()
|
---|
732 | if ((_bIsTexture || _bIsDepthTexture) && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
733 | {
|
---|
734 | attribCreateList[attribCreate++] = WGL_TEXTURE_TARGET_ARB;
|
---|
735 | attribCreateList[attribCreate++] = iWGLTextureTarget;
|
---|
736 | }
|
---|
737 | if (_bIsTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
738 | {
|
---|
739 | attribCreateList[attribCreate++] = WGL_TEXTURE_FORMAT_ARB;
|
---|
740 | attribCreateList[attribCreate++] = iTextureFormat;
|
---|
741 | /*attribCreateList[attribCreate++] = WGL_TEXTURE_TARGET_ARB;
|
---|
742 | attribCreateList[attribCreate++] = iWGLTextureTarget;*/
|
---|
743 | attribCreateList[attribCreate++] = WGL_MIPMAP_TEXTURE_ARB;
|
---|
744 | attribCreateList[attribCreate++] = (bMipmap) ? GL_TRUE : GL_FALSE;
|
---|
745 | }
|
---|
746 | if (_bIsDepthTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
747 | {
|
---|
748 | attribCreateList[attribCreate++] = WGL_DEPTH_TEXTURE_FORMAT_NV;
|
---|
749 | attribCreateList[attribCreate++] = iDepthTextureFormat;
|
---|
750 | }
|
---|
751 | attribCreateList[attribCreate++] = WGL_PBUFFER_LARGEST_ARB;
|
---|
752 | attribCreateList[attribCreate++] = GL_FALSE;
|
---|
753 | attribCreateList[attribCreate++] = 0;
|
---|
754 |
|
---|
755 | if (!wglChoosePixelFormatARB( hdc, attribChooseList, NULL, 1, &iFormat, &iNumFormats))
|
---|
756 | {
|
---|
757 | fprintf(stderr,
|
---|
758 | "RenderTexture::Initialize() creation error: wglChoosePixelFormatARB() failed.\n");
|
---|
759 | _wglGetLastError();
|
---|
760 | return false;
|
---|
761 | }
|
---|
762 | if ( iNumFormats <= 0 )
|
---|
763 | {
|
---|
764 | fprintf(stderr,
|
---|
765 | "RenderTexture::Initialize() creation error: Couldn't find a suitable pixel format.\n");
|
---|
766 | _wglGetLastError();
|
---|
767 | return false;
|
---|
768 | }
|
---|
769 |
|
---|
770 | // Create the p-buffer.
|
---|
771 | _hPBuffer = wglCreatePbufferARB( hdc, iFormat, _iWidth, _iHeight, attribCreateList );
|
---|
772 | if (!_hPBuffer)
|
---|
773 | {
|
---|
774 | fprintf(stderr, "RenderTexture::Initialize() pbuffer creation error: wglCreatePbufferARB() failed\n");
|
---|
775 | _wglGetLastError();
|
---|
776 | return false;
|
---|
777 | }
|
---|
778 |
|
---|
779 | // Get the device context.
|
---|
780 | _hDC = wglGetPbufferDCARB( _hPBuffer);
|
---|
781 | if ( !_hDC )
|
---|
782 | {
|
---|
783 | fprintf(stderr,
|
---|
784 | "RenderTexture::Initialize() creation error: wglGetGetPbufferDCARB() failed\n");
|
---|
785 | _wglGetLastError();
|
---|
786 | return false;
|
---|
787 | }
|
---|
788 |
|
---|
789 | // Create a gl context for the p-buffer.
|
---|
790 |
|
---|
791 |
|
---|
792 | _hGLContext = wglCreateContext( _hDC );
|
---|
793 | if ( !_hGLContext )
|
---|
794 | {
|
---|
795 | fprintf(stderr, "RenderTexture::Initialize() creation error: wglCreateContext() failed\n");
|
---|
796 | _wglGetLastError();
|
---|
797 | return false;
|
---|
798 | }
|
---|
799 |
|
---|
800 | // Share lists, texture objects, and program objects.
|
---|
801 | if( bShare )
|
---|
802 | {
|
---|
803 | if( !wglShareLists(hglrc, _hGLContext) )
|
---|
804 | {
|
---|
805 | fprintf(stderr, "RenderTexture::Initialize() creation error: wglShareLists() failed\n" );
|
---|
806 | _wglGetLastError();
|
---|
807 | return false;
|
---|
808 | }
|
---|
809 | }
|
---|
810 |
|
---|
811 | // bind the pbuffer to the render texture object
|
---|
812 | if (_bIsTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
813 | {
|
---|
814 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
815 | if (wglBindTexImageARB(_hPBuffer, WGL_FRONT_LEFT_ARB) == FALSE)
|
---|
816 | {
|
---|
817 | _wglGetLastError();
|
---|
818 | return false;
|
---|
819 | }
|
---|
820 | }
|
---|
821 | if (_bIsDepthTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
822 | {
|
---|
823 | glBindTexture(_iTextureTarget, _iDepthTextureID);
|
---|
824 | if (wglBindTexImageARB(_hPBuffer, WGL_DEPTH_COMPONENT_NV) == FALSE)
|
---|
825 | {
|
---|
826 | _wglGetLastError();
|
---|
827 | return false;
|
---|
828 | }
|
---|
829 | }
|
---|
830 |
|
---|
831 | // Determine the actual width and height we were able to create.
|
---|
832 | wglQueryPbufferARB( _hPBuffer, WGL_PBUFFER_WIDTH_ARB, &_iWidth );
|
---|
833 | wglQueryPbufferARB( _hPBuffer, WGL_PBUFFER_HEIGHT_ARB, &_iHeight );
|
---|
834 |
|
---|
835 | _bInitialized = true;
|
---|
836 |
|
---|
837 | // get the actual number of bits allocated:
|
---|
838 | int attrib = WGL_RED_BITS_ARB;
|
---|
839 | int value;
|
---|
840 | _iBits[0] = (wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value)) ? value : iRBits;
|
---|
841 | attrib = WGL_GREEN_BITS_ARB;
|
---|
842 | _iBits[1] = (wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value)) ? value : iGBits;
|
---|
843 | attrib = WGL_BLUE_BITS_ARB;
|
---|
844 | _iBits[2] = (wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value)) ? value : iBBits;
|
---|
845 | attrib = WGL_ALPHA_BITS_ARB;
|
---|
846 | _iBits[3] = (wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value)) ? value : iABits;
|
---|
847 | attrib = WGL_DEPTH_BITS_ARB;
|
---|
848 | _iBits[4] = (wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value)) ? value : 0;
|
---|
849 | attrib = WGL_STENCIL_BITS_ARB;
|
---|
850 | _iBits[5] = (wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value)) ? value : 0;
|
---|
851 |
|
---|
852 | #if defined(_DEBUG) | defined(DEBUG)
|
---|
853 | fprintf(stderr, "Created a %dx%d RenderTexture with BPP(%d, %d, %d, %d)",
|
---|
854 | _iWidth, _iHeight, _iBits[0], _iBits[1], _iBits[2], _iBits[3]);
|
---|
855 | if (_iBits[4]) fprintf(stderr, " depth=%d", _iBits[4]);
|
---|
856 | if (_iBits[5]) fprintf(stderr, " stencil=%d", _iBits[5]);
|
---|
857 | fprintf(stderr, "\n");
|
---|
858 | #endif
|
---|
859 | #else
|
---|
860 | _pDpy = glXGetCurrentDisplay();
|
---|
861 | GLXContext context = glXGetCurrentContext();
|
---|
862 | int screen = DefaultScreen(_pDpy);
|
---|
863 | XVisualInfo *visInfo;
|
---|
864 |
|
---|
865 | int iFormat = 0;
|
---|
866 | int iNumFormats;
|
---|
867 | int fbAttribs[50];
|
---|
868 | int attrib = 0;
|
---|
869 |
|
---|
870 | fbAttribs[attrib++] = GLX_RENDER_TYPE_SGIX;
|
---|
871 | fbAttribs[attrib++] = GLX_RGBA_BIT_SGIX;
|
---|
872 | fbAttribs[attrib++] = GLX_DRAWABLE_TYPE_SGIX;
|
---|
873 | fbAttribs[attrib++] = GLX_PBUFFER_BIT_SGIX;
|
---|
874 | fbAttribs[attrib++] = GLX_STENCIL_SIZE;
|
---|
875 | fbAttribs[attrib++] = (bStencil) ? 8 : 0;
|
---|
876 | fbAttribs[attrib++] = GLX_DEPTH_SIZE;
|
---|
877 | fbAttribs[attrib++] = (bDepth) ? 24 : 0;
|
---|
878 | if (_bFloat)
|
---|
879 | {
|
---|
880 | fbAttribs[attrib++] = GLX_RED_SIZE;
|
---|
881 | fbAttribs[attrib++] = iRBits;
|
---|
882 | fbAttribs[attrib++] = GLX_GREEN_SIZE;
|
---|
883 | fbAttribs[attrib++] = iGBits;
|
---|
884 | fbAttribs[attrib++] = GLX_BLUE_SIZE;
|
---|
885 | fbAttribs[attrib++] = iBBits;
|
---|
886 | fbAttribs[attrib++] = GLX_ALPHA_SIZE;
|
---|
887 | fbAttribs[attrib++] = iABits;
|
---|
888 | fbAttribs[attrib++] = GLX_FLOAT_COMPONENTS_NV;
|
---|
889 | fbAttribs[attrib++] = 1;
|
---|
890 | }
|
---|
891 | fbAttribs[attrib++] = None;
|
---|
892 |
|
---|
893 | GLXFBConfigSGIX *fbConfigs;
|
---|
894 | int nConfigs;
|
---|
895 |
|
---|
896 | fbConfigs = glXChooseFBConfigSGIX(_pDpy, screen, fbAttribs, &nConfigs);
|
---|
897 |
|
---|
898 | if (nConfigs == 0 || !fbConfigs) {
|
---|
899 | fprintf(stderr,
|
---|
900 | "RenderTexture::Initialize() creation error: Couldn't find a suitable pixel format\n");
|
---|
901 | return false;
|
---|
902 | }
|
---|
903 |
|
---|
904 | // Pick the first returned format that will return a pbuffer
|
---|
905 | for (int i=0;i<nConfigs;i++)
|
---|
906 | {
|
---|
907 | _hPBuffer = glXCreateGLXPbufferSGIX(_pDpy, fbConfigs[i], _iWidth, _iHeight, NULL);
|
---|
908 | if (_hPBuffer) {
|
---|
909 | _hGLContext = glXCreateContextWithConfigSGIX(_pDpy, fbConfigs[i], GLX_RGBA_TYPE, bShare?context:NULL, True);
|
---|
910 | break;
|
---|
911 | }
|
---|
912 | }
|
---|
913 |
|
---|
914 | if (!_hPBuffer)
|
---|
915 | {
|
---|
916 | fprintf(stderr, "RenderTexture::Initialize() pbuffer creation error: glXCreateGLXPbufferSGIX() failed\n");
|
---|
917 | return false;
|
---|
918 | }
|
---|
919 |
|
---|
920 | if(!_hGLContext)
|
---|
921 | {
|
---|
922 | // Try indirect
|
---|
923 | _hGLContext = glXCreateContext(_pDpy, visInfo, bShare?context:NULL, False);
|
---|
924 | if ( !_hGLContext )
|
---|
925 | {
|
---|
926 | fprintf(stderr, "RenderTexture::Initialize() creation error: glXCreateContext() failed\n");
|
---|
927 | return false;
|
---|
928 | }
|
---|
929 | }
|
---|
930 |
|
---|
931 | glXQueryGLXPbufferSGIX(_pDpy, _hPBuffer, GLX_WIDTH_SGIX, (GLuint*)&_iWidth);
|
---|
932 | glXQueryGLXPbufferSGIX(_pDpy, _hPBuffer, GLX_HEIGHT_SGIX, (GLuint*)&_iHeight);
|
---|
933 |
|
---|
934 | _bInitialized = true;
|
---|
935 |
|
---|
936 | // XXX Query the color format
|
---|
937 |
|
---|
938 | #endif
|
---|
939 |
|
---|
940 | return true;
|
---|
941 | }
|
---|
942 |
|
---|
943 | //------------------------------------------------------------------------------
|
---|
944 | // Function : RenderTexture::_Invalidate
|
---|
945 | // Description :
|
---|
946 | //------------------------------------------------------------------------------
|
---|
947 | /**
|
---|
948 | * @fn RenderTexture::_Invalidate()
|
---|
949 | * @brief Returns the pbuffer memory to the graphics device.
|
---|
950 | *
|
---|
951 | */
|
---|
952 | bool RenderTexture::_Invalidate()
|
---|
953 | {
|
---|
954 | _bFloat = false;
|
---|
955 | _bRectangle = false;
|
---|
956 | _bInitialized = false;
|
---|
957 | _bHasDepth = false;
|
---|
958 | _bHasStencil = false;
|
---|
959 | _bMipmap = false;
|
---|
960 | _bAnisoFilter = false;
|
---|
961 | _iBits[0] = _iBits[1] = _iBits[2] = _iBits[3] = 0;
|
---|
962 |
|
---|
963 | if (_bIsTexture)
|
---|
964 | glDeleteTextures(1, &_iTextureID);
|
---|
965 | if (_bIsDepthTexture) {
|
---|
966 | // [Redge]
|
---|
967 | if (!_bHasArbDepthTexture) delete[] _pPoorDepthTexture;
|
---|
968 | // [/Redge]
|
---|
969 | glDeleteTextures(1, &_iDepthTextureID);
|
---|
970 | }
|
---|
971 |
|
---|
972 | #if _WIN32
|
---|
973 | if ( _hPBuffer )
|
---|
974 | {
|
---|
975 | // Check if we are currently rendering in the pbuffer
|
---|
976 | if (wglGetCurrentContext() == _hGLContext)
|
---|
977 | wglMakeCurrent(0,0);
|
---|
978 | wglDeleteContext( _hGLContext);
|
---|
979 | wglReleasePbufferDCARB( _hPBuffer, _hDC);
|
---|
980 | wglDestroyPbufferARB( _hPBuffer );
|
---|
981 | _hPBuffer = 0;
|
---|
982 | return true;
|
---|
983 | }
|
---|
984 | #else
|
---|
985 | if ( _hPBuffer )
|
---|
986 | {
|
---|
987 | if(glXGetCurrentContext() == _hGLContext)
|
---|
988 | // XXX I don't know if this is right at all
|
---|
989 | glXMakeCurrent(_pDpy, _hPBuffer, 0);
|
---|
990 | glXDestroyGLXPbufferSGIX(_pDpy, _hPBuffer);
|
---|
991 | _hPBuffer = 0;
|
---|
992 | return true;
|
---|
993 | }
|
---|
994 | #endif
|
---|
995 | return false;
|
---|
996 | }
|
---|
997 |
|
---|
998 |
|
---|
999 | //------------------------------------------------------------------------------
|
---|
1000 | // Function : RenderTexture::Reset
|
---|
1001 | // Description :
|
---|
1002 | //------------------------------------------------------------------------------
|
---|
1003 | /**
|
---|
1004 | * @fn RenderTexture::Reset(int iWidth, int iHeight, unsigned int iMode, bool bIsTexture, bool bIsDepthTexture)
|
---|
1005 | * @brief Resets the resolution of the offscreen buffer.
|
---|
1006 | *
|
---|
1007 | * Causes the buffer to delete itself. User must call Initialize() again
|
---|
1008 | * before use.
|
---|
1009 | */
|
---|
1010 | bool RenderTexture::Reset(int iWidth, int iHeight, bool bIsTexture /* = true */,
|
---|
1011 | bool bIsDepthTexture /* = false */)
|
---|
1012 | {
|
---|
1013 | if (!_Invalidate())
|
---|
1014 | {
|
---|
1015 | fprintf(stderr, "RenderTexture::Reset(): failed to invalidate.\n");
|
---|
1016 | return false;
|
---|
1017 | }
|
---|
1018 | _iWidth = iWidth;
|
---|
1019 | _iHeight = iHeight;
|
---|
1020 | _bIsTexture = bIsTexture;
|
---|
1021 | _bIsDepthTexture = bIsDepthTexture;
|
---|
1022 |
|
---|
1023 | return true;
|
---|
1024 | }
|
---|
1025 |
|
---|
1026 |
|
---|
1027 | //------------------------------------------------------------------------------
|
---|
1028 | // Function : RenderTexture::BeginCapture
|
---|
1029 | // Description :
|
---|
1030 | //------------------------------------------------------------------------------
|
---|
1031 | /**
|
---|
1032 | * @fn RenderTexture::BeginCapture()
|
---|
1033 | * @brief Activates rendering to the RenderTexture.
|
---|
1034 | */
|
---|
1035 | bool RenderTexture::BeginCapture()
|
---|
1036 | {
|
---|
1037 | if (!_bInitialized)
|
---|
1038 | {
|
---|
1039 | fprintf(stderr, "RenderTexture::BeginCapture(): Texture is not initialized!\n");
|
---|
1040 | exit(1);
|
---|
1041 | return false;
|
---|
1042 | }
|
---|
1043 | #ifdef _WIN32
|
---|
1044 | // cache the current context so we can reset it when EndCapture() is called.
|
---|
1045 | _hPreviousDC = wglGetCurrentDC();
|
---|
1046 | if (NULL == _hPreviousDC)
|
---|
1047 | _wglGetLastError();
|
---|
1048 | _hPreviousContext = wglGetCurrentContext();
|
---|
1049 | if (NULL == _hPreviousContext)
|
---|
1050 | _wglGetLastError();
|
---|
1051 |
|
---|
1052 | if (_bIsTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
1053 | {
|
---|
1054 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
1055 |
|
---|
1056 | // release the pbuffer from the render texture object
|
---|
1057 | if (FALSE == wglReleaseTexImageARB(_hPBuffer, WGL_FRONT_LEFT_ARB))
|
---|
1058 | {
|
---|
1059 | _wglGetLastError();
|
---|
1060 | return false;
|
---|
1061 | }
|
---|
1062 | }
|
---|
1063 |
|
---|
1064 | if (_bIsDepthTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
1065 | {
|
---|
1066 | glBindTexture(_iTextureTarget, _iDepthTextureID);
|
---|
1067 |
|
---|
1068 | // release the pbuffer from the render texture object
|
---|
1069 | if (FALSE == wglReleaseTexImageARB(_hPBuffer, WGL_DEPTH_COMPONENT_NV))
|
---|
1070 | {
|
---|
1071 | _wglGetLastError();
|
---|
1072 | return false;
|
---|
1073 | }
|
---|
1074 | }
|
---|
1075 |
|
---|
1076 | // make the pbuffer's rendering context current.
|
---|
1077 | if (FALSE == wglMakeCurrent( _hDC, _hGLContext))
|
---|
1078 | {
|
---|
1079 | _wglGetLastError();
|
---|
1080 | return false;
|
---|
1081 | }
|
---|
1082 | #else
|
---|
1083 | _hPreviousContext = glXGetCurrentContext();
|
---|
1084 | _hPreviousDrawable = glXGetCurrentDrawable();
|
---|
1085 |
|
---|
1086 | if (False == glXMakeCurrent(_pDpy, _hPBuffer, _hGLContext)) {
|
---|
1087 | return false;
|
---|
1088 | }
|
---|
1089 | #endif
|
---|
1090 |
|
---|
1091 | return true;
|
---|
1092 | }
|
---|
1093 |
|
---|
1094 |
|
---|
1095 | //------------------------------------------------------------------------------
|
---|
1096 | // Function : RenderTexture::EndCapture
|
---|
1097 | // Description :
|
---|
1098 | //------------------------------------------------------------------------------
|
---|
1099 | /**
|
---|
1100 | * @fn RenderTexture::EndCapture()
|
---|
1101 | * @brief Ends rendering to the RenderTexture.
|
---|
1102 | */
|
---|
1103 | bool RenderTexture::EndCapture()
|
---|
1104 | {
|
---|
1105 | bool bContextReset = false;
|
---|
1106 |
|
---|
1107 | if (!_bInitialized)
|
---|
1108 | {
|
---|
1109 | fprintf(stderr, "RenderTexture::EndCapture(): Texture is not initialized!\n");
|
---|
1110 | return false;
|
---|
1111 | }
|
---|
1112 | #ifdef _WIN32
|
---|
1113 | if (_bIsTexture)
|
---|
1114 | {
|
---|
1115 | if (RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
1116 | {
|
---|
1117 | // make the previous rendering context current
|
---|
1118 | if (FALSE == wglMakeCurrent( _hPreviousDC, _hPreviousContext))
|
---|
1119 | {
|
---|
1120 | _wglGetLastError();
|
---|
1121 | return false;
|
---|
1122 | }
|
---|
1123 | bContextReset = true;
|
---|
1124 |
|
---|
1125 | // [Redge] moved binding completely to Bind()
|
---|
1126 | // [Mark] Can't do that, because it makes things difficult for Cg users.
|
---|
1127 | // bind the pbuffer to the render texture object
|
---|
1128 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
1129 | if (FALSE == wglBindTexImageARB(_hPBuffer, WGL_FRONT_LEFT_ARB))
|
---|
1130 | {
|
---|
1131 | _wglGetLastError();
|
---|
1132 | return false;
|
---|
1133 | }
|
---|
1134 | }
|
---|
1135 | else
|
---|
1136 | {
|
---|
1137 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
1138 | glCopyTexSubImage2D(_iTextureTarget, 0, 0, 0, 0, 0, _iWidth, _iHeight);
|
---|
1139 | }
|
---|
1140 | }
|
---|
1141 | if (_bIsDepthTexture)
|
---|
1142 | {
|
---|
1143 | if (RT_RENDER_TO_TEXTURE == _eUpdateMode)
|
---|
1144 | {
|
---|
1145 | // make the previous rendering context current
|
---|
1146 | if(!bContextReset)
|
---|
1147 | {
|
---|
1148 | if (FALSE == wglMakeCurrent( _hPreviousDC, _hPreviousContext))
|
---|
1149 | {
|
---|
1150 | _wglGetLastError();
|
---|
1151 | return false;
|
---|
1152 | }
|
---|
1153 | bContextReset = true;
|
---|
1154 | }
|
---|
1155 |
|
---|
1156 | // [Redge] moved binding completely to Bind()
|
---|
1157 | // [Mark] Can't do that, because it makes things difficult for Cg users.
|
---|
1158 | // bind the pbuffer to the render texture object
|
---|
1159 | glBindTexture(_iTextureTarget, _iDepthTextureID);
|
---|
1160 | if (FALSE == wglBindTexImageARB(_hPBuffer, WGL_DEPTH_COMPONENT_NV))
|
---|
1161 | {
|
---|
1162 | _wglGetLastError();
|
---|
1163 | return false;
|
---|
1164 | }
|
---|
1165 | }
|
---|
1166 | else
|
---|
1167 | {
|
---|
1168 | glBindTexture(_iTextureTarget, _iDepthTextureID);
|
---|
1169 | // HOW TO COPY DEPTH TEXTURE??? Supposedly this just magically works...
|
---|
1170 | // [Redge]
|
---|
1171 | if (_bHasArbDepthTexture)
|
---|
1172 | {
|
---|
1173 | glCopyTexSubImage2D(_iTextureTarget, 0, 0, 0, 0, 0, _iWidth, _iHeight);
|
---|
1174 | }
|
---|
1175 | else
|
---|
1176 | {
|
---|
1177 | // no 'real' depth texture available, so behavior has to be emulated
|
---|
1178 | // using glReadPixels (beware, this is (naturally) slow ...)
|
---|
1179 | glReadPixels(0, 0, _iWidth, _iHeight,
|
---|
1180 | GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, _pPoorDepthTexture);
|
---|
1181 | glTexImage2D(_iTextureTarget, 0, GL_LUMINANCE16,
|
---|
1182 | _iWidth, _iHeight,
|
---|
1183 | 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, _pPoorDepthTexture);
|
---|
1184 | }
|
---|
1185 | // [/Redge]
|
---|
1186 | }
|
---|
1187 | }
|
---|
1188 |
|
---|
1189 | if(!bContextReset)
|
---|
1190 | {
|
---|
1191 | // make the previous rendering context current
|
---|
1192 | if (FALSE == wglMakeCurrent( _hPreviousDC, _hPreviousContext))
|
---|
1193 | {
|
---|
1194 | _wglGetLastError();
|
---|
1195 | return false;
|
---|
1196 | }
|
---|
1197 | }
|
---|
1198 | #else
|
---|
1199 | assert(_bIsTexture);
|
---|
1200 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
1201 | glCopyTexSubImage2D(_iTextureTarget, 0, 0, 0, 0, 0, _iWidth, _iHeight);
|
---|
1202 |
|
---|
1203 | if(!bContextReset)
|
---|
1204 | {
|
---|
1205 | if (False == glXMakeCurrent(_pDpy, _hPreviousDrawable, _hPreviousContext))
|
---|
1206 | {
|
---|
1207 | return false;
|
---|
1208 | }
|
---|
1209 | }
|
---|
1210 | #endif
|
---|
1211 | return true;
|
---|
1212 | }
|
---|
1213 |
|
---|
1214 |
|
---|
1215 |
|
---|
1216 | //------------------------------------------------------------------------------
|
---|
1217 | // Function : RenderTexture::Bind
|
---|
1218 | // Description :
|
---|
1219 | //------------------------------------------------------------------------------
|
---|
1220 | /**
|
---|
1221 | * @fn RenderTexture::Bind()
|
---|
1222 | * @brief Binds RGB texture.
|
---|
1223 | */
|
---|
1224 | void RenderTexture::Bind() const
|
---|
1225 | {
|
---|
1226 | if (_bInitialized) {
|
---|
1227 | glBindTexture(_iTextureTarget, _iTextureID);
|
---|
1228 | }
|
---|
1229 | }
|
---|
1230 |
|
---|
1231 |
|
---|
1232 | //------------------------------------------------------------------------------
|
---|
1233 | // Function : RenderTexture::BindDepth
|
---|
1234 | // Description :
|
---|
1235 | //------------------------------------------------------------------------------
|
---|
1236 | /**
|
---|
1237 | * @fn RenderTexture::BindDepth()
|
---|
1238 | * @brief Binds depth texture.
|
---|
1239 | */
|
---|
1240 | void RenderTexture::BindDepth() const
|
---|
1241 | {
|
---|
1242 | if (_bInitialized && _bIsDepthTexture) {
|
---|
1243 | glBindTexture(_iTextureTarget, _iDepthTextureID);
|
---|
1244 | }
|
---|
1245 | }
|
---|