axmol/cocos/renderer/backend/opengl/RenderTargetGL.cpp

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#include "RenderTargetGL.h"
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#include "DeviceGL.h"
#include "renderer/backend/opengl/MacrosGL.h"
CC_BACKEND_BEGIN
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RenderTargetGL::RenderTargetGL(bool defaultRenderTarget, DeviceGL* deviceGL) : RenderTarget(defaultRenderTarget)
{
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if (!defaultRenderTarget)
{
glGenFramebuffers(1, &_FBO);
}
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else
{
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_FBO = deviceGL->getDefaultFBO();
}
}
RenderTargetGL::~RenderTargetGL()
{
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if (!_defaultRenderTarget)
{
bindFrameBuffer();
for (auto slot = 0; slot < MAX_COLOR_ATTCHMENT; ++slot)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + slot, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
unbindFrameBuffer();
glDeleteFramebuffers(1, &_FBO);
CHECK_GL_ERROR_DEBUG();
}
}
void RenderTargetGL::bindFrameBuffer() const
{
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
}
void RenderTargetGL::unbindFrameBuffer() const
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RenderTargetGL::setColorAttachment(ColorAttachment attachment)
{
RenderTarget::setColorAttachment(attachment);
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if (!_defaultRenderTarget && bitmask::any(_flags, TargetBufferFlags::COLOR_ALL))
{
GLenum bufs[MAX_COLOR_ATTCHMENT] = {GL_NONE};
for (size_t i = 0; i < MAX_COLOR_ATTCHMENT; ++i)
{
if (bitmask::any(_flags, getMRTColorFlag(i)))
{
auto textureInfo = attachment[i];
auto textureHandler = textureInfo.texture != nullptr ? textureInfo.texture->getHandler() : 0;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textureHandler,
textureInfo.level);
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
}
}
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
glDrawBuffers(MAX_COLOR_ATTCHMENT, bufs);
#endif
CHECK_GL_ERROR_DEBUG();
}
}
void RenderTargetGL::setDepthAttachment(TextureBackend* attachment, int level)
{
RenderTarget::setDepthAttachment(attachment, level);
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if (!_defaultRenderTarget)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
attachment != nullptr ? attachment->getHandler() : 0, level);
CHECK_GL_ERROR_DEBUG();
}
}
void RenderTargetGL::setStencilAttachment(TextureBackend* attachment, int level)
{
RenderTarget::setStencilAttachment(attachment, level);
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if (!_defaultRenderTarget)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
attachment != nullptr ? attachment->getHandler() : 0, level);
CHECK_GL_ERROR_DEBUG();
}
}
CC_BACKEND_END