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