| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | /* | ||
| 2 | * Copyright (c) 2000-2022 Inria | ||
| 3 | * All rights reserved. | ||
| 4 | * | ||
| 5 | * Redistribution and use in source and binary forms, with or without | ||
| 6 | * modification, are permitted provided that the following conditions are met: | ||
| 7 | * | ||
| 8 | * * Redistributions of source code must retain the above copyright notice, | ||
| 9 | * this list of conditions and the following disclaimer. | ||
| 10 | * * Redistributions in binary form must reproduce the above copyright notice, | ||
| 11 | * this list of conditions and the following disclaimer in the documentation | ||
| 12 | * and/or other materials provided with the distribution. | ||
| 13 | * * Neither the name of the ALICE Project-Team nor the names of its | ||
| 14 | * contributors may be used to endorse or promote products derived from this | ||
| 15 | * software without specific prior written permission. | ||
| 16 | * | ||
| 17 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
| 18 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
| 19 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
| 20 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
| 21 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
| 22 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
| 23 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
| 24 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
| 25 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
| 26 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
| 27 | * POSSIBILITY OF SUCH DAMAGE. | ||
| 28 | * | ||
| 29 | * Contact: Bruno Levy | ||
| 30 | * | ||
| 31 | * https://www.inria.fr/fr/bruno-levy | ||
| 32 | * | ||
| 33 | * Inria, | ||
| 34 | * Domaine de Voluceau, | ||
| 35 | * 78150 Le Chesnay - Rocquencourt | ||
| 36 | * FRANCE | ||
| 37 | * | ||
| 38 | */ | ||
| 39 | |||
| 40 | #include <geogram_gfx/basic/frame_buffer_object.h> | ||
| 41 | #include <geogram_gfx/basic/GLSL.h> | ||
| 42 | #include <geogram/basic/logger.h> | ||
| 43 | #include <string> | ||
| 44 | |||
| 45 | #ifdef GEO_OS_EMSCRIPTEN | ||
| 46 | #include <emscripten.h> | ||
| 47 | #endif | ||
| 48 | |||
| 49 | namespace { | ||
| 50 | using namespace GEO; | ||
| 51 | |||
| 52 | /** | ||
| 53 | * \brief Allocates the currently bound GL_TEXTURE_2D object. | ||
| 54 | * \param[in] width , height size of the texture. | ||
| 55 | * \param[in] internalformat internal format for the texture. | ||
| 56 | * \details Under WebGL2, if a generic internal format is specified, | ||
| 57 | * then a specific one is chosen (generic internal formats are | ||
| 58 | * not supported under WebGL2). | ||
| 59 | */ | ||
| 60 | ✗ | void allocate_texture_2D( | |
| 61 | index_t width, index_t height, GLint internalformat | ||
| 62 | ) { | ||
| 63 | |||
| 64 | // - glTexImage2d in WebGL2 is very picky on what combination of | ||
| 65 | // internalformat/format/type is accepted, and it needs a full | ||
| 66 | // specification of internalformat (for instance, GL_RGBA8 instead | ||
| 67 | // of GL_RGBA) | ||
| 68 | // See | ||
| 69 | // https://webgl2fundamentals.org/webgl/lessons/webgl-data-textures.html | ||
| 70 | // for the valid combinations | ||
| 71 | // OpenGL ES 3.0: see: | ||
| 72 | // https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml | ||
| 73 | // | ||
| 74 | // - not all internalformat defines are available in Emscripten, | ||
| 75 | // added the ones that I need in geogram_gfx/basic/GL.h | ||
| 76 | // | ||
| 77 | // TODO: initialize the WebGL extension "floating point render target" | ||
| 78 | // if needed | ||
| 79 | |||
| 80 | ✗ | GLenum format=0; | |
| 81 | ✗ | GLenum type=0; | |
| 82 | |||
| 83 | ✗ | switch(internalformat) { | |
| 84 | ✗ | case GL_RGBA: | |
| 85 | ✗ | format = GL_RGBA; | |
| 86 | #if defined(GEO_OS_EMSCRIPTEN) && !defined(GEO_WEBGL2) | ||
| 87 | type = GL_FLOAT; | ||
| 88 | #else | ||
| 89 | ✗ | type = GL_UNSIGNED_BYTE; | |
| 90 | #endif | ||
| 91 | ✗ | break; | |
| 92 | ✗ | case GL_RGB: | |
| 93 | ✗ | format = GL_RGB; | |
| 94 | ✗ | type = GL_UNSIGNED_BYTE; | |
| 95 | ✗ | break; | |
| 96 | ✗ | case GL_RED: | |
| 97 | ✗ | format = GL_RED; | |
| 98 | ✗ | type = GL_UNSIGNED_BYTE; | |
| 99 | ✗ | break; | |
| 100 | ✗ | case GL_R16: | |
| 101 | ✗ | format = GL_RED; | |
| 102 | ✗ | type = GL_SHORT; | |
| 103 | ✗ | break; | |
| 104 | ✗ | case GL_R32F: | |
| 105 | ✗ | format = GL_RED; | |
| 106 | ✗ | type = GL_FLOAT; | |
| 107 | ✗ | break; | |
| 108 | ✗ | case GL_R16F: | |
| 109 | ✗ | format = GL_RED; | |
| 110 | ✗ | type = GL_FLOAT; | |
| 111 | ✗ | break; | |
| 112 | ✗ | case GL_DEPTH_COMPONENT: | |
| 113 | ✗ | format = GL_DEPTH_COMPONENT; | |
| 114 | ✗ | type = GL_UNSIGNED_INT; | |
| 115 | ✗ | break; | |
| 116 | } | ||
| 117 | |||
| 118 | #if (defined(GEO_OS_EMSCRIPTEN) && defined(GEO_WEBGL2)) || defined(GEO_OS_ANDROID) | ||
| 119 | // Replace generic internal format with specific | ||
| 120 | // one, as required by WebGL2 and ES3 | ||
| 121 | if(internalformat == GL_RGBA) { | ||
| 122 | internalformat = GL_RGBA8; | ||
| 123 | } else if(internalformat == GL_RGB) { | ||
| 124 | internalformat = GL_RGB8; | ||
| 125 | } else if(internalformat == GL_DEPTH_COMPONENT) { | ||
| 126 | internalformat = GL_DEPTH_COMPONENT24; | ||
| 127 | } else if(internalformat == GL_RED) { | ||
| 128 | internalformat = GL_R8; | ||
| 129 | } | ||
| 130 | #endif | ||
| 131 | |||
| 132 | // If the following assertions fail, then | ||
| 133 | // this means that the internalformat that | ||
| 134 | // was given is not taken into account (just | ||
| 135 | // add it in the previous switch() and cascading | ||
| 136 | // ifs). | ||
| 137 | ✗ | geo_assert(format != 0); | |
| 138 | ✗ | geo_assert(type != 0); | |
| 139 | |||
| 140 | ✗ | glTexImage2D( | |
| 141 | GL_TEXTURE_2D, 0, | ||
| 142 | internalformat, | ||
| 143 | GLsizei(width), GLsizei(height), 0, | ||
| 144 | format, | ||
| 145 | type, | ||
| 146 | nullptr | ||
| 147 | ); | ||
| 148 | ✗ | } | |
| 149 | } | ||
| 150 | |||
| 151 | namespace GEO { | ||
| 152 | |||
| 153 | ✗ | FrameBufferObject::FrameBufferObject() : | |
| 154 | ✗ | frame_buffer_id(0), | |
| 155 | ✗ | depth_buffer_id(0), | |
| 156 | ✗ | offscreen_id(0), | |
| 157 | ✗ | width(0), | |
| 158 | ✗ | height(0) | |
| 159 | { | ||
| 160 | ✗ | } | |
| 161 | |||
| 162 | ✗ | FrameBufferObject::~FrameBufferObject() { | |
| 163 | ✗ | if(offscreen_id != 0) { | |
| 164 | ✗ | glDeleteTextures(1, &offscreen_id); | |
| 165 | ✗ | offscreen_id = 0; | |
| 166 | } | ||
| 167 | ✗ | if(depth_buffer_id != 0) { | |
| 168 | ✗ | glDeleteTextures(1, &depth_buffer_id); | |
| 169 | ✗ | depth_buffer_id = 0; | |
| 170 | } | ||
| 171 | ✗ | if(frame_buffer_id != 0) { | |
| 172 | ✗ | glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| 173 | ✗ | glDeleteFramebuffers(1, &frame_buffer_id); | |
| 174 | } | ||
| 175 | ✗ | } | |
| 176 | |||
| 177 | ✗ | void FrameBufferObject::resize(index_t new_width, index_t new_height) { | |
| 178 | ✗ | if(width != new_width || height != new_height) { | |
| 179 | ✗ | width = new_width; | |
| 180 | ✗ | height = new_height; | |
| 181 | |||
| 182 | ✗ | GEO_CHECK_GL(); | |
| 183 | ✗ | glBindTexture(GL_TEXTURE_2D, offscreen_id); | |
| 184 | ✗ | allocate_texture_2D(width, height, internal_storage); | |
| 185 | ✗ | GEO_CHECK_GL(); | |
| 186 | ✗ | if(depth_buffer_id != 0) { | |
| 187 | ✗ | glBindTexture(GL_TEXTURE_2D, depth_buffer_id); | |
| 188 | ✗ | GEO_CHECK_GL(); | |
| 189 | ✗ | allocate_texture_2D(width, height, GL_DEPTH_COMPONENT); | |
| 190 | ✗ | GEO_CHECK_GL(); | |
| 191 | } | ||
| 192 | ✗ | glBindTexture(GL_TEXTURE_2D, 0); | |
| 193 | } | ||
| 194 | ✗ | } | |
| 195 | |||
| 196 | ✗ | bool FrameBufferObject::initialize( | |
| 197 | index_t width_in, index_t height_in, | ||
| 198 | bool with_depth_buffer, GLint internal_storage_in, | ||
| 199 | bool mipmaps | ||
| 200 | ) { | ||
| 201 | |||
| 202 | ✗ | GEO_CHECK_GL(); | |
| 203 | |||
| 204 | ✗ | width = width_in; | |
| 205 | ✗ | height = height_in; | |
| 206 | ✗ | internal_storage = internal_storage_in; | |
| 207 | |||
| 208 | // Generate frame buffer object then bind it. | ||
| 209 | ✗ | glGenFramebuffers(1, &frame_buffer_id); | |
| 210 | ✗ | glBindFramebuffer(GL_FRAMEBUFFER, frame_buffer_id); | |
| 211 | |||
| 212 | ✗ | GEO_CHECK_GL(); | |
| 213 | |||
| 214 | ✗ | if(with_depth_buffer) { | |
| 215 | ✗ | glGenTextures(1, &depth_buffer_id); | |
| 216 | } | ||
| 217 | |||
| 218 | ✗ | GEO_CHECK_GL(); | |
| 219 | |||
| 220 | // Create the texture we will be using to render to. | ||
| 221 | ✗ | glGenTextures(1, &offscreen_id); | |
| 222 | ✗ | glBindTexture(GL_TEXTURE_2D, offscreen_id); | |
| 223 | |||
| 224 | ✗ | GEO_CHECK_GL(); | |
| 225 | |||
| 226 | ✗ | if(!mipmaps) { | |
| 227 | ✗ | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| 228 | ✗ | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| 229 | } | ||
| 230 | |||
| 231 | ✗ | GEO_CHECK_GL(); | |
| 232 | |||
| 233 | ✗ | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| 234 | ✗ | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| 235 | |||
| 236 | ✗ | GEO_CHECK_GL(); | |
| 237 | ✗ | allocate_texture_2D(width, height, internal_storage); | |
| 238 | ✗ | GEO_CHECK_GL(); | |
| 239 | |||
| 240 | // Bind the texture to the frame buffer. | ||
| 241 | ✗ | glFramebufferTexture2D( | |
| 242 | GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | ||
| 243 | GL_TEXTURE_2D, offscreen_id, 0 | ||
| 244 | ); | ||
| 245 | |||
| 246 | ✗ | GEO_CHECK_GL(); | |
| 247 | |||
| 248 | // Initialize the depth buffer. | ||
| 249 | ✗ | if(with_depth_buffer) { | |
| 250 | |||
| 251 | ✗ | glBindTexture(GL_TEXTURE_2D, depth_buffer_id); | |
| 252 | ✗ | allocate_texture_2D(width, height, GL_DEPTH_COMPONENT); | |
| 253 | ✗ | GEO_CHECK_GL(); | |
| 254 | |||
| 255 | ✗ | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| 256 | ✗ | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| 257 | ✗ | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| 258 | ✗ | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| 259 | |||
| 260 | ✗ | GEO_CHECK_GL(); | |
| 261 | |||
| 262 | ✗ | glFramebufferTexture2D( | |
| 263 | GL_FRAMEBUFFER, | ||
| 264 | GL_DEPTH_ATTACHMENT, | ||
| 265 | GL_TEXTURE_2D, depth_buffer_id, 0 | ||
| 266 | ); | ||
| 267 | |||
| 268 | ✗ | GEO_CHECK_GL(); | |
| 269 | } | ||
| 270 | |||
| 271 | ✗ | GEO_CHECK_GL(); | |
| 272 | |||
| 273 | // Make sure we have not errors. | ||
| 274 | ✗ | if( | |
| 275 | ✗ | glCheckFramebufferStatus(GL_FRAMEBUFFER) != | |
| 276 | GL_FRAMEBUFFER_COMPLETE | ||
| 277 | ) { | ||
| 278 | ✗ | return false; | |
| 279 | } | ||
| 280 | |||
| 281 | ✗ | GEO_CHECK_GL(); | |
| 282 | |||
| 283 | ✗ | return true; | |
| 284 | } | ||
| 285 | |||
| 286 | ✗ | void FrameBufferObject::bind_as_texture() { | |
| 287 | ✗ | glBindTexture(GL_TEXTURE_2D, offscreen_id); | |
| 288 | ✗ | } | |
| 289 | |||
| 290 | ✗ | void FrameBufferObject::bind_depth_buffer_as_texture() { | |
| 291 | ✗ | glBindTexture(GL_TEXTURE_2D, depth_buffer_id); | |
| 292 | ✗ | } | |
| 293 | |||
| 294 | ✗ | void FrameBufferObject::bind_as_framebuffer() { | |
| 295 | ✗ | glBindFramebuffer(GL_FRAMEBUFFER, frame_buffer_id); | |
| 296 | ✗ | } | |
| 297 | |||
| 298 | ✗ | void FrameBufferObject::unbind() { | |
| 299 | // No longer do that, it is too misleading ---v | ||
| 300 | // glBindFramebuffer(GL_FRAMEBUFFER, previous_frame_buffer_id); | ||
| 301 | ✗ | if(is_bound_as_framebuffer()) { | |
| 302 | ✗ | glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| 303 | } | ||
| 304 | ✗ | glBindTexture(GL_TEXTURE_2D, 0); | |
| 305 | ✗ | } | |
| 306 | |||
| 307 | ✗ | bool FrameBufferObject::is_bound_as_framebuffer() const { | |
| 308 | ✗ | return (bound_framebuffer_id() == frame_buffer_id); | |
| 309 | } | ||
| 310 | } | ||
| 311 |