mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
126 lines
2.7 KiB
C++
126 lines
2.7 KiB
C++
#ifndef NO_OPENGL3
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///See http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
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#include "GLRenderToTexture.h"
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#include "Bullet3Common/b3Scalar.h" // for b3Assert
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#include <string.h>
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#include <stdio.h>
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bool gIntelLinuxglDrawBufferWorkaround = false;
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GLRenderToTexture::GLRenderToTexture()
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: m_framebufferName(0)
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{
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#if !defined(_WIN32) && !defined(__APPLE__)
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const GLubyte* ven = glGetString(GL_VENDOR);
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printf("ven = %s\n", ven);
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if (strncmp((const char*)ven, "Intel", 5) == 0)
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{
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printf("Workaround for some crash in the Intel OpenGL driver on Linux/Ubuntu\n");
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gIntelLinuxglDrawBufferWorkaround = true;
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}
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#endif //!defined(_WIN32) && !defined(__APPLE__)
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}
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void GLRenderToTexture::init(int width, int height, GLuint textureId, int renderTextureType)
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{
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m_renderTextureType = renderTextureType;
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glGenFramebuffers(1, &m_framebufferName);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
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// The depth buffer
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// glGenRenderbuffers(1, &m_depthrenderbuffer);
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// glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
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switch (m_renderTextureType)
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{
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case RENDERTEXTURE_COLOR:
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{
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureId, 0);
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break;
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}
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case RENDERTEXTURE_DEPTH:
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{
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureId, 0);
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break;
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}
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default:
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{
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b3Assert(0);
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}
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};
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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bool GLRenderToTexture::enable()
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{
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bool status = false;
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
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switch (m_renderTextureType)
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{
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case RENDERTEXTURE_COLOR:
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{
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// Set the list of draw buffers.
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GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0, 0};
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glDrawBuffers(1, drawBuffers);
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break;
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}
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case RENDERTEXTURE_DEPTH:
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{
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//Intel OpenGL driver crashes when using GL_NONE for glDrawBuffer on Linux, so use a workaround
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if (gIntelLinuxglDrawBufferWorkaround)
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{
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GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0, 0};
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glDrawBuffers(1, drawBuffers);
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}
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else
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{
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glDrawBuffer(GL_NONE);
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}
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break;
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}
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default:
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{
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b3Assert(0);
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}
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};
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// Always check that our framebuffer is ok
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{
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status = true;
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}
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return status;
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}
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void GLRenderToTexture::disable()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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GLRenderToTexture::~GLRenderToTexture()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (m_depthrenderbuffer)
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{
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glDeleteRenderbuffers(1, &m_depthrenderbuffer);
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}
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if (m_framebufferName)
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{
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glDeleteFramebuffers(1, &m_framebufferName);
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}
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}
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#endif
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