disabling use of multisampled FBO when numSamples == 1

This commit is contained in:
codeanticode
2012-07-11 09:07:04 +00:00
parent b1630310f0
commit dfaeaf7dcb
2 changed files with 88 additions and 56 deletions

View File

@@ -640,36 +640,53 @@ public class PGL {
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
if (1 < numSamples) {
// We need multisampled FBO:
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
// Now, creating mutisampled FBO with packed depth and stencil buffers.
gl.glGenFramebuffers(1, multiFBO, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
// Now, creating mutisampled FBO with packed depth and stencil buffers.
gl.glGenFramebuffers(1, multiFBO, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
// color render buffer...
gl.glGenRenderbuffers(1, colorRenderBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, colorRenderBuffer[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_RGBA8, fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_RENDERBUFFER, colorRenderBuffer[0]);
// color render buffer...
gl.glGenRenderbuffers(1, colorRenderBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, colorRenderBuffer[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_RGBA8, fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_RENDERBUFFER, colorRenderBuffer[0]);
// packed depth+stencil buffer...
gl.glGenRenderbuffers(1, packedDepthStencil, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, packedDepthStencil[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_DEPTH24_STENCIL8, fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, packedDepthStencil[0]);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, packedDepthStencil[0]);
// packed depth+stencil buffer...
gl.glGenRenderbuffers(1, packedDepthStencil, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, packedDepthStencil[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_DEPTH24_STENCIL8, fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, packedDepthStencil[0]);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, packedDepthStencil[0]);
// Clear all the buffers in the multisample FBO
gl.glClearDepth(1);
gl.glClearStencil(0);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT);
// All set with multisampled FBO!
// Clear all the buffers in the multisample FBO
gl.glClearDepth(1);
gl.glClearStencil(0);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT);
// All set with multisampled FBO!
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, colorFBO[0]);
} else {
// packed depth+stencil buffer...
gl.glGenRenderbuffers(1, packedDepthStencil, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, packedDepthStencil[0]);
gl2x.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8, fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, packedDepthStencil[0]);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, packedDepthStencil[0]);
// Clear all the buffers in the color FBO
gl.glClearDepth(1);
gl.glClearStencil(0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
}
// The screen framebuffer is the color FBO just created. We need
// to update the screenFramebuffer object so when the framebuffer
// is popped back to the screen, the correct id is set.
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, colorFBO[0]);
// to update the screenFramebuffer object so when the framebuffer
// is popped back to the screen, the correct id is set.
PGraphicsOpenGL.screenFramebuffer.glFboID = colorFBO[0];
} else {
// To make sure that the default screen buffer is used, specially after
@@ -700,13 +717,15 @@ public class PGL {
public void bindPrimaryColorFBO() {
// Blit the contents of the multisampled FBO into the color FBO,
// so the later is up to date.
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, multiFBO[0]);
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, colorFBO[0]);
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
if (1 < numSamples) {
// Blit the contents of the multisampled FBO into the color FBO,
// so the later is up to date.
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, multiFBO[0]);
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, colorFBO[0]);
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
}
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, colorFBO[0]);
PGraphicsOpenGL.screenFramebuffer.glFboID = colorFBO[0];
@@ -714,17 +733,21 @@ public class PGL {
public void bindPrimaryMultiFBO() {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
PGraphicsOpenGL.screenFramebuffer.glFboID = multiFBO[0];
if (1 < numSamples) {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
PGraphicsOpenGL.screenFramebuffer.glFboID = multiFBO[0];
}
}
protected void releaseScreenFBO() {
gl.glDeleteTextures(1, colorTex, 0);
gl.glDeleteFramebuffers(1, colorFBO, 0);
gl.glDeleteFramebuffers(1, multiFBO, 0);
gl.glDeleteRenderbuffers(1, colorRenderBuffer, 0);
gl.glDeleteRenderbuffers(1, packedDepthStencil, 0);
if (1 < numSamples) {
gl.glDeleteFramebuffers(1, multiFBO, 0);
gl.glDeleteRenderbuffers(1, colorRenderBuffer, 0);
}
}
@@ -746,32 +769,42 @@ public class PGL {
public void beginOnscreenDraw(boolean clear) {
if (colorFBO[0] != 0) {
// Render the scene to the mutisampled buffer...
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
// Now the screen buffer is the multisample FBO.
PGraphicsOpenGL.screenFramebuffer.glFboID = multiFBO[0];
if (1 < numSamples) {
// Render the scene to the mutisampled buffer...
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
// Now the screen buffer is the multisample FBO.
PGraphicsOpenGL.screenFramebuffer.glFboID = multiFBO[0];
} else {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, colorFBO[0]);
gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
PGraphicsOpenGL.screenFramebuffer.glFboID = colorFBO[0];
}
}
}
public void endOnscreenDraw(boolean clear0) {
if (colorFBO[0] != 0) {
gl.glDisable(GL.GL_BLEND);
if (1 < numSamples) {
// Blit the contents of the multisampled FBO into the color FBO:
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, multiFBO[0]);
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, colorFBO[0]);
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
}
// Blit the contents of the multisampled FBO into the color FBO:
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, multiFBO[0]);
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, colorFBO[0]);
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
// And finally write the color texture to the screen.
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
// And finally write the color texture to the screen, without blending.
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
gl.glClearDepth(1);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
gl.glDisable(GL.GL_BLEND);
drawTexture(GL.GL_TEXTURE_2D, colorTex[0], fboWidth, fboHeight, 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
// Leaving the color FBO currently bound as the screen FB.