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#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/map/map.hpp>
#include <llmr/util/clip_ids.hpp>
using namespace llmr;
void Painter::clearFramebuffers() {
glBindFramebuffer(GL_FRAMEBUFFER, map.view.root_fbo());
// Delete any framebuffers that we might have allocated
glDeleteTextures((int)fbos_color.size(), fbos.data());
fbos_color.clear();
if (fbo_depth_stencil != 0) {
glDeleteRenderbuffers(1, &fbo_depth_stencil);
fbo_depth_stencil = 0;
}
glDeleteFramebuffers((int)fbos.size(), fbos.data());
fbos.clear();
}
void Painter::bindFramebuffer() {
if (fbo_level < 0) {
glBindFramebuffer(GL_FRAMEBUFFER, map.view.root_fbo());
} else if (fbos.size() > (size_t) fbo_level) {
GLuint fbo = fbos[fbo_level];
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
#if GL_EXT_discard_framebuffer
const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards);
#endif
} else {
// TODO: Convert this to textures so we can composite them and use them in blend operations
GLuint fbo_color;
glGenTextures(1, &fbo_color);
glBindTexture(GL_TEXTURE_2D, fbo_color);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, map.getState().getFramebufferWidth(), map.getState().getFramebufferHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
fbos_color.emplace_back(fbo_color);
// Use a shared depth/stencil buffer for all framebuffer objects
if (fbo_depth_stencil == 0) {
// Create depth/stencil buffer
glGenRenderbuffers(1, &fbo_depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, map.getState().getFramebufferWidth(), map.getState().getFramebufferHeight());
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
// Allocate new framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
fbos.emplace_back(fbo);
// Assemble the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_color, 0);
#ifdef GL_ES_VERSION_2_0
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "Couldn't create framebuffer: ");
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: fprintf(stderr, "incomplete attachment\n"); break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: fprintf(stderr, "incomplete missing attachment\n"); break;
#ifdef GL_ES_VERSION_2_0
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: fprintf(stderr, "incomplete dimensions\n"); break;
#else
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: fprintf(stderr, "incomplete draw buffer\n"); break;
#endif
case GL_FRAMEBUFFER_UNSUPPORTED: fprintf(stderr, "unsupported\n"); break;
default: fprintf(stderr, "other\n"); break;
}
return;
}
}
}
void Painter::resetFramebuffer() {
if (fbo_level >= 0) {
fbo_level = -1;
bindFramebuffer();
}
fbo_depth_stencil_valid = false;
}
void Painter::pushFramebuffer() {
fbo_level++;
bindFramebuffer();
if (fbo_depth_stencil_valid) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
depthMask(true);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glColorMask(false, false, false, false);
drawClippingMasks(map.getStyle()->getActiveSources());
glColorMask(true, true, true, true);
fbo_depth_stencil_valid = true;
}
}
GLuint Painter::popFramebuffer() {
GLuint texture = fbos_color[fbo_level];
fbo_level--;
bindFramebuffer();
return texture;
}
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