1 /* 2 ----------------------------------------------------------------------------- 3 This source file is part of OGRE 4 (Object-oriented Graphics Rendering Engine) 5 For the latest info, see http://www.ogre3d.org/ 6 7 Copyright (c) 2000-2013 Torus Knot Software Ltd 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ----------------------------------------------------------------------------- 27 */ 28 #include "OgreGLDepthBuffer.h" 29 #include "OgreGLHardwarePixelBuffer.h" 30 #include "OgreGLRenderSystem.h" 31 #include "OgreGLFrameBufferObject.h" 32 33 namespace Ogre 34 { GLDepthBuffer(uint16 poolId,GLRenderSystem * renderSystem,GLContext * creatorContext,GLRenderBuffer * depth,GLRenderBuffer * stencil,uint32 width,uint32 height,uint32 fsaa,uint32 multiSampleQuality,bool manual)35 GLDepthBuffer::GLDepthBuffer( uint16 poolId, GLRenderSystem *renderSystem, GLContext *creatorContext, 36 GLRenderBuffer *depth, GLRenderBuffer *stencil, 37 uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, 38 bool manual ) : 39 DepthBuffer( poolId, 0, width, height, fsaa, "", manual ), 40 mMultiSampleQuality( multiSampleQuality ), 41 mCreatorContext( creatorContext ), 42 mDepthBuffer( depth ), 43 mStencilBuffer( stencil ), 44 mRenderSystem( renderSystem ) 45 { 46 if( mDepthBuffer ) 47 { 48 switch( mDepthBuffer->getGLFormat() ) 49 { 50 case GL_DEPTH_COMPONENT16: 51 mBitDepth = 16; 52 break; 53 case GL_DEPTH_COMPONENT24: 54 case GL_DEPTH_COMPONENT32: 55 case GL_DEPTH24_STENCIL8_EXT: 56 mBitDepth = 32; 57 break; 58 } 59 } 60 } 61 ~GLDepthBuffer()62 GLDepthBuffer::~GLDepthBuffer() 63 { 64 if( mStencilBuffer && mStencilBuffer != mDepthBuffer ) 65 { 66 delete mStencilBuffer; 67 mStencilBuffer = 0; 68 } 69 70 if( mDepthBuffer ) 71 { 72 delete mDepthBuffer; 73 mDepthBuffer = 0; 74 } 75 } 76 //--------------------------------------------------------------------- isCompatible(RenderTarget * renderTarget) const77 bool GLDepthBuffer::isCompatible( RenderTarget *renderTarget ) const 78 { 79 bool retVal = false; 80 81 //Check standard stuff first. 82 if( mRenderSystem->getCapabilities()->hasCapability( RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL ) ) 83 { 84 if( !DepthBuffer::isCompatible( renderTarget ) ) 85 return false; 86 } 87 else 88 { 89 if( this->getWidth() != renderTarget->getWidth() || 90 this->getHeight() != renderTarget->getHeight() || 91 this->getFsaa() != renderTarget->getFSAA() ) 92 return false; 93 } 94 95 //Now check this is the appropriate format 96 GLFrameBufferObject *fbo = 0; 97 renderTarget->getCustomAttribute(GLRenderTexture::CustomAttributeString_FBO, &fbo); 98 99 if( !fbo ) 100 { 101 GLContext *windowContext = 0; 102 renderTarget->getCustomAttribute( GLRenderTexture::CustomAttributeString_GLCONTEXT, &windowContext ); 103 104 //Non-FBO targets and FBO depth surfaces don't play along, only dummies which match the same 105 //context 106 if( !mDepthBuffer && !mStencilBuffer && mCreatorContext == windowContext ) 107 retVal = true; 108 } 109 else 110 { 111 //Check this isn't a dummy non-FBO depth buffer with an FBO target, don't mix them. 112 //If you don't want depth buffer, use a Null Depth Buffer, not a dummy one. 113 if( mDepthBuffer || mStencilBuffer ) 114 { 115 GLenum internalFormat = fbo->getFormat(); 116 GLenum depthFormat, stencilFormat; 117 mRenderSystem->_getDepthStencilFormatFor( internalFormat, &depthFormat, &stencilFormat ); 118 119 bool bSameDepth = false; 120 121 if( mDepthBuffer ) 122 bSameDepth |= mDepthBuffer->getGLFormat() == depthFormat; 123 124 bool bSameStencil = false; 125 126 if( !mStencilBuffer || mStencilBuffer == mDepthBuffer ) 127 bSameStencil = stencilFormat == GL_NONE; 128 else 129 { 130 if( mStencilBuffer ) 131 bSameStencil = stencilFormat == mStencilBuffer->getGLFormat(); 132 } 133 134 retVal = bSameDepth && bSameStencil; 135 } 136 } 137 138 return retVal; 139 } 140 } 141