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 "OgreGLESDepthBuffer.h" 29 #include "OgreGLESHardwarePixelBuffer.h" 30 #include "OgreGLESRenderSystem.h" 31 #include "OgreGLESFrameBufferObject.h" 32 33 namespace Ogre 34 { GLESDepthBuffer(uint16 poolId,GLESRenderSystem * renderSystem,GLESContext * creatorContext,GLESRenderBuffer * depth,GLESRenderBuffer * stencil,uint32 width,uint32 height,uint32 fsaa,uint32 multiSampleQuality,bool isManual)35 GLESDepthBuffer::GLESDepthBuffer( uint16 poolId, GLESRenderSystem *renderSystem, GLESContext *creatorContext, 36 GLESRenderBuffer *depth, GLESRenderBuffer *stencil, 37 uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, 38 bool isManual ) : 39 DepthBuffer( poolId, 0, width, height, fsaa, "", isManual ), 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 #if GL_OES_framebuffer_object 51 case GL_DEPTH_COMPONENT16_OES: 52 mBitDepth = 16; 53 break; 54 #endif 55 56 #if GL_OES_packed_depth_stencil 57 case GL_DEPTH24_STENCIL8_OES: // Packed depth / stencil 58 #endif 59 #if GL_OES_depth24 60 case GL_DEPTH_COMPONENT24_OES: 61 mBitDepth = 32; 62 break; 63 #endif 64 } 65 } 66 } 67 ~GLESDepthBuffer()68 GLESDepthBuffer::~GLESDepthBuffer() 69 { 70 if( mStencilBuffer && mStencilBuffer != mDepthBuffer ) 71 { 72 delete mStencilBuffer; 73 mStencilBuffer = 0; 74 } 75 76 if( mDepthBuffer ) 77 { 78 delete mDepthBuffer; 79 mDepthBuffer = 0; 80 } 81 } 82 //--------------------------------------------------------------------- isCompatible(RenderTarget * renderTarget) const83 bool GLESDepthBuffer::isCompatible( RenderTarget *renderTarget ) const 84 { 85 bool retVal = false; 86 87 //Check standard stuff first. 88 if( mRenderSystem->getCapabilities()->hasCapability( RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL ) ) 89 { 90 if( !DepthBuffer::isCompatible( renderTarget ) ) 91 return false; 92 } 93 else 94 { 95 if( this->getWidth() != renderTarget->getWidth() || 96 this->getHeight() != renderTarget->getHeight() || 97 this->getFsaa() != renderTarget->getFSAA() ) 98 return false; 99 } 100 101 //Now check this is the appropriate format 102 GLESFrameBufferObject *fbo = 0; 103 renderTarget->getCustomAttribute("FBO", &fbo); 104 105 if( !fbo ) 106 { 107 GLESContext *windowContext = 0; 108 renderTarget->getCustomAttribute( "GLCONTEXT", &windowContext ); 109 110 //Non-FBO targets and FBO depth surfaces don't play along, only dummies which match the same 111 //context 112 if( !mDepthBuffer && !mStencilBuffer && mCreatorContext == windowContext ) 113 retVal = true; 114 } 115 else 116 { 117 //Check this isn't a dummy non-FBO depth buffer with an FBO target, don't mix them. 118 //If you don't want depth buffer, use a Null Depth Buffer, not a dummy one. 119 if( mDepthBuffer || mStencilBuffer ) 120 { 121 GLenum internalFormat = fbo->getFormat(); 122 GLenum depthFormat, stencilFormat; 123 mRenderSystem->_getDepthStencilFormatFor( internalFormat, &depthFormat, &stencilFormat ); 124 125 bool bSameDepth = false; 126 127 if( mDepthBuffer ) 128 bSameDepth |= mDepthBuffer->getGLFormat() == depthFormat; 129 130 bool bSameStencil = false; 131 132 if( !mStencilBuffer || mStencilBuffer == mDepthBuffer ) 133 bSameStencil = stencilFormat == GL_NONE; 134 else 135 { 136 if( mStencilBuffer ) 137 bSameStencil = stencilFormat == mStencilBuffer->getGLFormat(); 138 } 139 140 retVal = bSameDepth && bSameStencil; 141 } 142 } 143 144 return retVal; 145 } 146 } 147