}
}
+static inline GLuint
+downsampledFramebuffer(GLuint oldFbo, GLint drawbuffer,
+ GLint colorRb, GLint depthRb, GLint stencilRb,
+ GLuint *rbs, GLint *numRbs)
+{
+ GLuint fbo;
+ GLint format;
+ GLint w, h;
+
+ *numRbs = 0;
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, colorRb);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_WIDTH, &w);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_HEIGHT, &h);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffer,
+ GL_RENDERBUFFER, rbs[*numRbs]);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glDrawBuffer(drawbuffer);
+ glReadBuffer(drawbuffer);
+ glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ ++*numRbs;
+
+ if (stencilRb == depthRb && stencilRb) {
+ //combined depth and stencil buffer
+ glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_WIDTH, &w);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_HEIGHT, &h);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, rbs[*numRbs]);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ ++*numRbs;
+ } else {
+ if (depthRb) {
+ glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_WIDTH, &w);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_HEIGHT, &h);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, rbs[*numRbs]);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glDrawBuffer(GL_DEPTH_ATTACHMENT);
+ glReadBuffer(GL_DEPTH_ATTACHMENT);
+ glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ ++*numRbs;
+ }
+ if (stencilRb) {
+ glBindRenderbuffer(GL_RENDERBUFFER, stencilRb);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_WIDTH, &w);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_HEIGHT, &h);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+ GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, rbs[*numRbs]);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glDrawBuffer(GL_STENCIL_ATTACHMENT);
+ glReadBuffer(GL_STENCIL_ATTACHMENT);
+ glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ ++*numRbs;
+ }
+ }
+
+ return fbo;
+}
+
+static void
+writeDrawBuffers(JSONWriter &json, GLboolean writeDepth, GLboolean writeStencil)
+{
+ json.beginMember("GL_RGBA");
+ writeDrawBufferImage(json, GL_RGBA);
+ json.endMember();
+
+ if (writeDepth) {
+ json.beginMember("GL_DEPTH_COMPONENT");
+ writeDrawBufferImage(json, GL_DEPTH_COMPONENT);
+ json.endMember();
+ }
+
+ if (writeStencil) {
+ json.beginMember("GL_STENCIL_INDEX");
+ writeDrawBufferImage(json, GL_STENCIL_INDEX);
+ json.endMember();
+ }
+}
+
'''
# textures
print ' json.beginObject();'
# TODO: Handle real FBOs
print
- print ' json.beginMember("GL_RGBA");'
- print ' writeDrawBufferImage(json, GL_RGBA);'
- print ' json.endMember();'
+ print ' GLint boundDrawFbo = 0, boundReadFbo = 0;'
+ print ' glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &boundDrawFbo);'
+ print ' glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &boundReadFbo);'
+ print ' if (!boundDrawFbo) {'
+ print ' GLint depth_bits = 0;'
+ print ' glGetIntegerv(GL_DEPTH_BITS, &depth_bits);'
+ print ' GLint stencil_bits = 0;'
+ print ' glGetIntegerv(GL_STENCIL_BITS, &stencil_bits);'
+ print ' writeDrawBuffers(json, depth_bits, stencil_bits);'
+ print ' } else {'
+ print ' GLint colorRb, stencilRb, depthRb;'
+ print ' GLint boundRb;'
+ print ' glGetIntegerv(GL_RENDERBUFFER_BINDING, &boundRb);'
+ print ' GLint drawbuffer = glretrace::double_buffer ? GL_BACK : GL_FRONT;'
+ print ' glGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);'
print
- print ' GLint depth_bits = 0;'
- print ' glGetIntegerv(GL_DEPTH_BITS, &depth_bits);'
- print ' if (depth_bits) {'
- print ' json.beginMember("GL_DEPTH_COMPONENT");'
- print ' writeDrawBufferImage(json, GL_DEPTH_COMPONENT);'
- print ' json.endMember();'
- print ' }'
+ print ' glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER,'
+ print ' drawbuffer,'
+ print ' GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,'
+ print ' &colorRb);'
+ print ' glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER,'
+ print ' GL_DEPTH_ATTACHMENT,'
+ print ' GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,'
+ print ' &depthRb);'
+ print ' glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER,'
+ print ' GL_STENCIL_ATTACHMENT,'
+ print ' GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,'
+ print ' &stencilRb);'
print
- print ' GLint stencil_bits = 0;'
- print ' glGetIntegerv(GL_STENCIL_BITS, &stencil_bits);'
- print ' if (stencil_bits) {'
- print ' json.beginMember("GL_STENCIL_INDEX");'
- print ' writeDrawBufferImage(json, GL_STENCIL_INDEX);'
- print ' json.endMember();'
+ print ' GLint colorSamples, depthSamples, stencilSamples;'
+ print ' GLuint rbs[3];'
+ print ' GLint numRbs = 0;'
+ print ' GLuint fboCopy = 0;'
+ print ' glBindRenderbuffer(GL_RENDERBUFFER, colorRb);'
+ print ' glGetRenderbufferParameteriv(GL_RENDERBUFFER,'
+ print ' GL_RENDERBUFFER_SAMPLES, &colorSamples);'
+ print ' glBindRenderbuffer(GL_RENDERBUFFER, depthRb);'
+ print ' glGetRenderbufferParameteriv(GL_RENDERBUFFER,'
+ print ' GL_RENDERBUFFER_SAMPLES, &depthSamples);'
+ print ' glBindRenderbuffer(GL_RENDERBUFFER, stencilRb);'
+ print ' glGetRenderbufferParameteriv(GL_RENDERBUFFER,'
+ print ' GL_RENDERBUFFER_SAMPLES, &stencilSamples);'
+ print ' glBindRenderbuffer(GL_RENDERBUFFER, boundRb);'
+ print
+ print ' if (colorSamples || depthSamples || stencilSamples) {'
+ print ' //glReadPixels doesnt support multisampled buffers so we need'
+ print ' // to blit the fbo to a temporary one'
+ print ' fboCopy = downsampledFramebuffer(boundDrawFbo, drawbuffer,'
+ print ' colorRb, depthRb, stencilRb,'
+ print ' rbs, &numRbs);'
+ print ' }'
+ print ' glDrawBuffer(drawbuffer);'
+ print ' glReadBuffer(drawbuffer);'
+ print
+ print ' writeDrawBuffers(json, depthRb, stencilRb);'
+ print
+ print ' if (fboCopy) {'
+ print ' glBindFramebuffer(GL_FRAMEBUFFER, boundDrawFbo);'
+ print ' glBindFramebuffer(GL_READ_FRAMEBUFFER, boundReadFbo);'
+ print ' glBindFramebuffer(GL_DRAW_FRAMEBUFFER, boundDrawFbo);'
+ print ' glBindRenderbuffer(GL_RENDERBUFFER_BINDING, boundRb);'
+ print ' glDeleteRenderbuffers(numRbs, rbs);'
+ print ' glDeleteFramebuffers(1, &fboCopy);'
+ print ' }'
print ' }'
print
print ' json.endObject();'