#include "vrframebuffer.hpp" #include #include #ifndef GL_TEXTURE_MAX_LEVEL #define GL_TEXTURE_MAX_LEVEL 0x813D #endif namespace MWVR { VRFramebuffer::VRFramebuffer(osg::ref_ptr state, std::size_t width, std::size_t height, uint32_t msaaSamples, uint32_t colorBuffer, uint32_t depthBuffer) : mState(state) , mWidth(width) , mHeight(height) , mDepthBuffer(depthBuffer) , mColorBuffer(colorBuffer) , mSamples(msaaSamples) { auto* gl = osg::GLExtensions::Get(state->getContextID(), false); gl->glGenFramebuffers(1, &mBlitFBO); gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, mBlitFBO); gl->glGenFramebuffers(1, &mFBO); if (mSamples <= 1) mTextureTarget = GL_TEXTURE_2D; else mTextureTarget = GL_TEXTURE_2D_MULTISAMPLE; if (mColorBuffer == 0) { glGenTextures(1, &mColorBuffer); glBindTexture(mTextureTarget, mColorBuffer); if (mSamples <= 1) glTexImage2D(mTextureTarget, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_INT, nullptr); else gl->glTexImage2DMultisample(mTextureTarget, mSamples, GL_RGBA, mWidth, mHeight, false); glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER_ARB); glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER_ARB); glTexParameteri(mTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(mTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(mTextureTarget, GL_TEXTURE_MAX_LEVEL, 0); } if (mDepthBuffer == 0) { glGenTextures(1, &mDepthBuffer); glBindTexture(mTextureTarget, mDepthBuffer); if (mSamples <= 1) glTexImage2D(mTextureTarget, 0, GL_DEPTH_COMPONENT24, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); else gl->glTexImage2DMultisample(mTextureTarget, mSamples, GL_DEPTH_COMPONENT, mWidth, mHeight, false); glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(mTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(mTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(mTextureTarget, GL_TEXTURE_MAX_LEVEL, 0); } gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFBO); gl->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, mTextureTarget, mColorBuffer, 0); gl->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, mTextureTarget, mDepthBuffer, 0); if (gl->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) throw std::runtime_error("Failed to create OpenXR framebuffer"); gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); } VRFramebuffer::~VRFramebuffer() { destroy(nullptr); } void VRFramebuffer::destroy(osg::State* state) { if (!state) { // Try re-using the state received during construction state = mState.get(); } if (state) { auto* gl = osg::GLExtensions::Get(state->getContextID(), false); if (mFBO) gl->glDeleteFramebuffers(1, &mFBO); } else if (mFBO) // Without access to glDeleteFramebuffers, i'll have to leak FBOs. Log(Debug::Warning) << "destroy() called without a State. Leaking FBO"; if (mDepthBuffer) glDeleteTextures(1, &mDepthBuffer); if (mColorBuffer) glDeleteTextures(1, &mColorBuffer); mFBO = mDepthBuffer = mColorBuffer = 0; } void VRFramebuffer::bindFramebuffer(osg::GraphicsContext* gc, uint32_t target) { auto state = gc->getState(); auto* gl = osg::GLExtensions::Get(state->getContextID(), false); gl->glBindFramebuffer(target, mFBO); } void VRFramebuffer::blit(osg::GraphicsContext* gc, int x, int y, int w, int h) { auto* state = gc->getState(); auto* gl = osg::GLExtensions::Get(state->getContextID(), false); gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, mFBO); gl->glBlitFramebuffer(0, 0, mWidth, mHeight, x, y, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR); gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, 0); } }