mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-17 08:00:49 +00:00
531 lines
No EOL
17 KiB
C++
531 lines
No EOL
17 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2014-2020 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "../RenderCommon.h"
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#include "../Framebuffer.h"
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#if !defined(USE_VULKAN)
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static void R_ListFramebuffers_f( const idCmdArgs& args )
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{
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if( !glConfig.framebufferObjectAvailable )
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{
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common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
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return;
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}
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}
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Framebuffer::Framebuffer( const char* name, int w, int h )
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{
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fboName = name;
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frameBuffer = 0;
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memset( colorBuffers, 0, sizeof( colorBuffers ) );
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colorFormat = 0;
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depthBuffer = 0;
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depthFormat = 0;
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stencilBuffer = 0;
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stencilFormat = 0;
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width = w;
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height = h;
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msaaSamples = false;
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glGenFramebuffers( 1, &frameBuffer );
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framebuffers.Append( this );
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}
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Framebuffer::~Framebuffer()
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{
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glDeleteFramebuffers( 1, &frameBuffer );
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}
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void Framebuffer::Init()
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{
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cmdSystem->AddCommand( "listFramebuffers", R_ListFramebuffers_f, CMD_FL_RENDERER, "lists framebuffers" );
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tr.backend.currentFramebuffer = NULL;
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// SHADOWMAPS
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int width, height;
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width = height = r_shadowMapImageSize.GetInteger();
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for( int i = 0; i < MAX_SHADOWMAP_RESOLUTIONS; i++ )
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{
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width = height = shadowMapResolutions[i];
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globalFramebuffers.shadowFBO[i] = new Framebuffer( va( "_shadowMap%i", i ) , width, height );
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globalFramebuffers.shadowFBO[i]->Bind();
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glDrawBuffers( 0, NULL );
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}
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// HDR
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int screenWidth = renderSystem->GetWidth();
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int screenHeight = renderSystem->GetHeight();
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globalFramebuffers.hdrFBO = new Framebuffer( "_hdr", screenWidth, screenHeight );
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globalFramebuffers.hdrFBO->Bind();
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#if defined(USE_HDR_MSAA)
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if( glConfig.multisamples )
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{
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globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, glConfig.multisamples );
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globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, glConfig.multisamples );
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globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
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globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
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}
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else
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#endif
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{
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globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0 );
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globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
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globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
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globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
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}
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globalFramebuffers.hdrFBO->Check();
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// HDR no MSAA
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#if defined(USE_HDR_MSAA)
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globalFramebuffers.hdrNonMSAAFBO = new Framebuffer( "_hdrNoMSAA", screenWidth, screenHeight );
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globalFramebuffers.hdrNonMSAAFBO->Bind();
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globalFramebuffers.hdrNonMSAAFBO->AddColorBuffer( GL_RGBA16F, 0 );
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globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
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globalFramebuffers.hdrNonMSAAFBO->Check();
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#endif
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// HDR DOWNSCALE
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globalFramebuffers.hdr64FBO = new Framebuffer( "_hdr64", 64, 64 );
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globalFramebuffers.hdr64FBO->Bind();
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globalFramebuffers.hdr64FBO->AddColorBuffer( GL_RGBA16F, 0 );
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globalFramebuffers.hdr64FBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage64, 0 );
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globalFramebuffers.hdr64FBO->Check();
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// BLOOM
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for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
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{
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globalFramebuffers.bloomRenderFBO[i] = new Framebuffer( va( "_bloomRender%i", i ), screenWidth, screenHeight );
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globalFramebuffers.bloomRenderFBO[i]->Bind();
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globalFramebuffers.bloomRenderFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
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globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
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globalFramebuffers.bloomRenderFBO[i]->Check();
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}
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// AMBIENT OCCLUSION
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for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
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{
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globalFramebuffers.ambientOcclusionFBO[i] = new Framebuffer( va( "_aoRender%i", i ), screenWidth, screenHeight );
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globalFramebuffers.ambientOcclusionFBO[i]->Bind();
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globalFramebuffers.ambientOcclusionFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
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globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
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globalFramebuffers.ambientOcclusionFBO[i]->Check();
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}
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// HIERARCHICAL Z BUFFER
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for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
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{
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globalFramebuffers.csDepthFBO[i] = new Framebuffer( va( "_csz%i", i ), screenWidth / ( 1 << i ), screenHeight / ( 1 << i ) );
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globalFramebuffers.csDepthFBO[i]->Bind();
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globalFramebuffers.csDepthFBO[i]->AddColorBuffer( GL_R32F, 0 );
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globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
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globalFramebuffers.csDepthFBO[i]->Check();
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}
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// GEOMETRY BUFFER
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globalFramebuffers.geometryBufferFBO = new Framebuffer( "_gbuffer", screenWidth, screenHeight );
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globalFramebuffers.geometryBufferFBO->Bind();
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globalFramebuffers.geometryBufferFBO->AddColorBuffer( GL_RGBA16F, 0 );
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globalFramebuffers.geometryBufferFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
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// it is ideal to share the depth buffer between the HDR main context and the geometry render target
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globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
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globalFramebuffers.geometryBufferFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
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globalFramebuffers.geometryBufferFBO->Check();
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// SMAA
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globalFramebuffers.smaaEdgesFBO = new Framebuffer( "_smaaEdges", screenWidth, screenHeight );
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globalFramebuffers.smaaEdgesFBO->Bind();
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globalFramebuffers.smaaEdgesFBO->AddColorBuffer( GL_RGBA8, 0 );
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globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
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globalFramebuffers.smaaEdgesFBO->Check();
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globalFramebuffers.smaaBlendFBO = new Framebuffer( "_smaaBlend", screenWidth, screenHeight );
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globalFramebuffers.smaaBlendFBO->Bind();
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globalFramebuffers.smaaBlendFBO->AddColorBuffer( GL_RGBA8, 0 );
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globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
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globalFramebuffers.smaaBlendFBO->Check();
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Unbind();
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}
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void Framebuffer::CheckFramebuffers()
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{
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int screenWidth = renderSystem->GetWidth();
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int screenHeight = renderSystem->GetHeight();
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if( globalFramebuffers.hdrFBO->GetWidth() != screenWidth || globalFramebuffers.hdrFBO->GetHeight() != screenHeight )
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{
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Unbind();
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// HDR
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globalImages->currentRenderHDRImage->Resize( screenWidth, screenHeight );
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globalImages->currentDepthImage->Resize( screenWidth, screenHeight );
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#if defined(USE_HDR_MSAA)
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if( glConfig.multisamples )
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{
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globalImages->currentRenderHDRImageNoMSAA->Resize( screenWidth, screenHeight );
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globalFramebuffers.hdrNonMSAAFBO->Bind();
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globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
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globalFramebuffers.hdrNonMSAAFBO->Check();
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globalFramebuffers.hdrNonMSAAFBO->width = screenWidth;
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globalFramebuffers.hdrNonMSAAFBO->height = screenHeight;
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globalFramebuffers.hdrFBO->Bind();
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globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
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globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
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globalFramebuffers.hdrFBO->Check();
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}
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else
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#endif
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{
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globalFramebuffers.hdrFBO->Bind();
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globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
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globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
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globalFramebuffers.hdrFBO->Check();
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}
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globalFramebuffers.hdrFBO->width = screenWidth;
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globalFramebuffers.hdrFBO->height = screenHeight;
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// HDR quarter
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/*
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globalImages->currentRenderHDRImageQuarter->Resize( screenWidth / 4, screenHeight / 4 );
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globalFramebuffers.hdrQuarterFBO->Bind();
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globalFramebuffers.hdrQuarterFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageQuarter, 0 );
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globalFramebuffers.hdrQuarterFBO->Check();
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*/
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// BLOOM
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for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
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{
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globalImages->bloomRenderImage[i]->Resize( screenWidth / 4, screenHeight / 4 );
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globalFramebuffers.bloomRenderFBO[i]->width = screenWidth / 4;
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globalFramebuffers.bloomRenderFBO[i]->height = screenHeight / 4;
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globalFramebuffers.bloomRenderFBO[i]->Bind();
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globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
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globalFramebuffers.bloomRenderFBO[i]->Check();
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}
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// AMBIENT OCCLUSION
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for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
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{
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globalImages->ambientOcclusionImage[i]->Resize( screenWidth, screenHeight );
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globalFramebuffers.ambientOcclusionFBO[i]->width = screenWidth;
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globalFramebuffers.ambientOcclusionFBO[i]->height = screenHeight;
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globalFramebuffers.ambientOcclusionFBO[i]->Bind();
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globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
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globalFramebuffers.ambientOcclusionFBO[i]->Check();
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}
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// HIERARCHICAL Z BUFFER
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globalImages->hierarchicalZbufferImage->Resize( screenWidth, screenHeight );
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for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
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{
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globalFramebuffers.csDepthFBO[i]->width = screenWidth / ( 1 << i );
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globalFramebuffers.csDepthFBO[i]->height = screenHeight / ( 1 << i );
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globalFramebuffers.csDepthFBO[i]->Bind();
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globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
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globalFramebuffers.csDepthFBO[i]->Check();
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}
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// GEOMETRY BUFFER
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globalImages->currentNormalsImage->Resize( screenWidth, screenHeight );
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globalFramebuffers.geometryBufferFBO->width = screenWidth;
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globalFramebuffers.geometryBufferFBO->height = screenHeight;
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globalFramebuffers.geometryBufferFBO->Bind();
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globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
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globalFramebuffers.geometryBufferFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
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globalFramebuffers.geometryBufferFBO->Check();
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// SMAA
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globalImages->smaaEdgesImage->Resize( screenWidth, screenHeight );
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globalFramebuffers.smaaEdgesFBO->width = screenWidth;
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globalFramebuffers.smaaEdgesFBO->height = screenHeight;
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globalFramebuffers.smaaEdgesFBO->Bind();
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globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
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globalFramebuffers.smaaEdgesFBO->Check();
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globalImages->smaaBlendImage->Resize( screenWidth, screenHeight );
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globalFramebuffers.smaaBlendFBO->width = screenWidth;
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globalFramebuffers.smaaBlendFBO->height = screenHeight;
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globalFramebuffers.smaaBlendFBO->Bind();
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globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
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globalFramebuffers.smaaBlendFBO->Check();
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Unbind();
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}
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}
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void Framebuffer::Shutdown()
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{
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framebuffers.DeleteContents( true );
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}
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void Framebuffer::Bind()
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{
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RENDERLOG_PRINTF( "Framebuffer::Bind( %s )\n", fboName.c_str() );
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if( tr.backend.currentFramebuffer != this )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
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tr.backend.currentFramebuffer = this;
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}
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}
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bool Framebuffer::IsBound()
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{
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return ( tr.backend.currentFramebuffer == this );
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}
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void Framebuffer::Unbind()
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{
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RENDERLOG_PRINTF( "Framebuffer::Unbind()\n" );
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//if(tr.backend.framebuffer != NULL)
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{
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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glBindRenderbuffer( GL_RENDERBUFFER, 0 );
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tr.backend.currentFramebuffer = NULL;
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}
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}
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bool Framebuffer::IsDefaultFramebufferActive()
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{
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return ( tr.backend.currentFramebuffer == NULL );
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}
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void Framebuffer::AddColorBuffer( int format, int index, int multiSamples )
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{
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if( index < 0 || index >= glConfig.maxColorAttachments )
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{
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common->Warning( "Framebuffer::AddColorBuffer( %s ): bad index = %i", fboName.c_str(), index );
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return;
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}
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colorFormat = format;
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bool notCreatedYet = colorBuffers[index] == 0;
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if( notCreatedYet )
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{
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glGenRenderbuffers( 1, &colorBuffers[index] );
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}
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glBindRenderbuffer( GL_RENDERBUFFER, colorBuffers[index] );
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if( multiSamples > 0 )
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{
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glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
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msaaSamples = true;
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}
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else
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{
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glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
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}
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if( notCreatedYet )
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{
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, colorBuffers[index] );
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}
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GL_CheckErrors();
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}
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void Framebuffer::AddDepthBuffer( int format, int multiSamples )
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{
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depthFormat = format;
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bool notCreatedYet = depthBuffer == 0;
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if( notCreatedYet )
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{
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glGenRenderbuffers( 1, &depthBuffer );
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}
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glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
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if( multiSamples > 0 )
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{
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glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
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msaaSamples = true;
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}
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else
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{
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glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
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}
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if( notCreatedYet )
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{
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
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}
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GL_CheckErrors();
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}
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void Framebuffer::AttachImage2D( int target, const idImage* image, int index, int mipmapLod )
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{
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if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ) )
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{
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common->Warning( "Framebuffer::AttachImage2D( %s ): invalid target", fboName.c_str() );
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return;
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}
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if( index < 0 || index >= glConfig.maxColorAttachments )
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{
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common->Warning( "Framebuffer::AttachImage2D( %s ): bad index = %i", fboName.c_str(), index );
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return;
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}
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glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, image->texnum, mipmapLod );
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}
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void Framebuffer::AttachImageDepth( int target, const idImage* image )
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{
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if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) )
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{
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common->Warning( "Framebuffer::AttachImageDepth( %s ): invalid target", fboName.c_str() );
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return;
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}
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|
|
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target, image->texnum, 0 );
|
|
}
|
|
|
|
void Framebuffer::AttachImageDepthLayer( const idImage* image, int layer )
|
|
{
|
|
glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, image->texnum, 0, layer );
|
|
}
|
|
|
|
void Framebuffer::Check()
|
|
{
|
|
int prev;
|
|
glGetIntegerv( GL_FRAMEBUFFER_BINDING, &prev );
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
|
|
|
|
int status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
|
|
if( status == GL_FRAMEBUFFER_COMPLETE )
|
|
{
|
|
glBindFramebuffer( GL_FRAMEBUFFER, prev );
|
|
return;
|
|
}
|
|
|
|
// something went wrong
|
|
switch( status )
|
|
{
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, incomplete attachment", fboName.c_str() );
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing attachment", fboName.c_str() );
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
|
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing draw buffer", fboName.c_str() );
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
|
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing read buffer", fboName.c_str() );
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
|
|
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing layer targets", fboName.c_str() );
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
|
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing multisample", fboName.c_str() );
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
common->Error( "Framebuffer::Check( %s ): Unsupported framebuffer format", fboName.c_str() );
|
|
break;
|
|
|
|
default:
|
|
common->Error( "Framebuffer::Check( %s ): Unknown error 0x%X", fboName.c_str(), status );
|
|
break;
|
|
};
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, prev );
|
|
}
|
|
|
|
#endif // #if !defined(USE_VULKAN)
|