Files
MapLibreParticleLab/src/renderer/prerendered_texture.cpp
Lauren Budorick ec7f7de5c4 still not working
2014-08-11 12:13:22 -07:00

148 lines
5.6 KiB
C++

#include <mbgl/renderer/prerendered_texture.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style_bucket.hpp>
using namespace mbgl;
PrerenderedTexture::PrerenderedTexture(const StyleBucketRaster &properties)
: properties(properties) {
}
PrerenderedTexture::~PrerenderedTexture() {
if (texture != 0) {
glDeleteTextures(1, &texture);
texture = 0;
}
if (fbo != 0) {
glDeleteFramebuffers(1, &fbo);
fbo = 0;
}
}
void PrerenderedTexture::bindTexture() {
if (texture == 0) {
bindFramebuffer();
unbindFramebuffer();
}
glBindTexture(GL_TEXTURE_2D, texture);
}
void PrerenderedTexture::bindFramebuffer() {
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previous_fbo);
if (texture == 0) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (fbo_depth_stencil == 0) {
// Create depth/stencil buffer
glGenRenderbuffers(1, &fbo_depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, properties.size, properties.size);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
if (fbo == 0) {
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
#ifdef GL_ES_VERSION_2_0
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "Couldn't create framebuffer: ");
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: fprintf(stderr, "incomplete attachment\n"); break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: fprintf(stderr, "incomplete missing attachment\n"); break;
#ifdef GL_ES_VERSION_2_0
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: fprintf(stderr, "incomplete dimensions\n"); break;
#else
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: fprintf(stderr, "incomplete draw buffer\n"); break;
#endif
case GL_FRAMEBUFFER_UNSUPPORTED: fprintf(stderr, "unsupported\n"); break;
default: fprintf(stderr, "other\n"); break;
}
return;
}
} else {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
}
void PrerenderedTexture::unbindFramebuffer() {
glBindFramebuffer(GL_FRAMEBUFFER, previous_fbo);
if (fbo != 0) {
glDeleteFramebuffers(1, &fbo);
fbo = 0;
}
}
void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
const GLuint original_texture = texture;
// Create a secondary texture
GLuint secondary_texture;
glGenTextures(1, &secondary_texture);
glBindTexture(GL_TEXTURE_2D, secondary_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
painter.useProgram(painter.gaussianShader->program);
painter.gaussianShader->setMatrix(painter.flipMatrix);
painter.gaussianShader->setImage(0);
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < passes; i++) {
// Render horizontal
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0);
#if GL_EXT_discard_framebuffer
const GLenum discards[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->setOffset({{ 1.0f / float(properties.size), 0 }});
glBindTexture(GL_TEXTURE_2D, original_texture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
// Render vertical
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0);
#if GL_EXT_discard_framebuffer
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->setOffset({{ 0, 1.0f / float(properties.size) }});
glBindTexture(GL_TEXTURE_2D, secondary_texture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
}
glDeleteTextures(1, &secondary_texture);
}