Added antialiasing (MSAA) support to Canvases via a new optional parameter. Added Canvas:getFSAA.

This commit is contained in:
Alex Szpakowski
2014-01-27 01:31:41 -04:00
parent 10f1e23931
commit 7556fde5e6
21 changed files with 321 additions and 54 deletions
+246 -23
View File
@@ -63,12 +63,26 @@ struct FramebufferStrategy
return false;
}
/// Create a MSAA renderbuffer and attach it to the active FBO.
/**
* @param[in] width Width of the MSAA buffer
* @param[in] height Height of the MSAA buffer
* @param[inout] samples Number of samples to use
* @param[in] internalformat The internal format to use for the buffer
* @param[out] buffer Name for the MSAA buffer
* @return Whether the MSAA buffer was successfully created and attached
**/
virtual bool createMSAABuffer(int, int, int &, GLenum, GLuint &)
{
return false;
}
/// remove objects
/**
* @param[in] framebuffer Framebuffer name
* @param[in] depth_stencil Name for packed depth and stencil buffer
*/
virtual void deleteFBO(GLuint, GLuint) {}
virtual void deleteFBO(GLuint, GLuint, GLuint) {}
virtual void bindFBO(GLuint) {}
/// attach additional canvases to the active framebuffer for rendering
@@ -93,8 +107,11 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
if (texture != 0)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
}
// check status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -118,13 +135,44 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// check status
return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffers(1, &stencil);
stencil = 0;
return false;
}
return true;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil)
virtual bool createMSAABuffer(int width, int height, int &samples, GLenum internalformat, GLuint &buffer)
{
glGenRenderbuffers(1, &buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalformat,
width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, buffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffers(1, &buffer);
buffer = 0;
return false;
}
return true;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint msaa_buffer)
{
if (depth_stencil != 0)
glDeleteRenderbuffers(1, &depth_stencil);
if (msaa_buffer != 0)
glDeleteRenderbuffers(1, &msaa_buffer);
if (framebuffer != 0)
glDeleteFramebuffers(1, &framebuffer);
}
@@ -192,7 +240,7 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
virtual bool createStencil(int width, int height, GLuint &stencil)
{
// create combined depth/stencil buffer
glDeleteRenderbuffers(1, &stencil);
glDeleteRenderbuffersEXT(1, &stencil);
glGenRenderbuffersEXT(1, &stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
@@ -203,13 +251,47 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// check status
return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffersEXT(1, &stencil);
stencil = 0;
return false;
}
return true;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil)
virtual bool createMSAABuffer(int width, int height, int &samples, GLenum internalformat, GLuint &buffer)
{
if (!GLEE_EXT_framebuffer_multisample)
return false;
glGenRenderbuffersEXT(1, &buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER, buffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples,
internalformat, width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, buffer);
glGetRenderbufferParameterivEXT(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
glBindRenderbufferEXT(GL_RENDERBUFFER, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffersEXT(1, &buffer);
buffer = 0;
return false;
}
return true;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint msaa_buffer)
{
if (depth_stencil != 0)
glDeleteRenderbuffersEXT(1, &depth_stencil);
if (msaa_buffer != 0)
glDeleteRenderbuffersEXT(1, &msaa_buffer);
if (framebuffer != 0)
glDeleteFramebuffersEXT(1, &framebuffer);
}
@@ -257,7 +339,7 @@ struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
virtual bool createStencil(int width, int height, GLuint &stencil)
{
// create stencil buffer
glDeleteRenderbuffers(1, &stencil);
glDeleteRenderbuffersEXT(1, &stencil);
glGenRenderbuffersEXT(1, &stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
@@ -268,14 +350,21 @@ struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// check status
return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffersEXT(1, &stencil);
stencil = 0;
return false;
}
return true;
}
bool isSupported()
{
GLuint fb = 0, stencil = 0;
GLenum status = createFBO(fb, 0);
deleteFBO(fb, stencil);
deleteFBO(fb, stencil, 0);
return status == GL_FRAMEBUFFER_COMPLETE;
}
};
@@ -311,11 +400,15 @@ static void getStrategy()
static int maxFBOColorAttachments = 0;
static int maxDrawBuffers = 0;
Canvas::Canvas(int width, int height, TextureType texture_type)
Canvas::Canvas(int width, int height, TextureType texture_type, int fsaa)
: fbo(0)
, resolve_fbo(0)
, texture(0)
, fsaa_buffer(0)
, depth_stencil(0)
, texture_type(texture_type)
, fsaa_samples(fsaa)
, fsaa_dirty(false)
{
this->width = width;
this->height = height;
@@ -357,9 +450,50 @@ Canvas::~Canvas()
unloadVolatile();
}
bool Canvas::createFSAAFBO(GLenum internalformat)
{
// Create our FBO without a texture.
status = strategy->createFBO(fbo, 0);
GLuint previous = 0;
if (current != this)
{
if (current != nullptr)
previous = current->fbo;
strategy->bindFBO(fbo);
}
// Create and attach the MSAA buffer for our FBO.
if (strategy->createMSAABuffer(width, height, fsaa_samples, internalformat, fsaa_buffer))
status = GL_FRAMEBUFFER_COMPLETE;
else
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
// Create the FBO used for the MSAA resolve, and attach the texture.
if (status == GL_FRAMEBUFFER_COMPLETE)
status = strategy->createFBO(resolve_fbo, texture);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
// Clean up.
strategy->deleteFBO(fbo, 0, fsaa_buffer);
strategy->deleteFBO(resolve_fbo, 0, 0);
fbo = fsaa_buffer = resolve_fbo = 0;
fsaa_samples = 0;
}
if (current != this)
strategy->bindFBO(previous);
return status == GL_FRAMEBUFFER_COMPLETE;
}
bool Canvas::loadVolatile()
{
fbo = depth_stencil = texture = 0;
resolve_fbo = fsaa_buffer = 0;
status = GL_FRAMEBUFFER_COMPLETE;
// glTexImage2D is guaranteed to error in this case.
if (width > gl.getMaxTextureSize() || height > gl.getMaxTextureSize())
@@ -406,7 +540,25 @@ bool Canvas::loadVolatile()
return false;
}
status = strategy->createFBO(fbo, texture);
int max_samples = 0;
if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object
|| GLEE_EXT_framebuffer_multisample)
{
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
}
if (fsaa_samples > max_samples)
fsaa_samples = max_samples;
// Try to create a FSAA FBO if requested.
bool fsaasuccess = false;
if (fsaa_samples > 1)
fsaasuccess = createFSAAFBO(internalformat);
// On failure (or no requested FSAA), fall back to a regular FBO.
if (!fsaasuccess)
status = strategy->createFBO(fbo, texture);
if (status != GL_FRAMEBUFFER_COMPLETE)
return false;
@@ -416,11 +568,13 @@ bool Canvas::loadVolatile()
void Canvas::unloadVolatile()
{
strategy->deleteFBO(fbo, depth_stencil);
strategy->deleteFBO(fbo, depth_stencil, fsaa_buffer);
strategy->deleteFBO(resolve_fbo, 0, 0);
gl.deleteTexture(texture);
fbo = depth_stencil = texture = 0;
resolve_fbo = fsaa_buffer = 0;
for (size_t i = 0; i < attachedCanvases.size(); i++)
attachedCanvases[i]->release();
@@ -428,13 +582,12 @@ void Canvas::unloadVolatile()
attachedCanvases.clear();
}
void Canvas::drawv(const Matrix &t, const Vertex *v) const
void Canvas::drawv(const Matrix &t, const Vertex *v)
{
glPushMatrix();
glMultMatrixf((const GLfloat *)t.getElements());
gl.bindTexture(texture);
predraw();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -447,11 +600,13 @@ void Canvas::drawv(const Matrix &t, const Vertex *v) const
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
postdraw();
glPopMatrix();
}
void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
@@ -459,7 +614,7 @@ void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, f
drawv(t, vertices);
}
void Canvas::drawq(Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
void Canvas::drawq(Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
@@ -487,8 +642,12 @@ GLuint Canvas::getGLTexture() const
return texture;
}
void Canvas::predraw() const
void Canvas::predraw()
{
// We need to make sure the texture is up-to-date by resolving the MSAA
// buffer (which we render to when the canvas is active) to it.
resolveMSAA();
gl.bindTexture(texture);
}
@@ -520,6 +679,9 @@ void Canvas::setupGrab()
// indicate we are using this fbo
current = this;
if (fsaa_buffer != 0)
fsaa_dirty = true;
}
void Canvas::startGrab(const std::vector<Canvas *> &canvases)
@@ -535,6 +697,9 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
if (canvases.size()+1 > size_t(maxDrawBuffers) || canvases.size()+1 > size_t(maxFBOColorAttachments))
throw love::Exception("This system can't simultaniously render to %d canvases.", canvases.size()+1);
if (fsaa_samples != 0)
throw love::Exception("Multi-canvas rendering is not supported with FSAA.");
}
for (size_t i = 0; i < canvases.size(); i++)
@@ -545,6 +710,9 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
if (canvases[i]->getTextureType() != texture_type)
throw love::Exception("All canvas arguments must have the same texture type.");
if (canvases[i]->getFSAA() != 0)
throw love::Exception("Multi-canvas rendering is not supported with FSAA.");
if (!canvaseschanged && canvases[i] != attachedCanvases[i])
canvaseschanged = true;
}
@@ -674,12 +842,22 @@ bool Canvas::checkCreateStencil()
love::image::ImageData *Canvas::getImageData(love::image::Image *image)
{
resolveMSAA();
int row = 4 * width;
int size = row * height;
GLubyte *pixels = new GLubyte[size];
strategy->bindFBO(fbo);
// Our texture is attached to 'resolve_fbo' when we use MSAA.
if (fsaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
else if (fsaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
else
strategy->bindFBO(fbo);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
if (current)
strategy->bindFBO(current->fbo);
else
@@ -692,10 +870,17 @@ love::image::ImageData *Canvas::getImageData(love::image::Image *image)
void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
{
if (current != this)
resolveMSAA();
// Our texture is attached to 'resolve_fbo' when we use MSAA.
if (fsaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
else if (fsaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
else if (current != this)
strategy->bindFBO(fbo);
glReadPixels(x, height - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_rgba);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_rgba);
if (current && current != this)
strategy->bindFBO(current->fbo);
@@ -703,6 +888,44 @@ void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
strategy->bindFBO(0);
}
bool Canvas::resolveMSAA()
{
if (resolve_fbo == 0 || fsaa_buffer == 0)
return false;
if (!fsaa_dirty)
return true;
GLuint previous = 0;
if (current != nullptr)
previous = current->fbo;
// Do the MSAA resolve by blitting the MSAA renderbuffer to the texture.
if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else if (GLEE_EXT_framebuffer_multisample && GLEE_EXT_framebuffer_blit)
{
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, fbo);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, resolve_fbo);
glBlitFramebufferEXT(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
return false;
strategy->bindFBO(previous);
if (current != this)
fsaa_dirty = false;
return true;
}
bool Canvas::isSupported()
{
getStrategy();