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旧 2007-07-22, 04:40 PM   #1
yogy
高级会员
 
注册日期: 06-11
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yogy 向着好的方向发展
默认 OpenCSG-1.0.2 sample

1.RenderTexture.h
//------------------------------------------------------------------------------
// File : RenderTexture.h
//------------------------------------------------------------------------------
// Copyright (c) 2002-2004 Mark J. Harris
//---------------------------------------------------------------------------
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any
// damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any
// purpose, including commercial applications, and to alter it and
// redistribute it freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you
// must not claim that you wrote the original software. If you use
// this software in a product, an acknowledgment in the product
// documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and
// must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
// -----------------------------------------------------------------------------
// Credits:
// Original RenderTexture code: Mark J. Harris
// Original Render-to-depth-texture support: Thorsten Scheuermann
// Linux Copy-to-texture: Eric Werness
// Various Bug Fixes: Daniel (Redge) Sperl
// Bill Baxter
// Florian Kirsch
// Andrew Wood
//
// -----------------------------------------------------------------------------
/**
* @file RenderTexture.h
*
* Interface definition for class RenderTexture. A multi-format render to
* texture wrapper.
*/
#ifndef __RENDERTEXTURE2_HPP__
#define __RENDERTEXTURE2_HPP__
#include <GL/glew.h>
#ifdef _WIN32
#include <GL/wglew.h>
#else
#include <GL/glxew.h>
#endif
#include <string>
#include <vector>
/* The pixel format for the pbuffer is controlled by the mode string passed
* into the PBuffer constructor. This string can have the following attributes:
*
* To specify the pixel format, use the following syntax.
* <channels>=<bits>
* <channels> must match one of the following.
*
* r - r pixel format (for float buffer).
* rg - rg pixel format (for float buffer).
* rgb - rgb pixel format. 8 bit or 16/32 bit in float buffer mode
* rgba - same as "rgb alpha" string
*
* <bits> can either be a scalar--meaning the same bit depth for each
* channel-- or a 2-, 3-, 4-component vector matching the specified number of
* channels. Vector components should be comma separated. An optional 'f'
* suffix on the bit depth specifies float components. In this case <bits>
* must be either "32f" or "16f". If <bits> is empty, the default 8 bits per
* channel will be used.
* r=32f
* rg=16f
* rgb=8
* rgb=5,6,5
*
* The following other attributes are supported.
*
* depth=n - must have n-bit depth buffer, omit n for default (24 bits)
* stencil=n - must have n-bit stencil buffer, omit n for default (8 bits)
* samples=n - must support n-sample antialiasing (n can be 2 or 4)
* aux=n - must have n AUX buffers
* doublebuffer - must support double buffered rendering
* singlebuffer - do not support double buffered rendering
*
* tex2D
* texRECT
* texCUBE - must support binding pbuffer as texture to specified target
* - binding the depth buffer is also supported by specifying
* depthTex2D
* depthTexRECT
* depthTexCUBE
* - Both depth and color texture binding, may be specified, but
* the targets must match!
* For example: "tex2D depthTex2D" or "texRECT depthTexRECT"
*
* rtt
* ctt - These mutually exclusive options specify the update method used
* for render textures that support texture binding. "rtt"
* indicates that render to texture will be used to update the
* texture. "ctt" indicates that copy to texture will be used
* (i.e. glCopyTexSubImage2D()). "rtt" is the default if neither is
* specified, and one of the "tex*" options above is.
*
*
*---------------------------------------------------------------------------
*
* USAGE NOTES:
*
* * Texture Parameters:
* The default texture wrap mode is GL_CLAMP_TO_EDGE for all textures, and
* the default texture filtering modes (min and mag) are GL_NEAREST.
* To change these parameters, simply bind the RenderTexture (using the
* Bind() method), and set them the way you would for any GL texture object.
* The same goes for depth textures.
*
* * Enabling Mipmapping:
* This is similar to the texture parameters above. When "rtt" is specified
* in the mode string, "mipmap" must also be specified in order to enable
* a mipmapped pbuffer. Then, the mipmaps must be created by enabling the
* GL_SGIS_GENERATE_MIPMAP texture parameter in the same way as above, and
* the min filter mode must be set to a mipmap filter mode, as with any
* mipmapped texture object.
*
* * Enabling Anisotropic Filtering
* As with the texture parameters above, except as in the following code:
* glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, max);
* glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, <value < max>);
*/
class RenderTexture
{
public: // enums
enum UpdateMode
{
RT_RENDER_TO_TEXTURE,
RT_COPY_TO_TEXTURE
};

public: // interface
// ctor / dtor
RenderTexture(const char *strMode="rgb tex2D");
~RenderTexture();

//! Call this once before use. Set bShare to true to share lists, textures,
//! and program objects between the render texture context and the
//! current active GL context.
bool Initialize(int width, int height,
bool shareObjects=true,
bool copyContext=false);
// !Change the render texture format.
bool Reset(const char* strMode,...);
// !Change the size of the render texture.
bool Resize(int width, int height);

// !Begin drawing to the texture. (i.e. use as "output" texture)
bool BeginCapture();
// !Ends drawing to 'current', begins drawing to this RenderTexture
bool BeginCapture(RenderTexture* current);
// !End drawing to the texture.
bool EndCapture();

// !Bind the texture to the active texture unit for use as an "input" texture
void Bind() const;
// !Bind the depth texture to the active texture unit for use as an "input" texture
void BindDepth() const;
// !Associate the RTT texture with 'iBuffer' (default is WGL_FRONT_LEFT_ARB)
bool BindBuffer( int iBuffer );
//! Enables the texture target appropriate for this render texture.
void EnableTextureTarget() const
{ if (_bInitialized) glEnable(_iTextureTarget); }
//! Disables the texture target appropriate for this render texture.
void DisableTextureTarget() const
{ if (_bInitialized) glDisable(_iTextureTarget); }

//! Returns the texture ID. Useful in Cg applications.
unsigned int GetTextureID() const { return _iTextureID; }
//! Returns the depth texture ID. Useful in Cg applications.
unsigned int GetDepthTextureID() const { return _iDepthTextureID; }
//! Returns the texture target this texture is bound to.
unsigned int GetTextureTarget() const { return _iTextureTarget; }
//! Conversion operator allows RenderTexture to be passed to GL calls
operator unsigned int()const{return _iTextureID;}

//! Returns the width of the offscreen buffer.
int GetWidth() const { return _iWidth; }
//! Returns the width of the offscreen buffer.
int GetHeight() const { return _iHeight; }
//! Returns the maximum S texture coordinate.
int GetMaxS() const { return IsRectangleTexture() ? _iWidth : 1; }
//! Returns the maximum T texture coordinate.
int GetMaxT() const { return IsRectangleTexture() ? _iHeight : 1; }

//! Returns the number of red bits allocated.
int GetRedBits() const { return _iNumColorBits[0]; }
//! Returns the number of green bits allocated.
int GetGreenBits() const { return _iNumColorBits[1]; }
//! Returns the number of blue bits allocated.
int GetBlueBits() const { return _iNumColorBits[2]; }
//! Returns the number of alpha bits allocated.
int GetAlphaBits() const { return _iNumColorBits[3]; }
//! Returns the number of depth bits allocated.
int GetDepthBits() const { return _iNumDepthBits; }
//! Returns the number of stencil bits allocated.
int GetStencilBits() const { return _iNumStencilBits; }

//! True if this RenderTexture has been properly initialized.
bool IsInitialized() const { return _bInitialized; }
//! True if this is a texture and not just an offscreen buffer.
bool IsTexture() const { return _bIsTexture; }
//! True if this is a depth texture and not just an offscreen buffer.
bool IsDepthTexture() const { return _bIsDepthTexture; }
//! True if this is a floating point buffer / texture.
bool IsFloatTexture() const { return _bFloat; }
//! True if this is a double-buffered pbuffer
bool IsDoubleBuffered() const { return _bDoubleBuffered; }
//! True if this texture has non-power-of-two dimensions.
bool IsRectangleTexture() const { return _bRectangle; }
//! True if this texture has non-power-of-two dimensions.
//! True if this pbuffer has a depth buffer.
bool HasDepth() const { return (_iNumDepthBits > 0); }
//! True if this pbuffer has a stencil buffer.
bool HasStencil() const { return (_iNumStencilBits > 0); }
//! True if this texture has mipmaps.
bool IsMipmapped() const { return _bMipmap; }
/**
* @fn IsPowerOfTwo(int n)
* @brief Returns true if /param n is an integer power of 2.
*
* Taken from Steve Baker's Cute Code Collection.
* http://www.sjbaker.org/steve/software/cute_code.html
*/
static bool IsPowerOfTwo(int n) { return ((n&(n-1))==0); }

/////////////////////////////////////////////////////////////////////////
// This is the deprecated (old) interface. It will likely be removed
// in a future version, so it is recommended that you transition to the
// new mode-string-based interface.
RenderTexture(int width, int height,
bool bIsTexture = true,
bool bIsDepthTexture = false);
//
// Call this once before use. Set bShare to true to share lists,
// textures, and program objects between the render texture context
// and the current active GL context. [deprecated]
bool Initialize(bool bShare = true,
bool bDepth = false,
bool bStencil = false,
bool bMipmap = false,
bool bAnisoFilter = false,
unsigned int iRBits = 8,
unsigned int iGBits = 8,
unsigned int iBBits = 8,
unsigned int iABits = 8,
// Only Win32 has RT now, so only make it default there
#ifdef _WIN32
UpdateMode updateMode = RT_RENDER_TO_TEXTURE
#else
UpdateMode updateMode = RT_COPY_TO_TEXTURE
#endif
);
// !Change the render texture resolution. [deprecated]
bool Reset(int iWidth, int iHeight);
//
/////////////////////////////////////////////////////////////////////////

protected: // methods
bool _Invalidate();
typedef std::pair<std::string, std::string> KeyVal;
void _ParseModeString(const char *modeString,
std::vector<int> &pixelFormatAttribs,
std::vector<int> &pbufferAttribs);
std::vector<int> _ParseBitVector(std::string bitVector);
KeyVal _GetKeyValuePair(std::string token);

bool _VerifyExtensions();
bool _InitializeTextures();

void _MaybeCopyBuffer();
bool _ReleaseBoundBuffers();
bool _MakeCurrent();
bool _BindDepthBuffer( ) const;
protected: // data
int _iWidth; // width of the pbuffer
int _iHeight; // height of the pbuffer

bool _bIsTexture;
bool _bIsDepthTexture;
bool _bHasARBDepthTexture; // [Redge]

UpdateMode _eUpdateMode;

bool _bInitialized;

unsigned int _iNumAuxBuffers;
bool _bIsBufferBound;
int _iCurrentBoundBuffer;

unsigned int _iNumComponents;
unsigned int _iNumColorBits[4];
unsigned int _iNumDepthBits;
unsigned int _iNumStencilBits;

bool _bFloat;
bool _bDoubleBuffered;
bool _bPowerOf2;
bool _bRectangle;
bool _bMipmap;

bool _bShareObjects;
bool _bCopyContext;

#ifdef _WIN32
HDC _hDC; // Handle to a device context.
HGLRC _hGLContext; // Handle to a GL context.
HPBUFFERARB _hPBuffer; // Handle to a pbuffer.

HDC _hPreviousDC;
HGLRC _hPreviousContext;
#else
Display *_pDisplay;
GLXContext _hGLContext;
GLXPbuffer _hPBuffer;

GLXDrawable _hPreviousDrawable;
GLXContext _hPreviousContext;
#endif

// Texture stuff
GLenum _iTextureTarget;
unsigned int _iTextureID;
unsigned int _iDepthTextureID;

unsigned short* _pPoorDepthTexture; // [Redge]
std::vector<int> _pixelFormatAttribs;
std::vector<int> _pbufferAttribs;
private:
// Using these could lead to some odd behavior
RenderTexture(const RenderTexture&);
RenderTexture& operator=(const RenderTexture&);
};
#endif //__RENDERTEXTURE2_HPP__
yogy离线中   回复时引用此帖
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旧 2007-07-22, 04:40 PM   #2
yogy
高级会员
 
注册日期: 06-11
帖子: 1527
精华: 15
现金: 6353 标准币
资产: 6353 标准币
yogy 向着好的方向发展
默认 回复: OpenCSG-1.0.2 sample

2.RenderTexture.cpp
//---------------------------------------------------------------------------
// File : RenderTexture.cpp
//---------------------------------------------------------------------------
// Copyright (c) 2002-2004 Mark J. Harris
//---------------------------------------------------------------------------
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any
// damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any
// purpose, including commercial applications, and to alter it and
// redistribute it freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you
// must not claim that you wrote the original software. If you use
// this software in a product, an acknowledgment in the product
// documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and
// must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
// --------------------------------------------------------------------------
// Credits:
// Original RenderTexture class: Mark J. Harris
// Original Render to Depth Texture support: Thorsten Scheuermann
// Linux Copy-to-texture: Eric Werness
// Various Bug Fixes: Daniel (Redge) Sperl
// Bill Baxter
// Florian Kirsch
//
// --------------------------------------------------------------------------
/**
* @file RenderTexture.cpp
*
* Implementation of class RenderTexture. A multi-format render to
* texture wrapper.
*/
#pragma warning(disable:4786)
#include "RenderTexture.h"
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#ifdef _WIN32
#pragma comment(lib, "gdi32.lib") // required for GetPixelFormat()
#endif
using namespace std;
//---------------------------------------------------------------------------
// Function : RenderTexture::RenderTexture
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::RenderTexture()
* @brief Mode-string-based Constructor.
*/
RenderTexture::RenderTexture(const char *strMode)
: _iWidth(0),
_iHeight(0),
_bIsTexture(false),
_bIsDepthTexture(false),
_bHasARBDepthTexture(true), // [Redge]
#ifdef _WIN32
_eUpdateMode(RT_RENDER_TO_TEXTURE),
#else
_eUpdateMode(RT_COPY_TO_TEXTURE),
#endif
_bInitialized(false),
_iNumAuxBuffers(0),
_bIsBufferBound(false),
_iCurrentBoundBuffer(0),
_iNumDepthBits(0),
_iNumStencilBits(0),
_bFloat(false),
_bDoubleBuffered(false),
_bPowerOf2(true),
_bRectangle(false),
_bMipmap(false),
_bShareObjects(false),
_bCopyContext(false),
#ifdef _WIN32
_hDC(NULL),
_hGLContext(NULL),
_hPBuffer(NULL),
_hPreviousDC(0),
_hPreviousContext(0),
#else
_pDisplay(NULL),
_hGLContext(NULL),
_hPBuffer(0),
_hPreviousContext(0),
_hPreviousDrawable(0),
#endif
_iTextureTarget(GL_NONE),
_iTextureID(0),
_iDepthTextureID(0),
_pPoorDepthTexture(0) // [Redge]
{
_iNumColorBits[0] = _iNumColorBits[1] =
_iNumColorBits[2] = _iNumColorBits[3] = 0;
#ifdef _WIN32
_pixelFormatAttribs.push_back(WGL_DRAW_TO_PBUFFER_ARB);
_pixelFormatAttribs.push_back(true);
_pixelFormatAttribs.push_back(WGL_SUPPORT_OPENGL_ARB);
_pixelFormatAttribs.push_back(true);

_pbufferAttribs.push_back(WGL_PBUFFER_LARGEST_ARB);
_pbufferAttribs.push_back(true);
#else
_pbufferAttribs.push_back(GLX_RENDER_TYPE_SGIX);
_pbufferAttribs.push_back(GLX_RGBA_BIT_SGIX);
_pbufferAttribs.push_back(GLX_DRAWABLE_TYPE_SGIX);
_pbufferAttribs.push_back(GLX_PBUFFER_BIT_SGIX);
#endif
_ParseModeString(strMode, _pixelFormatAttribs, _pbufferAttribs);
#ifdef _WIN32
_pixelFormatAttribs.push_back(0);
_pbufferAttribs.push_back(0);
#else
_pixelFormatAttribs.push_back(None);
#endif
}

//---------------------------------------------------------------------------
// Function : RenderTexture::~RenderTexture
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::~RenderTexture()
* @brief Destructor.
*/
RenderTexture::~RenderTexture()
{
_Invalidate();
}

//---------------------------------------------------------------------------
// Function : _wglGetLastError
// Description :
//---------------------------------------------------------------------------
/**
* @fn wglGetLastError()
* @brief Returns the last windows error generated.
*/
#ifdef _WIN32
void _wglGetLastError()
{
#ifdef _DEBUG

DWORD err = GetLastError();
switch(err)
{
case ERROR_INVALID_PIXEL_FORMAT:
fprintf(stderr,
"RenderTexture Win32 Error: ERROR_INVALID_PIXEL_FORMAT\n");
break;
case ERROR_NO_SYSTEM_RESOURCES:
fprintf(stderr,
"RenderTexture Win32 Error: ERROR_NO_SYSTEM_RESOURCES\n");
break;
case ERROR_INVALID_DATA:
fprintf(stderr,
"RenderTexture Win32 Error: ERROR_INVALID_DATA\n");
break;
case ERROR_INVALID_WINDOW_HANDLE:
fprintf(stderr,
"RenderTexture Win32 Error: ERROR_INVALID_WINDOW_HANDLE\n");
break;
case ERROR_RESOURCE_TYPE_NOT_FOUND:
fprintf(stderr,
"RenderTexture Win32 Error: ERROR_RESOURCE_TYPE_NOT_FOUND\n");
break;
case ERROR_SUCCESS:
// no error
break;
default:
LPVOID lpMsgBuf;
FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
err,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPTSTR) &lpMsgBuf,
0,
NULL);

fprintf(stderr, "RenderTexture Win32 Error %d: %s\n", err, lpMsgBuf);
LocalFree( lpMsgBuf );
break;
}
SetLastError(0);

#endif // _DEBUG
}
#endif
//---------------------------------------------------------------------------
// Function : PrintExtensionError
// Description :
//---------------------------------------------------------------------------
/**
* @fn PrintExtensionError( char* strMsg, ... )
* @brief Prints an error about missing OpenGL extensions.
*/
void PrintExtensionError( char* strMsg, ... )
{
fprintf(stderr,
"Error: RenderTexture requires the following unsupported "
"OpenGL extensions: \n");
char strBuffer[512];
va_list args;
va_start(args, strMsg);
#ifdef _WIN32
_vsnprintf( strBuffer, 512, strMsg, args );
#else
vsnprintf( strBuffer, 512, strMsg, args );
#endif
va_end(args);

fprintf(stderr, strMsg);
}
//---------------------------------------------------------------------------
// Function : RenderTexture::Initialize
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::Initialize(int width, int height, bool shareObjects, bool copyContext);
* @brief Initializes the RenderTexture, sharing display lists and textures if specified.
*
* This function creates of the p-buffer. It can only be called once a GL
* context has already been created.
*/
bool RenderTexture::Initialize(int width, int height,
bool shareObjects /* = true */,
bool copyContext /* = false */)
{
assert(width > 0 && height > 0);
_iWidth = width; _iHeight = height;
_bPowerOf2 = IsPowerOfTwo(width) && IsPowerOfTwo(height);
_bShareObjects = shareObjects;
_bCopyContext = copyContext;
// Check if this is an NVXX GPU and verify necessary extensions.
if (!_VerifyExtensions())
return false;

if (_bInitialized)
_Invalidate();
#if _WIN32
// Get the current context.
HDC hdc = wglGetCurrentDC();
if (NULL == hdc)
_wglGetLastError();
HGLRC hglrc = wglGetCurrentContext();
if (NULL == hglrc)
_wglGetLastError();

int iFormat = 0;
unsigned int iNumFormats;

if (_bCopyContext)
{
// Get the pixel format for the on-screen window.
iFormat = GetPixelFormat(hdc);
if (iFormat == 0)
{
fprintf(stderr,
"RenderTexture Error: GetPixelFormat() failed.\n");
return false;
}
}
else
{
if (!wglChoosePixelFormatARB(hdc, &_pixelFormatAttribs[0], NULL,
1, &iFormat, &iNumFormats))
{
fprintf(stderr,
"RenderTexture Error: wglChoosePixelFormatARB() failed.\n");
_wglGetLastError();
return false;
}
if ( iNumFormats <= 0 )
{
fprintf(stderr,
"RenderTexture Error: Couldn't find a suitable "
"pixel format.\n");
_wglGetLastError();
return false;
}
}

// Create the p-buffer.
_hPBuffer = wglCreatePbufferARB(hdc, iFormat, _iWidth, _iHeight,
&_pbufferAttribs[0]);
if (!_hPBuffer)
{
fprintf(stderr,
"RenderTexture Error: wglCreatePbufferARB() failed.\n");
_wglGetLastError();
return false;
}

// Get the device context.
_hDC = wglGetPbufferDCARB( _hPBuffer);
if ( !_hDC )
{
fprintf(stderr,
"RenderTexture Error: wglGetGetPbufferDCARB() failed.\n");
_wglGetLastError();
return false;
}

// Create a gl context for the p-buffer.
if (_bCopyContext)
{
// Let's use the same gl context..
// Since the device contexts are compatible (i.e. same pixelformat),
// we should be able to use the same gl rendering context.
_hGLContext = hglrc;
}
else
{
_hGLContext = wglCreateContext( _hDC );
if ( !_hGLContext )
{
fprintf(stderr,
"RenderTexture Error: wglCreateContext() failed.\n");
_wglGetLastError();
return false;
}
}

// Share lists, texture objects, and program objects.
if( _bShareObjects )
{
if( !wglShareLists(hglrc, _hGLContext) )
{
fprintf(stderr,
"RenderTexture Error: wglShareLists() failed.\n");
_wglGetLastError();
return false;
}
}

// Determine the actual width and height we were able to create.
wglQueryPbufferARB( _hPBuffer, WGL_PBUFFER_WIDTH_ARB, &_iWidth );
wglQueryPbufferARB( _hPBuffer, WGL_PBUFFER_HEIGHT_ARB, &_iHeight );

_bInitialized = true;

// get the actual number of bits allocated:
int attrib = WGL_RED_BITS_ARB;
//int bits[6];
int value;
_iNumColorBits[0] =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? value : 0;
attrib = WGL_GREEN_BITS_ARB;
_iNumColorBits[1] =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? value : 0;
attrib = WGL_BLUE_BITS_ARB;
_iNumColorBits[2] =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? value : 0;
attrib = WGL_ALPHA_BITS_ARB;
_iNumColorBits[3] =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? value : 0;
attrib = WGL_DEPTH_BITS_ARB;
_iNumDepthBits =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? value : 0;
attrib = WGL_STENCIL_BITS_ARB;
_iNumStencilBits =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? value : 0;
attrib = WGL_DOUBLE_BUFFER_ARB;
_bDoubleBuffered =
(wglGetPixelFormatAttribivARB(_hDC, iFormat, 0, 1, &attrib, &value))
? (value?true:false) : false;

#else // !_WIN32
_pDisplay = glXGetCurrentDisplay();
GLXContext context = glXGetCurrentContext();
int screen = DefaultScreen(_pDisplay);
XVisualInfo *visInfo;

int iFormat = 0;
int iNumFormats;
int attrib = 0;

GLXFBConfigSGIX *fbConfigs;
int nConfigs;
// [Andrew Wood]
//Add in pbufferAttribs. Needed to choose pixel format. (Especially for floating point)
_pixelFormatAttribs.insert(_pixelFormatAttribs.begin(),
_pbufferAttribs.begin(),_pbufferAttribs.end());
// [/Andrew Wood]

fbConfigs = glXChooseFBConfigSGIX(_pDisplay, screen,
&_pixelFormatAttribs[0], &nConfigs);
if (nConfigs == 0 || !fbConfigs)
{
fprintf(stderr,
"RenderTexture Error: Couldn't find a suitable pixel format.\n");
return false;
}

// Pick the first returned format that will return a pbuffer
int i;
for (i=0;i<nConfigs;i++)
{
_hPBuffer = glXCreateGLXPbufferSGIX(_pDisplay, fbConfigs[i],
_iWidth, _iHeight, NULL);
if (_hPBuffer)
{
_hGLContext = glXCreateContextWithConfigSGIX(_pDisplay,
fbConfigs[i],
GLX_RGBA_TYPE,
_bShareObjects ? context : NULL,
True);
break;
}
}

if (!_hPBuffer)
{
fprintf(stderr,
"RenderTexture Error: glXCreateGLXPbufferSGIX() failed.\n");
return false;
}

if(!_hGLContext)
{
// Try indirect
_hGLContext = glXCreateContext(_pDisplay, visInfo,
_bShareObjects ? context : NULL, False);
if ( !_hGLContext )
{
fprintf(stderr,
"RenderTexture Error: glXCreateContext() failed.\n");
return false;
}
}

glXQueryGLXPbufferSGIX(_pDisplay, _hPBuffer, GLX_WIDTH_SGIX,
(GLuint*)&_iWidth);
glXQueryGLXPbufferSGIX(_pDisplay, _hPBuffer, GLX_HEIGHT_SGIX,
(GLuint*)&_iHeight);

_bInitialized = true;

// [Florian] Query the color format
//XVisualInfo* visual = glXGetVisualFromFBConfigSGIX(_pDisplay, fbConfigs[i]);
// [Andrew Wood]
int iResult = 0;
glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_RENDER_TYPE, &iResult);
if (iResult == GLX_RGBA_BIT)
{
_iNumColorBits[0] = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_RED_SIZE, &iResult) == 0) ? iResult : 0;
_iNumColorBits[1] = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_GREEN_SIZE, &iResult) == 0) ? iResult : 0;
_iNumColorBits[2] = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_BLUE_SIZE, &iResult) == 0) ? iResult : 0;
_iNumColorBits[3] = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_ALPHA_SIZE, &iResult) == 0) ? iResult : 0;
_iNumDepthBits = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_DEPTH_SIZE, &iResult) == 0) ? iResult : 0;
_iNumStencilBits = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_STENCIL_SIZE, &iResult) == 0) ? iResult : 0;
_bDoubleBuffered = (glXGetFBConfigAttribSGIX(_pDisplay, fbConfigs[i], GLX_DOUBLEBUFFER, &iResult) == 0) ? (iResult?true:false) : false;
}
// [/Andrew Wood]
//XFree(visual);
// [/Florian]
#endif
#if defined(_DEBUG) | defined(DEBUG)
fprintf(stderr, "Created a %dx%d RenderTexture with BPP(%d, %d, %d, %d)",
_iWidth, _iHeight,
_iNumColorBits[0], _iNumColorBits[1],
_iNumColorBits[2], _iNumColorBits[3]);
if (_iNumDepthBits) fprintf(stderr, " depth=%d", _iNumDepthBits);
if (_iNumStencilBits) fprintf(stderr, " stencil=%d", _iNumStencilBits);
if (_bDoubleBuffered) fprintf(stderr, " double buffered");
fprintf(stderr, "\n");
#endif

// Now that the pbuffer is created, allocate any texture objects needed,
// and initialize them (for CTT updates only). These must be allocated
// in the context of the pbuffer, though, or the RT won't work without
// wglShareLists.
#ifdef _WIN32
if (false == wglMakeCurrent( _hDC, _hGLContext))
{
_wglGetLastError();
return false;
}
#else
_hPreviousContext = glXGetCurrentContext();
_hPreviousDrawable = glXGetCurrentDrawable();

if (False == glXMakeCurrent(_pDisplay, _hPBuffer, _hGLContext))
{
return false;
}
#endif

bool result = _InitializeTextures();
#ifdef _WIN32
BindBuffer(WGL_FRONT_LEFT_ARB);
_BindDepthBuffer();
#endif

#ifdef _WIN32
// make the previous rendering context current
if (false == wglMakeCurrent( hdc, hglrc))
{
_wglGetLastError();
return false;
}
#else
if (False == glXMakeCurrent(_pDisplay,
_hPreviousDrawable, _hPreviousContext))
{
return false;
}
#endif
return result;
}

//---------------------------------------------------------------------------
// Function : RenderTexture::_Invalidate
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_Invalidate()
* @brief Returns the pbuffer memory to the graphics device.
*
*/
bool RenderTexture::_Invalidate()
{
_iNumColorBits[0] = _iNumColorBits[1] =
_iNumColorBits[2] = _iNumColorBits[3] = 0;
_iNumDepthBits = 0;
_iNumStencilBits = 0;

if (_bIsTexture)
glDeleteTextures(1, &_iTextureID);
if (_bIsDepthTexture)
{
// [Redge]
if (!_bHasARBDepthTexture) delete[] _pPoorDepthTexture;
// [/Redge]
glDeleteTextures(1, &_iDepthTextureID);
}

#if _WIN32
if ( _hPBuffer )
{
// Check if we are currently rendering in the pbuffer
if (wglGetCurrentContext() == _hGLContext)
wglMakeCurrent(0,0);
if (!_bCopyContext)
wglDeleteContext( _hGLContext);
wglReleasePbufferDCARB( _hPBuffer, _hDC);
wglDestroyPbufferARB( _hPBuffer );
_hPBuffer = 0;
return true;
}
#else
if ( _hPBuffer )
{
if(glXGetCurrentContext() == _hGLContext)
// XXX I don't know if this is right at all
glXMakeCurrent(_pDisplay, _hPBuffer, 0);
glXDestroyGLXPbufferSGIX(_pDisplay, _hPBuffer);
_hPBuffer = 0;
return true;
}
#endif
// [WVB] do we need to call _ReleaseBoundBuffers() too?
return false;
}

//---------------------------------------------------------------------------
// Function : RenderTexture::Reset
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::Reset()
* @brief Resets the resolution of the offscreen buffer.
*
* Causes the buffer to delete itself. User must call Initialize() again
* before use.
*/
bool RenderTexture::Reset(const char *strMode, ...)
{
_iWidth = 0; _iHeight = 0;
_bIsTexture = false; _bIsDepthTexture = false,
_bHasARBDepthTexture = true;
#ifdef _WIN32
_eUpdateMode = RT_RENDER_TO_TEXTURE;
#else
_eUpdateMode = RT_COPY_TO_TEXTURE;
#endif
_bInitialized = false;
_iNumAuxBuffers = 0;
_bIsBufferBound = false;
_iCurrentBoundBuffer = 0;
_iNumDepthBits = 0; _iNumStencilBits = 0;
_bDoubleBuffered = false;
_bFloat = false; _bPowerOf2 = true;
_bRectangle = false; _bMipmap = false;
_bShareObjects = false; _bCopyContext = false;
_iTextureTarget = GL_NONE; _iTextureID = 0;
_iDepthTextureID = 0;
_pPoorDepthTexture = 0;
_pixelFormatAttribs.clear();
_pbufferAttribs.clear();
if (IsInitialized() && !_Invalidate())
{
fprintf(stderr, "RenderTexture::Reset(): failed to invalidate.\n");
return false;
}

_iNumColorBits[0] = _iNumColorBits[1] =
_iNumColorBits[2] = _iNumColorBits[3] = 0;
#ifdef _WIN32
_pixelFormatAttribs.push_back(WGL_DRAW_TO_PBUFFER_ARB);
_pixelFormatAttribs.push_back(true);
_pixelFormatAttribs.push_back(WGL_SUPPORT_OPENGL_ARB);
_pixelFormatAttribs.push_back(true);

_pbufferAttribs.push_back(WGL_PBUFFER_LARGEST_ARB);
_pbufferAttribs.push_back(true);
#else
_pbufferAttribs.push_back(GLX_RENDER_TYPE_SGIX);
_pbufferAttribs.push_back(GLX_RGBA_BIT_SGIX);
_pbufferAttribs.push_back(GLX_DRAWABLE_TYPE_SGIX);
_pbufferAttribs.push_back(GLX_PBUFFER_BIT_SGIX);
#endif
va_list args;
char strBuffer[256];
va_start(args,strMode);
#ifdef _WIN32
_vsnprintf( strBuffer, 256, strMode, args );
#else
vsnprintf( strBuffer, 256, strMode, args );
#endif
va_end(args);
_ParseModeString(strBuffer, _pixelFormatAttribs, _pbufferAttribs);
#ifdef _WIN32
_pixelFormatAttribs.push_back(0);
_pbufferAttribs.push_back(0);
#else
_pixelFormatAttribs.push_back(None);
#endif
return true;
}
//------------------------------------------------------------------------------
// Function : RenderTexture::Resize
// Description :
//------------------------------------------------------------------------------
/**
* @fn RenderTexture::Resize(int iWidth, int iHeight)
* @brief Changes the size of the offscreen buffer.
*
* Like Reset() this causes the buffer to delete itself.
* But unlike Reset(), this call re-initializes the RenderTexture.
* Note that Resize() will not work after calling Reset(), or before
* calling Initialize() the first time.
*/
bool RenderTexture::Resize(int iWidth, int iHeight)
{
if (!_bInitialized) {
fprintf(stderr, "RenderTexture::Resize(): must Initialize() first.\n");
return false;
}
if (iWidth == _iWidth && iHeight == _iHeight) {
return true;
}

// Do same basic work as _Invalidate, but don't reset all our flags
if (_bIsTexture)
glDeleteTextures(1, &_iTextureID);
if (_bIsDepthTexture)
glDeleteTextures(1, &_iDepthTextureID);
#ifdef _WIN32
if ( _hPBuffer )
{
// Check if we are currently rendering in the pbuffer
if (wglGetCurrentContext() == _hGLContext)
wglMakeCurrent(0,0);
if (!_bCopyContext)
wglDeleteContext( _hGLContext);
wglReleasePbufferDCARB( _hPBuffer, _hDC);
wglDestroyPbufferARB( _hPBuffer );
_hPBuffer = 0;
return true;
}
#else
if ( _hPBuffer )
{
if(glXGetCurrentContext() == _hGLContext)
// XXX I don't know if this is right at all
glXMakeCurrent(_pDisplay, _hPBuffer, 0);
glXDestroyGLXPbufferSGIX(_pDisplay, _hPBuffer);
_hPBuffer = 0;
}
#endif
else {
fprintf(stderr, "RenderTexture::Resize(): failed to resize.\n");
return false;
}
_bInitialized = false;
return Initialize(iWidth, iHeight, _bShareObjects, _bCopyContext);
}
//---------------------------------------------------------------------------
// Function : RenderTexture::BeginCapture
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::BeginCapture()
* @brief Activates rendering to the RenderTexture.
*/
bool RenderTexture::BeginCapture()
{
if (!_bInitialized)
{
fprintf(stderr,
"RenderTexture::BeginCapture(): Texture is not initialized!\n");
return false;
}
#ifdef _WIN32
// cache the current context so we can reset it when EndCapture() is called.
_hPreviousDC = wglGetCurrentDC();
if (NULL == _hPreviousDC)
_wglGetLastError();
_hPreviousContext = wglGetCurrentContext();
if (NULL == _hPreviousContext)
_wglGetLastError();
#else
_hPreviousContext = glXGetCurrentContext();
_hPreviousDrawable = glXGetCurrentDrawable();
#endif
_ReleaseBoundBuffers();
return _MakeCurrent();
}

//---------------------------------------------------------------------------
// Function : RenderTexture::EndCapture
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::EndCapture()
* @brief Ends rendering to the RenderTexture.
*/
bool RenderTexture::EndCapture()
{
if (!_bInitialized)
{
fprintf(stderr,
"RenderTexture::EndCapture() : Texture is not initialized!\n");
return false;
}
_MaybeCopyBuffer();
#ifdef _WIN32
// make the previous rendering context current
if (FALSE == wglMakeCurrent( _hPreviousDC, _hPreviousContext))
{
_wglGetLastError();
return false;
}
#else
if (False == glXMakeCurrent(_pDisplay, _hPreviousDrawable,
_hPreviousContext))
{
return false;
}
#endif
// rebind the textures to a buffers for RTT
BindBuffer(_iCurrentBoundBuffer);
_BindDepthBuffer();
return true;
}
//---------------------------------------------------------------------------
// Function : RenderTexture::BeginCapture(RenderTexture*)
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::BeginCapture(RenderTexture* other)
* @brief Ends capture of 'other', begins capture on 'this'
*
* When performing a series of operations where you modify one texture after
* another, it is more efficient to use this method instead of the equivalent
* 'EndCapture'/'BeginCapture' pair. This method switches directly to the
* new context rather than changing to the default context, and then to the
* new context.
*
* RenderTexture doesn't have any mechanism for determining if
* 'current' really is currently active, so no error will be thrown
* if it is not.
*/
bool RenderTexture::BeginCapture(RenderTexture* current)
{
bool bContextReset = false;

if (current == this) {
return true; // no switch necessary
}
if (!current) {
// treat as normal Begin if current is 0.
return BeginCapture();
}
if (!_bInitialized)
{
fprintf(stderr,
"RenderTexture::BeginCapture(RenderTexture*): Texture is not initialized!\n");
return false;
}
if (!current->_bInitialized)
{
fprintf(stderr,
"RenderTexture::BeginCapture(RenderTexture): 'current' texture is not initialized!\n");
return false;
}

// Sync current pbuffer with its CTT texture if necessary
current->_MaybeCopyBuffer();
// pass along the previous context so we can reset it when
// EndCapture() is called.
#ifdef _WIN32
_hPreviousDC = current->_hPreviousDC;
if (NULL == _hPreviousDC)
_wglGetLastError();
_hPreviousContext = current->_hPreviousContext;
if (NULL == _hPreviousContext)
_wglGetLastError();
#else
_hPreviousContext = current->_hPreviousContext;
_hPreviousDrawable = current->_hPreviousDrawable;
#endif
// Unbind textures before making context current
if (!_ReleaseBoundBuffers())
return false;
// Make the pbuffer context current
if (!_MakeCurrent())
return false;
// Rebind buffers of initial RenderTexture
current->BindBuffer(_iCurrentBoundBuffer);
current->_BindDepthBuffer();

return true;
}

//---------------------------------------------------------------------------
// Function : RenderTexture::Bind
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::Bind()
* @brief Binds RGB texture.
*/
void RenderTexture::Bind() const
{
if (_bInitialized && _bIsTexture)
{
glBindTexture(_iTextureTarget, _iTextureID);
}
}

//---------------------------------------------------------------------------
// Function : RenderTexture::BindDepth
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::BindDepth()
* @brief Binds depth texture.
*/
void RenderTexture::BindDepth() const
{
if (_bInitialized && _bIsDepthTexture)
{
glBindTexture(_iTextureTarget, _iDepthTextureID);
}
}

//---------------------------------------------------------------------------
// Function : RenderTexture::BindBuffer
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::BindBuffer()
* @brief Associate the RTT texture id with 'iBuffer' (e.g. WGL_FRONT_LEFT_ARB)
*/
bool RenderTexture::BindBuffer( int iBuffer )
{
// Must bind the texture too
if (_bInitialized && _bIsTexture)
{
glBindTexture(_iTextureTarget, _iTextureID);

#if _WIN32
if (RT_RENDER_TO_TEXTURE == _eUpdateMode && _bIsTexture &&
(!_bIsBufferBound || _iCurrentBoundBuffer != iBuffer))
{
if (FALSE == wglBindTexImageARB(_hPBuffer, iBuffer))
{
// WVB: WGL API considers binding twice to the same buffer
// to be an error. But we don't want to
//_wglGetLastError();
//return false;
SetLastError(0);
}
_bIsBufferBound = true;
_iCurrentBoundBuffer = iBuffer;
}
#endif
}
return true;
}

//---------------------------------------------------------------------------
// Function : RenderTexture::BindBuffer
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_BindDepthBuffer()
* @brief Associate the RTT depth texture id with the depth buffer
*/
bool RenderTexture::_BindDepthBuffer() const
{
#ifdef WIN32
if (_bInitialized && _bIsDepthTexture &&
RT_RENDER_TO_TEXTURE == _eUpdateMode)
{
glBindTexture(_iTextureTarget, _iDepthTextureID);
if (FALSE == wglBindTexImageARB(_hPBuffer, WGL_DEPTH_COMPONENT_NV))
{
_wglGetLastError();
return false;
}
}
#endif
return true;
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_ParseModeString
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_ParseModeString()
* @brief Parses the user-specified mode string for RenderTexture parameters.
*/
void RenderTexture::_ParseModeString(const char *modeString,
vector<int> &pfAttribs,
vector<int> &pbAttribs)
{
if (!modeString || strcmp(modeString, "") == 0)
return;
_iNumComponents = 0;
#ifdef _WIN32
_eUpdateMode = RT_RENDER_TO_TEXTURE;
#else
_eUpdateMode = RT_COPY_TO_TEXTURE;
#endif

int iDepthBits = 0;
bool bHasStencil = false;
bool bBind2D = false;
bool bBindRECT = false;
bool bBindCUBE = false;

char *mode = strdup(modeString);

vector<string> tokens;
char *buf = strtok(mode, " ");
while (buf != NULL)
{
tokens.push_back(buf);
buf = strtok(NULL, " ");
}
for (unsigned int i = 0; i < tokens.size(); i++)
{
string token = tokens[i];
KeyVal kv = _GetKeyValuePair(token);


if (kv.first == "rgb" && (_iNumComponents <= 1))
{
if (kv.second.find("f") != kv.second.npos)
_bFloat = true;
vector<int> bitVec = _ParseBitVector(kv.second);
if (bitVec.size() < 3) // expand the scalar to a vector
{
bitVec.push_back(bitVec[0]);
bitVec.push_back(bitVec[0]);
}
#ifdef _WIN32
pfAttribs.push_back(WGL_RED_BITS_ARB);
pfAttribs.push_back(bitVec[0]);
pfAttribs.push_back(WGL_GREEN_BITS_ARB);
pfAttribs.push_back(bitVec[1]);
pfAttribs.push_back(WGL_BLUE_BITS_ARB);
pfAttribs.push_back(bitVec[2]);
#else
pfAttribs.push_back(GLX_RED_SIZE);
pfAttribs.push_back(bitVec[0]);
pfAttribs.push_back(GLX_GREEN_SIZE);
pfAttribs.push_back(bitVec[1]);
pfAttribs.push_back(GLX_BLUE_SIZE);
pfAttribs.push_back(bitVec[2]);
#endif
_iNumComponents += 3;
continue;
}
else if (kv.first == "rgb")
fprintf(stderr,
"RenderTexture Warning: mistake in components definition "
"(rgb + %d).\n",
_iNumComponents);

if (kv.first == "rgba" && (_iNumComponents == 0))
{
if (kv.second.find("f") != kv.second.npos)
_bFloat = true;
vector<int> bitVec = _ParseBitVector(kv.second);
if (bitVec.size() < 4) // expand the scalar to a vector
{
bitVec.push_back(bitVec[0]);
bitVec.push_back(bitVec[0]);
bitVec.push_back(bitVec[0]);
}
#ifdef _WIN32
pfAttribs.push_back(WGL_RED_BITS_ARB);
pfAttribs.push_back(bitVec[0]);
pfAttribs.push_back(WGL_GREEN_BITS_ARB);
pfAttribs.push_back(bitVec[1]);
pfAttribs.push_back(WGL_BLUE_BITS_ARB);
pfAttribs.push_back(bitVec[2]);
pfAttribs.push_back(WGL_ALPHA_BITS_ARB);
pfAttribs.push_back(bitVec[3]);
#else
pfAttribs.push_back(GLX_RED_SIZE);
pfAttribs.push_back(bitVec[0]);
pfAttribs.push_back(GLX_GREEN_SIZE);
pfAttribs.push_back(bitVec[1]);
pfAttribs.push_back(GLX_BLUE_SIZE);
pfAttribs.push_back(bitVec[2]);
pfAttribs.push_back(GLX_ALPHA_SIZE);
pfAttribs.push_back(bitVec[3]);
#endif
_iNumComponents = 4;
continue;
}
else if (kv.first == "rgba")
fprintf(stderr,
"RenderTexture Warning: mistake in components definition "
"(rgba + %d).\n",
_iNumComponents);

if (kv.first == "r" && (_iNumComponents <= 1))
{
if (kv.second.find("f") != kv.second.npos)
_bFloat = true;
vector<int> bitVec = _ParseBitVector(kv.second);
#ifdef _WIN32
pfAttribs.push_back(WGL_RED_BITS_ARB);
pfAttribs.push_back(bitVec[0]);
#else
pfAttribs.push_back(GLX_RED_SIZE);
pfAttribs.push_back(bitVec[0]);
#endif
_iNumComponents++;
continue;
}
else if (kv.first == "r")
fprintf(stderr,
"RenderTexture Warning: mistake in components definition "
"(r + %d).\n",
_iNumComponents);
if (kv.first == "rg" && (_iNumComponents <= 1))
{
if (kv.second.find("f") != kv.second.npos)
_bFloat = true;
vector<int> bitVec = _ParseBitVector(kv.second);
if (bitVec.size() < 2) // expand the scalar to a vector
{
bitVec.push_back(bitVec[0]);
}
#ifdef _WIN32
pfAttribs.push_back(WGL_RED_BITS_ARB);
pfAttribs.push_back(bitVec[0]);
pfAttribs.push_back(WGL_GREEN_BITS_ARB);
pfAttribs.push_back(bitVec[1]);
#else
pfAttribs.push_back(GLX_RED_SIZE);
pfAttribs.push_back(bitVec[0]);
pfAttribs.push_back(GLX_GREEN_SIZE);
pfAttribs.push_back(bitVec[1]);
#endif
_iNumComponents += 2;
continue;
}
else if (kv.first == "rg")
fprintf(stderr,
"RenderTexture Warning: mistake in components definition "
"(rg + %d).\n",
_iNumComponents);
if (kv.first == "depth")
{
if (kv.second == "")
iDepthBits = 24;
else
iDepthBits = strtol(kv.second.c_str(), 0, 10);
continue;
}
if (kv.first == "stencil")
{
bHasStencil = true;
#ifdef _WIN32
pfAttribs.push_back(WGL_STENCIL_BITS_ARB);
#else
pfAttribs.push_back(GLX_STENCIL_SIZE);
#endif
if (kv.second == "")
pfAttribs.push_back(8);
else
pfAttribs.push_back(strtol(kv.second.c_str(), 0, 10));
continue;
}
if (kv.first == "samples")
{
#ifdef _WIN32
pfAttribs.push_back(WGL_SAMPLE_BUFFERS_ARB);
pfAttribs.push_back(1);
pfAttribs.push_back(WGL_SAMPLES_ARB);
pfAttribs.push_back(strtol(kv.second.c_str(), 0, 10));
#else
pfAttribs.push_back(GLX_SAMPLE_BUFFERS_ARB);
pfAttribs.push_back(1);
pfAttribs.push_back(GLX_SAMPLES_ARB);
pfAttribs.push_back(strtol(kv.second.c_str(), 0, 10));
#endif
continue;
}
if (kv.first == "doublebuffer" || kv.first == "double")
{
#ifdef _WIN32
pfAttribs.push_back(WGL_DOUBLE_BUFFER_ARB);
pfAttribs.push_back(true);
#else
pfAttribs.push_back(GLX_DOUBLEBUFFER);
pfAttribs.push_back(True);
#endif
continue;
}
// [Florian]
if (kv.first == "singlebuffer" || kv.first == "single")
{
#ifdef _WIN32
pfAttribs.push_back(WGL_DOUBLE_BUFFER_ARB);
pfAttribs.push_back(false);
#else
pfAttribs.push_back(GLX_DOUBLEBUFFER);
pfAttribs.push_back(False);
#endif
continue;
}
// [/Florian]
if (kv.first == "aux")
{
#ifdef _WIN32
pfAttribs.push_back(WGL_AUX_BUFFERS_ARB);
#else
pfAttribs.push_back(GLX_AUX_BUFFERS);
#endif
if (kv.second == "")
pfAttribs.push_back(0);
else
pfAttribs.push_back(strtol(kv.second.c_str(), 0, 10));
continue;
}

if (token.find("tex") == 0)
{
_bIsTexture = true;

if ((kv.first == "texRECT") && GLEW_NV_texture_rectangle)
{
_bRectangle = true;
bBindRECT = true;
}
else if (kv.first == "texCUBE")
{
bBindCUBE = true;
}
else
{
bBind2D = true;
}
continue;
}
if (token.find("depthTex") == 0)
{
_bIsDepthTexture = true;

if ((kv.first == "depthTexRECT") && GLEW_NV_texture_rectangle)
{
_bRectangle = true;
bBindRECT = true;
}
else if (kv.first == "depthTexCUBE")
{
bBindCUBE = true;
}
else
{
bBind2D = true;
}
continue;
}
if (kv.first == "mipmap")
{
_bMipmap = true;
continue;
}
if (kv.first == "rtt")
{
_eUpdateMode = RT_RENDER_TO_TEXTURE;
continue;
}

if (kv.first == "ctt")
{
_eUpdateMode = RT_COPY_TO_TEXTURE;
continue;
}
fprintf(stderr,
"RenderTexture Error: Unknown pbuffer attribute: %s\n",
token.c_str());
}
// Processing of some options must be last because of interactions.
// Check for inconsistent texture targets
if (_bIsTexture && _bIsDepthTexture && !(bBind2D ^ bBindRECT ^ bBindCUBE))
{
fprintf(stderr,
"RenderTexture Warning: Depth and Color texture targets "
"should match.\n");
}
// Apply default bit format if none specified
#ifdef _WIN32
if (0 == _iNumComponents)
{
pfAttribs.push_back(WGL_RED_BITS_ARB);
pfAttribs.push_back(8);
pfAttribs.push_back(WGL_GREEN_BITS_ARB);
pfAttribs.push_back(8);
pfAttribs.push_back(WGL_BLUE_BITS_ARB);
pfAttribs.push_back(8);
pfAttribs.push_back(WGL_ALPHA_BITS_ARB);
pfAttribs.push_back(8);
_iNumComponents = 4;
}
#endif
// Depth bits
if (_bIsDepthTexture && !iDepthBits)
iDepthBits = 24;
#ifdef _WIN32
pfAttribs.push_back(WGL_DEPTH_BITS_ARB);
#else
pfAttribs.push_back(GLX_DEPTH_SIZE);
#endif
pfAttribs.push_back(iDepthBits); // default

if (!bHasStencil)
{
#ifdef _WIN32
pfAttribs.push_back(WGL_STENCIL_BITS_ARB);
pfAttribs.push_back(0);
#else
pfAttribs.push_back(GLX_STENCIL_SIZE);
pfAttribs.push_back(0);
#endif
}
if (_iNumComponents < 4)
{
// Can't do this right now -- on NVIDIA drivers, currently get
// a non-functioning pbuffer if ALPHA_BITS=0 and
// WGL_BIND_TO_TEXTURE_RGB_ARB=true

//pfAttribs.push_back(WGL_ALPHA_BITS_ARB);
//pfAttribs.push_back(0);
}
#ifdef _WIN32
if (!WGLEW_NV_render_depth_texture && _bIsDepthTexture && (RT_RENDER_TO_TEXTURE == _eUpdateMode))
{
#if defined(DEBUG) || defined(_DEBUG)
fprintf(stderr, "RenderTexture Warning: No support found for "
"render to depth texture.\n");
#endif
_bIsDepthTexture = false;
}
#endif

if ((_bIsTexture || _bIsDepthTexture) &&
(RT_RENDER_TO_TEXTURE == _eUpdateMode))
{
#ifdef _WIN32
if (bBindRECT)
{
pbAttribs.push_back(WGL_TEXTURE_TARGET_ARB);
pbAttribs.push_back(WGL_TEXTURE_RECTANGLE_NV);
}
else if (bBindCUBE)
{
pbAttribs.push_back(WGL_TEXTURE_TARGET_ARB);
pbAttribs.push_back(WGL_TEXTURE_CUBE_MAP_ARB);
}
else if (bBind2D)
{
pbAttribs.push_back(WGL_TEXTURE_TARGET_ARB);
pbAttribs.push_back(WGL_TEXTURE_2D_ARB);
}

if (_bMipmap)
{
pbAttribs.push_back(WGL_MIPMAP_TEXTURE_ARB);
pbAttribs.push_back(true);
}
#elif defined(DEBUG) || defined(_DEBUG)
printf("RenderTexture Error: Render to Texture not "
"supported in Linux\n");
#endif
}
// Set the pixel type
if (_bFloat)
{
#ifdef _WIN32
if (WGLEW_NV_float_buffer)
{
pfAttribs.push_back(WGL_PIXEL_TYPE_ARB);
pfAttribs.push_back(WGL_TYPE_RGBA_ARB);
pfAttribs.push_back(WGL_FLOAT_COMPONENTS_NV);
pfAttribs.push_back(true);
}
else
{
pfAttribs.push_back(WGL_PIXEL_TYPE_ARB);
pfAttribs.push_back(WGL_TYPE_RGBA_FLOAT_ATI);
}
#else
if (GLXEW_NV_float_buffer)
{
pfAttribs.push_back(GLX_FLOAT_COMPONENTS_NV);
pfAttribs.push_back(1);
}
#endif
}
else
{
#ifdef _WIN32
pfAttribs.push_back(WGL_PIXEL_TYPE_ARB);
pfAttribs.push_back(WGL_TYPE_RGBA_ARB);
#endif
}
// Set up texture binding for render to texture
if (_bIsTexture && (RT_RENDER_TO_TEXTURE == _eUpdateMode))
{

#ifdef _WIN32
if (_bFloat)
{
if (WGLEW_NV_float_buffer)
{
switch(_iNumComponents)
{
case 1:
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_FLOAT_R_NV);
break;
case 2:
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_FLOAT_RG_NV);
break;
case 3:
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_FLOAT_RGB_NV);
break;
case 4:
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_FLOAT_RGBA_NV);
break;
default:
fprintf(stderr,
"RenderTexture Warning: Bad number of components "
"(r=1,rg=2,rgb=3,rgba=4): %d.\n",
_iNumComponents);
break;
}
}
else
{
if (4 == _iNumComponents)
{
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RGBA_ARB);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_RGBA_ARB);
}
else
{
// standard ARB_render_texture only supports 3 or 4 channels
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RGB_ARB);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_RGB_ARB);
}
}

}
else
{
switch(_iNumComponents)
{
case 3:
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RGB_ARB);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_RGB_ARB);
break;
case 4:
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RGBA_ARB);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_TEXTURE_FORMAT_ARB);
pbAttribs.push_back(WGL_TEXTURE_RGBA_ARB);
break;
default:
fprintf(stderr,
"RenderTexture Warning: Bad number of components "
"(r=1,rg=2,rgb=3,rgba=4): %d.\n", _iNumComponents);
break;
}
}
#elif defined(DEBUG) || defined(_DEBUG)
fprintf(stderr,
"RenderTexture Error: Render to Texture not supported in "
"Linux\n");
#endif
}

if (_bIsDepthTexture && (RT_RENDER_TO_TEXTURE == _eUpdateMode))
{
#ifdef _WIN32
if (_bRectangle)
{
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_DEPTH_TEXTURE_FORMAT_NV);
pbAttribs.push_back(WGL_TEXTURE_DEPTH_COMPONENT_NV);
}
else
{
pfAttribs.push_back(WGL_BIND_TO_TEXTURE_DEPTH_NV);
pfAttribs.push_back(true);

pbAttribs.push_back(WGL_DEPTH_TEXTURE_FORMAT_NV);
pbAttribs.push_back(WGL_TEXTURE_DEPTH_COMPONENT_NV);
}
#elif defined(DEBUG) || defined(_DEBUG)
printf("RenderTexture Error: Render to Texture not supported in "
"Linux\n");
#endif
}
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_GetKeyValuePair
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_GetKeyValuePair()
* @brief Parses expressions of the form "X=Y" into a pair (X,Y).
*/
RenderTexture::KeyVal RenderTexture::_GetKeyValuePair(string token)
{
string::size_type pos = 0;
if ((pos = token.find("=")) != token.npos)
{
string key = token.substr(0, pos);
string value = token.substr(pos+1, token.length()-pos+1);
return KeyVal(key, value);
}
else
return KeyVal(token, "");
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_ParseBitVector
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_ParseBitVector()
* @brief Parses expressions of the form "=r,g,b,a" into a vector: (r,g,b,a)
*/
vector<int> RenderTexture::_ParseBitVector(string bitVector)
{
vector<string> pieces;
vector<int> bits;
if (bitVector == "")
{
bits.push_back(8); // if a depth isn't specified, use default 8 bits
return bits;
}
string::size_type pos = 0;
string::size_type nextpos = 0;
do
{
nextpos = bitVector.find_first_of(", \n", pos);
pieces.push_back(string(bitVector, pos, nextpos - pos));
pos = nextpos+1;
} while (nextpos != bitVector.npos );
for ( vector<string>::iterator it = pieces.begin(); it != pieces.end(); it++)
{
bits.push_back(strtol(it->c_str(), 0, 10));
}

return bits;
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_VerifyExtensions
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_VerifyExtensions()
* @brief Checks that the necessary extensions are available based on RT mode.
*/
bool RenderTexture::_VerifyExtensions()
{
#ifdef _WIN32
if (!WGLEW_ARB_pbuffer)
{
PrintExtensionError("WGL_ARB_pbuffer");
return false;
}
if (!WGLEW_ARB_pixel_format)
{
PrintExtensionError("WGL_ARB_pixel_format");
return false;
}
if (_bIsTexture && !WGLEW_ARB_render_texture)
{
PrintExtensionError("WGL_ARB_render_texture");
return false;
}
if (_bRectangle && !GLEW_NV_texture_rectangle)
{
PrintExtensionError("GL_NV_texture_rectangle");
return false;
}
if (_bFloat && !(GLEW_NV_float_buffer || WGLEW_ATI_pixel_format_float))
{
PrintExtensionError("GL_NV_float_buffer or GL_ATI_pixel_format_float");
return false;

}
if (_bFloat && _bIsTexture && !(GLEW_NV_float_buffer || GLEW_ATI_texture_float))
{
PrintExtensionError("NV_float_buffer or ATI_texture_float");
}
if (_bIsDepthTexture && !GLEW_ARB_depth_texture)
{
// [Redge]
#if defined(_DEBUG) | defined(DEBUG)
fprintf(stderr,
"RenderTexture Warning: "
"OpenGL extension GL_ARB_depth_texture not available.\n"
" Using glReadPixels() to emulate behavior.\n");
#endif
_bHasARBDepthTexture = false;
//PrintExtensionError("GL_ARB_depth_texture");
//return false;
// [/Redge]
}
SetLastError(0);
#else
if (!GLXEW_SGIX_pbuffer)
{
PrintExtensionError("GLX_SGIX_pbuffer");
return false;
}
if (!GLXEW_SGIX_fbconfig)
{
PrintExtensionError("GLX_SGIX_fbconfig");
return false;
}
if (_bIsDepthTexture && !GLEW_ARB_depth_texture)
{
PrintExtensionError("GL_ARB_depth_texture");
return false;
}
if (_bFloat && _bIsTexture && !GLXEW_NV_float_buffer)
{
PrintExtensionError("GLX_NV_float_buffer");
return false;
}
if (_eUpdateMode == RT_RENDER_TO_TEXTURE)
{
PrintExtensionError("Some GLX render texture extension: FIXME!");
return false;
}
#endif

return true;
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_InitializeTextures
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_InitializeTextures()
* @brief Initializes the state of textures used by the RenderTexture.
*/
bool RenderTexture::_InitializeTextures()
{
// Determine the appropriate texture formats and filtering modes.
if (_bIsTexture || _bIsDepthTexture)
{
if (_bRectangle && GLEW_NV_texture_rectangle)
_iTextureTarget = GL_TEXTURE_RECTANGLE_NV;
else
_iTextureTarget = GL_TEXTURE_2D;
}
if (_bIsTexture)
{
glGenTextures(1, &_iTextureID);
glBindTexture(_iTextureTarget, _iTextureID);

// Use clamp to edge as the default texture wrap mode for all tex
glTexParameteri(_iTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(_iTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Use NEAREST as the default texture filtering mode.
glTexParameteri(_iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(_iTextureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

if (RT_COPY_TO_TEXTURE == _eUpdateMode)
{
GLuint iInternalFormat;
GLuint iFormat;
if (_bFloat)
{
if (_bMipmap)
{
fprintf(stderr,
"RenderTexture Error: mipmapped float textures not "
"supported.\n");
return false;
}

switch(_iNumComponents)
{
case 1:
if (GLEW_NV_float_buffer)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_FLOAT_R32_NV : GL_FLOAT_R16_NV;
}
else if (GLEW_ATI_texture_float)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_LUMINANCE_FLOAT32_ATI :
GL_LUMINANCE_FLOAT16_ATI;
}
iFormat = GL_LUMINANCE;
break;
case 2:
if (GLEW_NV_float_buffer)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_FLOAT_RG32_NV : GL_FLOAT_RG16_NV;
}
else if (GLEW_ATI_texture_float)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_LUMINANCE_ALPHA_FLOAT32_ATI :
GL_LUMINANCE_ALPHA_FLOAT16_ATI;
}
iFormat = GL_LUMINANCE_ALPHA;
break;
case 3:
if (GLEW_NV_float_buffer)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_FLOAT_RGB32_NV : GL_FLOAT_RGB16_NV;
}
else if (GLEW_ATI_texture_float)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_RGB_FLOAT32_ATI : GL_RGB_FLOAT16_ATI;
}
iFormat = GL_RGB;
break;
case 4:
if (GLEW_NV_float_buffer)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_FLOAT_RGBA32_NV : GL_FLOAT_RGBA16_NV;
}
else if (GLEW_ATI_texture_float)
{
iInternalFormat = (_iNumColorBits[0] > 16) ?
GL_RGBA_FLOAT32_ATI : GL_RGBA_FLOAT16_ATI;
}
iFormat = GL_RGBA;
break;
default:
printf("RenderTexture Error: "
"Invalid number of components: %d\n",
_iNumComponents);
return false;
}
}
else // non-float
{
if (4 == _iNumComponents)
{
iInternalFormat = GL_RGBA8;
iFormat = GL_RGBA;
}
else
{
iInternalFormat = GL_RGB8;
iFormat = GL_RGB;
}
}

// Allocate the texture image (but pass it no data for now).
glTexImage2D(_iTextureTarget, 0, iInternalFormat,
_iWidth, _iHeight, 0, iFormat, GL_FLOAT, NULL);
}
}

if (_bIsDepthTexture)
{
glGenTextures(1, &_iDepthTextureID);
glBindTexture(_iTextureTarget, _iDepthTextureID);

// Use clamp to edge as the default texture wrap mode for all tex
glTexParameteri(_iTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(_iTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Use NEAREST as the default texture filtering mode.
glTexParameteri(_iTextureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(_iTextureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

if (RT_COPY_TO_TEXTURE == _eUpdateMode)
{
// [Redge]
if (_bHasARBDepthTexture)
{
// Allocate the texture image (but pass it no data for now).
glTexImage2D(_iTextureTarget, 0, GL_DEPTH_COMPONENT,
_iWidth, _iHeight, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, NULL);
}
else
{
// allocate memory for depth texture
// Since this is slow, we warn the user in debug mode. (above)
_pPoorDepthTexture = new unsigned short[_iWidth * _iHeight];
glTexImage2D(_iTextureTarget, 0, GL_LUMINANCE16,
_iWidth, _iHeight, 0, GL_LUMINANCE,
GL_UNSIGNED_SHORT, _pPoorDepthTexture);
}
// [/Redge]
}
}
return true;
}

//---------------------------------------------------------------------------
// Function : RenderTexture::_MaybeCopyBuffer
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_MaybeCopyBuffer()
* @brief Does the actual copying for RenderTextures with RT_COPY_TO_TEXTURE
*/
void RenderTexture::_MaybeCopyBuffer()
{
#ifdef _WIN32
if (RT_COPY_TO_TEXTURE == _eUpdateMode)
{
if (_bIsTexture)
{
glBindTexture(_iTextureTarget, _iTextureID);
glCopyTexSubImage2D(_iTextureTarget,
0, 0, 0, 0, 0, _iWidth, _iHeight);
}
if (_bIsDepthTexture)
{
glBindTexture(_iTextureTarget, _iDepthTextureID);
// HOW TO COPY DEPTH TEXTURE??? Supposedly this just magically works...
// [Redge]
if (_bHasARBDepthTexture)
{
glCopyTexSubImage2D(_iTextureTarget, 0, 0, 0, 0, 0,
_iWidth, _iHeight);
}
else
{
// no 'real' depth texture available, so behavior has to be emulated
// using glReadPixels (beware, this is (naturally) slow ...)
glReadPixels(0, 0, _iWidth, _iHeight, GL_DEPTH_COMPONENT,
GL_UNSIGNED_SHORT, _pPoorDepthTexture);
glTexImage2D(_iTextureTarget, 0, GL_LUMINANCE16,
_iWidth, _iHeight, 0, GL_LUMINANCE,
GL_UNSIGNED_SHORT, _pPoorDepthTexture);
}
// [/Redge]
}
}

#else
if (_bIsTexture)
{
glBindTexture(_iTextureTarget, _iTextureID);
glCopyTexSubImage2D(_iTextureTarget, 0, 0, 0, 0, 0, _iWidth, _iHeight);
}
if (_bIsDepthTexture)
{
glBindTexture(_iTextureTarget, _iDepthTextureID);
assert(_bHasARBDepthTexture);
glCopyTexSubImage2D(_iTextureTarget, 0, 0, 0, 0, 0, _iWidth, _iHeight);
}
#endif
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_ReleaseBoundBuffers
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_ReleaseBoundBuffers()
* @brief Releases buffer bindings on RenderTextures with RT_RENDER_TO_TEXTURE
*/
bool RenderTexture::_ReleaseBoundBuffers()
{
#ifdef _WIN32
if (_bIsTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
{
glBindTexture(_iTextureTarget, _iTextureID);

// release the pbuffer from the render texture object
if (0 != _iCurrentBoundBuffer && _bIsBufferBound)
{
if (FALSE == wglReleaseTexImageARB(_hPBuffer, _iCurrentBoundBuffer))
{
_wglGetLastError();
return false;
}
_bIsBufferBound = false;
}
}

if (_bIsDepthTexture && RT_RENDER_TO_TEXTURE == _eUpdateMode)
{
glBindTexture(_iTextureTarget, _iDepthTextureID);

// release the pbuffer from the render texture object
if (FALSE == wglReleaseTexImageARB(_hPBuffer, WGL_DEPTH_COMPONENT_NV))
{
_wglGetLastError();
return false;
}
}

#else
// textures can't be bound in Linux
#endif
return true;
}
//---------------------------------------------------------------------------
// Function : RenderTexture::_MakeCurrent
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::_MakeCurrent()
* @brief Makes the RenderTexture's context current
*/
bool RenderTexture::_MakeCurrent()
{
#ifdef _WIN32
// make the pbuffer's rendering context current.
if (FALSE == wglMakeCurrent( _hDC, _hGLContext))
{
_wglGetLastError();
return false;
}
#else
if (false == glXMakeCurrent(_pDisplay, _hPBuffer, _hGLContext))
{
return false;
}
#endif
return true;
}
/////////////////////////////////////////////////////////////////////////////
//
// Begin Deprecated Interface
//
/////////////////////////////////////////////////////////////////////////////
//---------------------------------------------------------------------------
// Function : RenderTexture::RenderTexture
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::RenderTexture()
* @brief Constructor.
*/
RenderTexture::RenderTexture(int width, int height,
bool bIsTexture /* = true */,
bool bIsDepthTexture /* = false */)
: _iWidth(width),
_iHeight(height),
_bIsTexture(bIsTexture),
_bIsDepthTexture(bIsDepthTexture),
_bHasARBDepthTexture(true), // [Redge]
_eUpdateMode(RT_RENDER_TO_TEXTURE),
_bInitialized(false),
_iNumAuxBuffers(0),
_iCurrentBoundBuffer(0),
_iNumDepthBits(0),
_iNumStencilBits(0),
_bDoubleBuffered(false),
_bFloat(false),
_bPowerOf2(true),
_bRectangle(false),
_bMipmap(false),
_bShareObjects(false),
_bCopyContext(false),
#ifdef _WIN32
_hDC(NULL),
_hGLContext(NULL),
_hPBuffer(NULL),
_hPreviousDC(0),
_hPreviousContext(0),
#else
_pDisplay(NULL),
_hGLContext(NULL),
_hPBuffer(0),
_hPreviousContext(0),
_hPreviousDrawable(0),
#endif
_iTextureTarget(GL_NONE),
_iTextureID(0),
_iDepthTextureID(0),
_pPoorDepthTexture(0) // [Redge]
{
assert(width > 0 && height > 0);
#if defined DEBUG || defined _DEBUG
fprintf(stderr,
"RenderTexture Warning: Deprecated Contructor interface used.\n");
#endif

_iNumColorBits[0] = _iNumColorBits[1] =
_iNumColorBits[2] = _iNumColorBits[3] = 0;
_bPowerOf2 = IsPowerOfTwo(width) && IsPowerOfTwo(height);
}
//------------------------------------------------------------------------------
// Function : RenderTexture::Initialize
// Description :
//------------------------------------------------------------------------------
/**
* @fn RenderTexture::Initialize(bool bShare, bool bDepth, bool bStencil, bool bMipmap, unsigned int iRBits, unsigned int iGBits, unsigned int iBBits, unsigned int iABits);
* @brief Initializes the RenderTexture, sharing display lists and textures if specified.
*
* This function actually does the creation of the p-buffer. It can only be called
* once a GL context has already been created. Note that if the texture is not
* power of two dimensioned, or has more than 8 bits per channel, enabling mipmapping
* will cause an error.
*/
bool RenderTexture::Initialize(bool bShare /* = true */,
bool bDepth /* = false */,
bool bStencil /* = false */,
bool bMipmap /* = false */,
bool bAnisoFilter /* = false */,
unsigned int iRBits /* = 8 */,
unsigned int iGBits /* = 8 */,
unsigned int iBBits /* = 8 */,
unsigned int iABits /* = 8 */,
UpdateMode updateMode /* = RT_RENDER_TO_TEXTURE */)
{
if (0 == _iWidth || 0 == _iHeight)
return false;
#if defined DEBUG || defined _DEBUG
fprintf(stderr,
"RenderTexture Warning: Deprecated Initialize() interface used.\n");
#endif
// create a mode string.
string mode = "";
if (bDepth)
mode.append("depth ");
if (bStencil)
mode.append("stencil ");
if (bMipmap)
mode.append("mipmap ");
if (iRBits + iGBits + iBBits + iABits > 0)
{
if (iRBits > 0)
mode.append("r");
if (iGBits > 0)
mode.append("g");
if (iBBits > 0)
mode.append("b");
if (iABits > 0)
mode.append("a");
mode.append("=");
char bitVector[100];
sprintf(bitVector,
"%d%s,%d%s,%d%s,%d%s",
iRBits, (iRBits >= 16) ? "f" : "",
iGBits, (iGBits >= 16) ? "f" : "",
iBBits, (iBBits >= 16) ? "f" : "",
iABits, (iABits >= 16) ? "f" : "");
mode.append(bitVector);
mode.append(" ");
}
if (_bIsTexture)
{
if (GLEW_NV_texture_rectangle &&
((!IsPowerOfTwo(_iWidth) || !IsPowerOfTwo(_iHeight))
|| iRBits >= 16 || iGBits > 16 || iBBits > 16 || iABits >= 16))
mode.append("texRECT ");
else
mode.append("tex2D ");
}
if (_bIsDepthTexture)
{
if (GLEW_NV_texture_rectangle &&
((!IsPowerOfTwo(_iWidth) || !IsPowerOfTwo(_iHeight))
|| iRBits >= 16 || iGBits > 16 || iBBits > 16 || iABits >= 16))
mode.append("texRECT ");
else
mode.append("tex2D ");
}
if (RT_COPY_TO_TEXTURE == updateMode)
mode.append("ctt");
_pixelFormatAttribs.clear();
_pbufferAttribs.clear();
#ifdef _WIN32
_pixelFormatAttribs.push_back(WGL_DRAW_TO_PBUFFER_ARB);
_pixelFormatAttribs.push_back(true);
_pixelFormatAttribs.push_back(WGL_SUPPORT_OPENGL_ARB);
_pixelFormatAttribs.push_back(true);

_pbufferAttribs.push_back(WGL_PBUFFER_LARGEST_ARB);
_pbufferAttribs.push_back(true);
#else
_pixelFormatAttribs.push_back(GLX_RENDER_TYPE_SGIX);
_pixelFormatAttribs.push_back(GLX_RGBA_BIT_SGIX);
_pixelFormatAttribs.push_back(GLX_DRAWABLE_TYPE_SGIX);
_pixelFormatAttribs.push_back(GLX_PBUFFER_BIT_SGIX);
#endif
_ParseModeString(mode.c_str(), _pixelFormatAttribs, _pbufferAttribs);
#ifdef _WIN32
_pixelFormatAttribs.push_back(0);
_pbufferAttribs.push_back(0);
#else
_pixelFormatAttribs.push_back(None);
#endif
Initialize(_iWidth, _iHeight, bShare);

return true;
}

//---------------------------------------------------------------------------
// Function : RenderTexture::Reset
// Description :
//---------------------------------------------------------------------------
/**
* @fn RenderTexture::Reset(int iWidth, int iHeight, unsigned int iMode, bool bIsTexture, bool bIsDepthTexture)
* @brief Resets the resolution of the offscreen buffer.
*
* Causes the buffer to delete itself. User must call Initialize() again
* before use.
*/
bool RenderTexture::Reset(int iWidth, int iHeight)
{
fprintf(stderr,
"RenderTexture Warning: Deprecated Reset() interface used.\n");
if (!_Invalidate())
{
fprintf(stderr, "RenderTexture::Reset(): failed to invalidate.\n");
return false;
}
_iWidth = iWidth;
_iHeight = iHeight;

return true;
}
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旧 2007-07-22, 04:43 PM   #3
yogy
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yogy 向着好的方向发展
默认 回复: OpenCSG-1.0.2 sample

3.renderSCS.cpp
// OpenCSG - library for image-based CSG rendering for OpenGL
// Copyright (C) 2002-2004
// Hasso-Plattner-Institute at the University of Potsdam, Germany, and Florian Kirsch
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License,
// Version 2, as published by the Free Software Foundation.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// renderSCS.cpp
//
// stuff specific for the SCS algorithm
//
#include <opencsgConfig.h>
#include <opencsg.h>
#include "opencsgRender.h"
#include "batch.h"
#include "channelManager.h"
#include "occlusionQuery.h"
#include "openglHelper.h"
#include "primitiveHelper.h"
#include "scissorMemo.h"
#include <map>
namespace OpenCSG {
namespace {
ScissorMemo* scissor;
struct RenderData {
unsigned int stencilID_;
};
std::map<Primitive*, RenderData> renderInfo_;
RenderData* getRenderData(Primitive* primitive) {
RenderData* dta = &(renderInfo_.find(primitive))->second;
return dta;
}

class SCSChannelManager : public ChannelManagerForBatches {
public:
virtual void merge();
};
void SCSChannelManager::merge() {
setupProjectiveTexture();
glEnable(GL_ALPHA_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
std::vector<Channel> channels = occupied();
for (std::vector<Channel>::const_iterator c = channels.begin(); c!=channels.end(); ++c) {
setupTexEnv(*c);
scissor->recall(*c);
scissor->enable();
const std::vector<Primitive*> primitives = getPrimitives(*c);
for (std::vector<Primitive*>::const_iterator j = primitives.begin(); j != primitives.end(); ++j) {
glCullFace((*j)->getOperation() == Intersection ? GL_BACK : GL_FRONT);
RenderData* primitiveData = getRenderData(*j);
unsigned char id = primitiveData->stencilID_;
glAlphaFunc(GL_EQUAL, static_cast<float>(id) / 255.0f);
(*j)->render();
}
}
scissor->disable();
resetProjectiveTexture();
clear();
}
class IDGenerator {
public:
IDGenerator() { currentID_ = 0; };
unsigned int newID() { return ++currentID_; };
private:
unsigned int currentID_;
};
IDGenerator* IDGenerator_;
SCSChannelManager* channelMgr;
void renderIntersectedFront(const std::vector<Primitive*>& primitives) {
const int numberOfPrimitives = primitives.size();
glDepthMask(GL_TRUE);
// optimization for only one shape
if (numberOfPrimitives == 1) {
channelMgr->renderToChannel(true);
glDepthFunc(GL_GREATER);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
RenderData* primitiveData = getRenderData(primitives[0]);
GLubyte b = primitiveData->stencilID_; glColor4ub(b, b, b, b);
primitives[0]->render();
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
return;
}
// draw furthest front face
channelMgr->renderToChannel(true);
glStencilMask(OpenGL::stencilMask);
glDepthFunc(GL_GREATER);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
{
for (std::vector<Primitive*>::const_iterator i = primitives.begin(); i != primitives.end(); ++i) {
RenderData* primitiveData = getRenderData(*i);
GLubyte b = primitiveData->stencilID_; glColor4ub(b, b, b, b);
(*i)->render();
}
}
// count back faces behind furthest front face
channelMgr->renderToChannel(false);
glStencilFunc(GL_ALWAYS, 0, OpenGL::stencilMask);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glEnable(GL_STENCIL_TEST);
glDepthMask(GL_FALSE);
glCullFace(GL_FRONT);
{
for (std::vector<Primitive*>::const_iterator i = primitives.begin(); i != primitives.end(); ++i) {
(*i)->render();
}
}
// where #back faces behind furthest front face != #intersected shapes
// ->reset fragment
channelMgr->renderToChannel(true);
glStencilFunc(GL_NOTEQUAL, numberOfPrimitives, OpenGL::stencilMask);
glDepthFunc(GL_ALWAYS);
glDepthRange(0.0, 0.0);
glDepthMask(GL_TRUE);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
glDisable(GL_CULL_FACE);
glColor4ub(0, 0, 0, 0);
OpenGL::drawQuad();
glDepthRange(0.0, 1.0);
glDepthFunc(GL_LESS);
glDisable(GL_STENCIL_TEST);
}
void subtractPrimitives(std::vector<Batch>::const_iterator begin,
std::vector<Batch>::const_iterator end,
const unsigned int iterations) {
if (begin == end) {
return;
}
glStencilMask(OpenGL::stencilMask);
glEnable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
int stencilref = 0;
int sense = 1;
unsigned int changes = 0;
std::vector<Batch>::const_iterator i = begin;
do {
// create a distinct reference value
++stencilref;
if (stencilref == OpenGL::stencilMax) {
glClear(GL_STENCIL_BUFFER_BIT);
stencilref = 1;
}
channelMgr->renderToChannel(false);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, stencilref, OpenGL::stencilMask);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glCullFace(GL_BACK);
{
for (Batch::const_iterator j = i->begin(); j != i->end(); ++j) {
(*j)->render();
}
}
// where front faces have been visible, render back faces
channelMgr->renderToChannel(true);
glDepthFunc(GL_GREATER);
glDepthMask(GL_TRUE);
glCullFace(GL_FRONT);
glStencilFunc(GL_EQUAL, stencilref, OpenGL::stencilMask);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
{
for (Batch::const_iterator j = i->begin(); j != i->end(); ++j) {
RenderData* primitiveData = getRenderData(*j);
GLubyte b = primitiveData->stencilID_; glColor4ub(b, b, b, b);
(*j)->render();
}
}
if (sense == 1) {
++i;
if (i == end) {
sense = 0;
--i; if (i == begin) break; // only one subtracted shape
--i;
++changes;
}
} else {
if (i == begin) {
sense = 1;
++i;
++changes;
} else {
--i;
}
}
} while (changes < iterations);
glDisable(GL_STENCIL_TEST);
}
void subtractPrimitivesWithOcclusionQueries(std::vector<Batch>::const_iterator begin,
std::vector<Batch>::const_iterator end) {
const unsigned int numberOfBatches = end - begin;
if (numberOfBatches == 0) {
return;
}
glStencilMask(OpenGL::stencilMask);
glEnable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
OpenGL::OcclusionQuery* occlusionTest = OpenGL::getOcclusionQuery();
std::vector<unsigned int> fragmentcount(numberOfBatches, 0);
int stencilref = 0;
std::vector<Batch>::const_iterator i = begin;
unsigned int shapesWithoutUpdate = 0;
unsigned int shapeCount = 0;
int idx=0;
do {
// create a distinct reference value
++stencilref;
if (stencilref == OpenGL::stencilMax) {
glClear(GL_STENCIL_BUFFER_BIT);
stencilref = 1;
}
channelMgr->renderToChannel(false);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, stencilref, OpenGL::stencilMask);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glCullFace(GL_BACK);
occlusionTest->beginQuery();
{
for (Batch::const_iterator j = i->begin(); j != i->end(); ++j) {
(*j)->render();
}
}
occlusionTest->endQuery();
// the fragment count query could occur here, but benches show that
// the algorithm is faster if the query is delayed.
// where front faces have been visible, render back faces
channelMgr->renderToChannel(true);
glDepthFunc(GL_GREATER);
glDepthMask(GL_TRUE);
glCullFace(GL_FRONT);
glStencilFunc(GL_EQUAL, stencilref, OpenGL::stencilMask);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
{
for (Batch::const_iterator j = i->begin(); j != i->end(); ++j) {
RenderData* primitiveData = getRenderData(*j);
GLubyte b = primitiveData->stencilID_; glColor4ub(b, b, b, b);
(*j)->render();
}
}
unsigned int newFragmentCount = occlusionTest->getQueryResult();
if (newFragmentCount != fragmentcount[idx]) {
fragmentcount[idx] = newFragmentCount;
shapesWithoutUpdate = 0;
} else {
++shapesWithoutUpdate;
}
++i; ++idx; if (i == end) {
i = begin;
idx = 0;
}

++shapeCount;
if (shapeCount >= (numberOfBatches) * (numberOfBatches) - (numberOfBatches) + 1) break;
} while (shapesWithoutUpdate < numberOfBatches);
delete occlusionTest;
glDisable(GL_STENCIL_TEST);
}
void renderIntersectedBack(const std::vector<Primitive*>& primitives) {
// where a back face of intersected shape is in front of any subtracted shape
// mask fragment as invisible. Updating depth calues is not necessary, so when
// having IDs, this is kind of simple.
channelMgr->renderToChannel(true);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glColor4ub(0, 0, 0, 0);
for (std::vector<Primitive*>::const_iterator i = primitives.begin(); i != primitives.end(); ++i) {
(*i)->render();
}
glDepthMask(GL_TRUE);
}
} // unnamed namespace
void renderSCS(const std::vector<Primitive*>& primitives, DepthComplexityAlgorithm algorithm) {
renderInfo_.clear();
IDGenerator_ = new IDGenerator();
channelMgr = new SCSChannelManager;
scissor = new ScissorMemo;
std::vector<Primitive*> intersected;
std::vector<Primitive*> subtracted;
{
for (std::vector<Primitive*>::const_iterator itr = primitives.begin(); itr != primitives.end(); ++itr) {
{
RenderData dta;
dta.stencilID_ = IDGenerator_->newID();
renderInfo_.insert(std::make_pair(*itr, dta));
}
Operation operation= (*itr)->getOperation();
if (operation == Intersection) {
intersected.push_back(*itr);
} else if (operation == Subtraction) {
subtracted.push_back(*itr);
}
}
}
Batcher subtractedBatches(subtracted);
scissor->setIntersected(intersected);
scissor->setCurrent(intersected);
unsigned int depthComplexity = 0;
if (algorithm == DepthComplexitySampling) {
scissor->enable();
glClear(GL_STENCIL_BUFFER_BIT);
depthComplexity =
std::min(OpenGL::calcMaxDepthComplexity(subtracted, scissor->getCurrentArea()),
subtractedBatches.size());
}
channelMgr->request();
channelMgr->renderToChannel(true);

scissor->enable();
scissor->store(channelMgr->current());
glDepthMask(GL_TRUE);
glStencilMask(OpenGL::stencilMask);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearDepth(0.0); // near clipping plane! essential for algorithm!
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearDepth(1.0);
renderIntersectedFront(intersected);
switch (algorithm) {
case NoDepthComplexitySampling:
subtractPrimitives(subtractedBatches.begin(), subtractedBatches.end(), subtractedBatches.size());
break;
case OcclusionQuery:
subtractPrimitivesWithOcclusionQueries(subtractedBatches.begin(), subtractedBatches.end());
break;
case DepthComplexitySampling:
subtractPrimitives(subtractedBatches.begin(), subtractedBatches.end(), depthComplexity);
break;
}
renderIntersectedBack(intersected);
scissor->disable();
channelMgr->store(channelMgr->current(), primitives, 0);
channelMgr->free();
delete scissor;
delete channelMgr;
delete IDGenerator_;
}
} // namespace OpenCSG
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Draw line sample yogy vc编程 1 2007-07-22 04:27 PM


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