[*] osgViewer::GraphicsWindowIOS fixes
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@ -10,7 +10,7 @@
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#import <OpenGLES/ES1/glext.h>
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#else
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#import <OpenGLES/ES2/glext.h>
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#if defined(OSG_GLES3_FEATURES)
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#if OSG_GLES3_FEATURES
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#import <OpenGLES/ES3/glext.h>
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#endif
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@ -432,9 +432,17 @@ typedef std::map<void*, unsigned int> TouchPointsIdMapping;
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, _msaaRenderBuffer);
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// Samples is the amount of pixels the MSAA buffer uses to make one pixel on the render // buffer. Use a small number like 2 for the 3G and below and 4 or more for newer models
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// Samples is the amount of pixels the MSAA buffer uses to make one pixel on the render
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// buffer. Use a small number like 2 for the 3G and below and 4 or more for newer models
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// NOTE: Formats of draw and read buffers must be identical
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, _win->getTraits()->samples, GL_RGB5_A1_OES, _backingWidth, _backingHeight);
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GLenum internalFormat = GL_RGB5_A1_OES;
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# if OSG_GLES3_FEATURES
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if ([_context API] == kEAGLRenderingAPIOpenGLES3)
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internalFormat = GL_RGBA8_OES;
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# endif
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, _win->getTraits()->samples, internalFormat, _backingWidth, _backingHeight);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, _msaaRenderBuffer);
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glGenRenderbuffersOES(1, &_msaaDepthBuffer);
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@ -507,64 +515,68 @@ typedef std::map<void*, unsigned int> TouchPointsIdMapping;
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#if defined(__IPHONE_4_0) && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
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if(_msaaFramebuffer)
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{
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);
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if (_msaaFramebuffer) {
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// Resolve the contents from the multisampling buffer into the resolve (view) buffer
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glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, _msaaFramebuffer);
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glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, _viewFramebuffer);
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glResolveMultisampleFramebufferAPPLE();
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GLenum attachments[] = {GL_DEPTH_ATTACHMENT_OES, GL_COLOR_ATTACHMENT0_OES};
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#ifdef OSG_GLES3_FEATURES
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switch ([_context API])
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{
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case kEAGLRenderingAPIOpenGLES3:
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# if OSG_GLES3_FEATURES
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if ([_context API] == kEAGLRenderingAPIOpenGLES3) {
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glBlitFramebuffer(0, 0, _backingWidth, _backingHeight,
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0, 0, _backingWidth, _backingHeight,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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break;
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default:
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glResolveMultisampleFramebufferAPPLE();
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glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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break;
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}
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#else
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glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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#endif
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else
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glResolveMultisampleFramebufferAPPLE();
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# else
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glResolveMultisampleFramebufferAPPLE();
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# endif
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}
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#endif
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//swap buffers (sort of i think?)
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// Present Results step
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer);
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//display render in context
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[_context presentRenderbuffer:GL_RENDERBUFFER_OES];
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//re bind the frame buffer for next frames renders
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer);
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#if defined(__IPHONE_4_0) && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
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if (_msaaFramebuffer)
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);;
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if (_msaaFramebuffer) {
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// Invalidate (discard) step (must be after present step)
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GLenum attachments[] = {GL_DEPTH_ATTACHMENT_OES, GL_COLOR_ATTACHMENT0_OES};
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# if OSG_GLES3_FEATURES
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if ([_context API] == kEAGLRenderingAPIOpenGLES3)
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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else
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glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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# else
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glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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# endif
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}
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#endif
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[self bindFrameBuffer];
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}
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//
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//bind view buffer as current for new render pass
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//
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- (void)bindFrameBuffer {
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//bind the frame buffer
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer);
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#if defined(__IPHONE_4_0) && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
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if (_msaaFramebuffer)
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glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, _msaaFramebuffer);
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if (_msaaFramebuffer) {
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# if OSG_GLES3_FEATURES
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if ([_context API] == kEAGLRenderingAPIOpenGLES3) {
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glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, _msaaFramebuffer);
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glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, _viewFramebuffer);
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}
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else
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);
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# else
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);
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# endif
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}
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else
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer);
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#else
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer);
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#endif
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}
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@ -1016,7 +1028,7 @@ bool GraphicsWindowIOS:: makeCurrentImplementation()
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_updateContext = false;
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}
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//i think we also want to bind the frame buffer here
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//[_view bindFrameBuffer];
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// [_view bindFrameBuffer];
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return true;
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}
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