doom3-bfg/neo/renderer/Framebuffer.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014-2016 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __FRAMEBUFFER_H__
#define __FRAMEBUFFER_H__
static const int MAX_SHADOWMAP_RESOLUTIONS = 5;
static const int MAX_BLOOM_BUFFERS = 2;
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static const int MAX_SSAO_BUFFERS = 2;
static const int MAX_HIERARCHICAL_ZBUFFERS = 6; // native resolution + 5 MIP LEVELS
static const int RADIANCE_CUBEMAP_SIZE = 256;
static const int IRRADIANCE_CUBEMAP_SIZE = 32;
#if 1
static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 2048, 1024, 512, 512, 256 };
#else
static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 1024, 1024, 1024, 1024, 1024 };
#endif
class Framebuffer
{
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public:
Framebuffer( const char* name, int width, int height );
virtual ~Framebuffer();
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static void Init();
static void Shutdown();
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static void CheckFramebuffers();
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// deletes OpenGL object but leaves structure intact for reloading
void PurgeFramebuffer();
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void Bind();
bool IsBound();
static void Unbind();
static bool IsDefaultFramebufferActive();
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void AddColorBuffer( int format, int index, int multiSamples = 0 );
void AddDepthBuffer( int format, int multiSamples = 0 );
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void AttachImage2D( int target, const idImage* image, int index, int mipmapLod = 0 );
void AttachImage3D( const idImage* image );
void AttachImageDepth( int target, const idImage* image );
void AttachImageDepthLayer( const idImage* image, int layer );
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// check for OpenGL errors
void Check();
uint32_t GetFramebuffer() const
{
return frameBuffer;
}
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int GetWidth() const
{
return width;
}
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int GetHeight() const
{
return height;
}
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bool IsMultiSampled() const
{
return msaaSamples;
}
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void Resize( int width_, int height_ )
{
width = width_;
height = height_;
}
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private:
idStr fboName;
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// FBO object
uint32_t frameBuffer;
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uint32_t colorBuffers[16];
int colorFormat;
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uint32_t depthBuffer;
int depthFormat;
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uint32_t stencilBuffer;
int stencilFormat;
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int width;
int height;
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bool msaaSamples;
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static idList<Framebuffer*> framebuffers;
};
struct globalFramebuffers_t
{
Framebuffer* shadowFBO[MAX_SHADOWMAP_RESOLUTIONS];
Framebuffer* hdrFBO;
#if defined(USE_HDR_MSAA)
Framebuffer* hdrNonMSAAFBO;
#endif
// Framebuffer* hdrQuarterFBO;
Framebuffer* hdr64FBO;
Framebuffer* bloomRenderFBO[MAX_BLOOM_BUFFERS];
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Framebuffer* ambientOcclusionFBO[MAX_SSAO_BUFFERS];
Framebuffer* csDepthFBO[MAX_HIERARCHICAL_ZBUFFERS];
Framebuffer* geometryBufferFBO;
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Framebuffer* smaaEdgesFBO;
Framebuffer* smaaBlendFBO;
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};
extern globalFramebuffers_t globalFramebuffers;
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#endif // __FRAMEBUFFER_H__