doom3-bfg/neo/renderer/Framebuffer.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "tr_local.h"
#include "Framebuffer.h"
idList<Framebuffer*> Framebuffer::framebuffers;
globalFramebuffers_t globalFramebuffers;
static void R_ListFramebuffers_f( const idCmdArgs& args )
{
if( !glConfig.framebufferObjectAvailable )
{
common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
return;
}
}
Framebuffer::Framebuffer( const char* name, int w, int h )
{
fboName = name;
frameBuffer = 0;
memset( colorBuffers, 0, sizeof( colorBuffers ) );
colorFormat = 0;
depthBuffer = 0;
depthFormat = 0;
stencilBuffer = 0;
stencilFormat = 0;
width = w;
height = h;
glGenFramebuffers( 1, &frameBuffer );
framebuffers.Append( this );
}
void Framebuffer::Init()
{
cmdSystem->AddCommand( "listFramebuffers", R_ListFramebuffers_f, CMD_FL_RENDERER, "lists framebuffers" );
backEnd.glState.currentFramebuffer = NULL;
int width, height;
width = height = r_shadowMapImageSize.GetInteger();
for( int i = 0; i < MAX_SHADOWMAP_RESOLUTIONS; i++ )
{
width = height = shadowMapResolutions[i];
globalFramebuffers.shadowFBO[i] = new Framebuffer( "_shadowMap" , width, height );
globalFramebuffers.shadowFBO[i]->Bind();
glDrawBuffers( 0, NULL );
}
// globalFramebuffers.shadowFBO->AddColorBuffer( GL_RGBA8, 0 );
// globalFramebuffers.shadowFBO->AddDepthBuffer( GL_DEPTH_COMPONENT24 );
// globalFramebuffers.shadowFBO->Check();
BindNull();
}
void Framebuffer::Shutdown()
{
// TODO
}
void Framebuffer::Bind()
{
#if 0
if( r_logFile.GetBool() )
{
RB_LogComment( "--- Framebuffer::Bind( name = '%s' ) ---\n", fboName.c_str() );
}
#endif
if( backEnd.glState.currentFramebuffer != this )
{
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
backEnd.glState.currentFramebuffer = this;
}
}
void Framebuffer::BindNull()
{
//if(backEnd.glState.framebuffer != NULL)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glBindRenderbuffer( GL_RENDERBUFFER, 0 );
backEnd.glState.currentFramebuffer = NULL;
}
}
void Framebuffer::AddColorBuffer( int format, int index )
{
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AddColorBuffer( %s ): bad index = %i", fboName.c_str(), index );
return;
}
colorFormat = format;
bool notCreatedYet = colorBuffers[index] == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &colorBuffers[index] );
}
glBindRenderbuffer( GL_RENDERBUFFER, colorBuffers[index] );
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, colorBuffers[index] );
}
GL_CheckErrors();
}
void Framebuffer::AddDepthBuffer( int format )
{
depthFormat = format;
bool notCreatedYet = depthBuffer == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &depthBuffer );
}
glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
}
GL_CheckErrors();
}
void Framebuffer::AttachImage2D( int target, const idImage* image, int index )
{
if( ( target != GL_TEXTURE_2D ) && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ) )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): invalid target", fboName.c_str() );
return;
}
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): bad index = %i", fboName.c_str(), index );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, image->texnum, 0 );
}
void Framebuffer::AttachImageDepth( const idImage* image )
{
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, image->texnum, 0 );
}
void Framebuffer::AttachImageDepthLayer( const idImage* image, int layer )
{
glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, image->texnum, 0, layer );
}
void Framebuffer::Check()
{
int prev;
glGetIntegerv( GL_FRAMEBUFFER_BINDING, &prev );
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
int status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
if( status == GL_FRAMEBUFFER_COMPLETE )
{
glBindFramebuffer( GL_FRAMEBUFFER, prev );
return;
}
// something went wrong
switch( status )
{
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, incomplete attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing draw buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing read buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing layer targets", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing multisample", fboName.c_str() );
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
common->Error( "Framebuffer::Check( %s ): Unsupported framebuffer format", fboName.c_str() );
break;
default:
common->Error( "Framebuffer::Check( %s ): Unknown error 0x%X", fboName.c_str(), status );
break;
};
glBindFramebuffer( GL_FRAMEBUFFER, prev );
}