2012-11-26 18:58:24 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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2014-05-10 12:40:01 +00:00
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Copyright (C) 2014 Robert Beckebans
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2012-11-26 18:58:24 +00:00
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2012-11-28 15:47:07 +00:00
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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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2012-11-26 18:58:24 +00:00
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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2014-05-10 12:40:01 +00:00
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#ifndef __FRAMEBUFFER_H__
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#define __FRAMEBUFFER_H__
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2014-05-11 20:30:01 +00:00
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static const int MAX_SHADOWMAP_RESOLUTIONS = 5;
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#if 1
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static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 2048, 1024, 512, 512, 256 };
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#else
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static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 1024, 1024, 1024, 1024, 1024 };
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#endif
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2014-05-10 12:40:01 +00:00
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class Framebuffer
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2012-11-28 15:47:07 +00:00
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{
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2012-11-26 18:58:24 +00:00
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public:
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2014-05-10 12:40:01 +00:00
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Framebuffer( const char* name, int width, int height );
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static void Init();
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static void Shutdown();
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// deletes OpenGL object but leaves structure intact for reloading
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void PurgeFramebuffer();
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2012-11-28 15:47:07 +00:00
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2014-05-10 12:40:01 +00:00
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void Bind();
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static void BindNull();
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2012-11-28 15:47:07 +00:00
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2014-05-10 12:40:01 +00:00
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void AddColorBuffer( int format, int index );
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void AddDepthBuffer( int format );
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void AttachImage2D( int target, const idImage* image, int index );
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void AttachImage3D( const idImage* image );
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void AttachImageDepth( const idImage* image );
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void AttachImageDepthLayer( const idImage* image, int layer );
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// check for OpenGL errors
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void Check();
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uint32_t GetFramebuffer() const
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2012-11-28 15:47:07 +00:00
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{
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2014-05-10 12:40:01 +00:00
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return frameBuffer;
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2012-11-28 15:47:07 +00:00
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}
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2012-11-26 18:58:24 +00:00
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private:
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2014-05-10 12:40:01 +00:00
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idStr fboName;
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// FBO object
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uint32_t frameBuffer;
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2012-11-28 15:47:07 +00:00
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2014-05-10 12:40:01 +00:00
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uint32_t colorBuffers[16];
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int colorFormat;
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uint32_t depthBuffer;
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int depthFormat;
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uint32_t stencilBuffer;
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int stencilFormat;
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int width;
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int height;
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static idList<Framebuffer*> framebuffers;
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};
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struct globalFramebuffers_t
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{
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2014-05-11 20:30:01 +00:00
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Framebuffer* shadowFBO[MAX_SHADOWMAP_RESOLUTIONS];
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2012-11-26 18:58:24 +00:00
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};
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2014-05-10 12:40:01 +00:00
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extern globalFramebuffers_t globalFramebuffers;
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2012-11-26 18:58:24 +00:00
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2014-05-10 12:40:01 +00:00
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#endif // __FRAMEBUFFER_H__
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