/* =========================================================================== 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 . 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::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 ); }