/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 2014-2022 Robert Beckebans Copyright (C) 2022 Stephen Pridham 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. =========================================================================== */ #ifndef __FRAMEBUFFER_H__ #define __FRAMEBUFFER_H__ static const int MAX_SHADOWMAP_RESOLUTIONS = 5; static const int MAX_BLOOM_BUFFERS = 2; static const int MAX_GLOW_BUFFERS = 2; static const int MAX_SSAO_BUFFERS = 2; static const int MAX_HIERARCHICAL_ZBUFFERS = 6; // native resolution + 5 MIP LEVELS static const int ENVPROBE_CAPTURE_SIZE = 256; static const int RADIANCE_OCTAHEDRON_SIZE = 512; static const int IRRADIANCE_OCTAHEDRON_SIZE = 30 + 2; // RB: shadow resolutions used in 1.3 //static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 2048, 1024, 512, 512, 256 }; // if we use higher resolutions than this than the shadow casting lights don't fit into the 16384^2 atlas anymore static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 1024, 512, 512, 256, 128 }; class Framebuffer { public: Framebuffer( const char* name, int width, int height ); Framebuffer( const char* name, const nvrhi::FramebufferDesc& desc ); virtual ~Framebuffer(); static void Init(); static void Shutdown(); static void CheckFramebuffers(); static Framebuffer* Find( const char* name ); static void ResizeFramebuffers(); void Bind(); bool IsBound(); static void Unbind(); static bool IsDefaultFramebufferActive(); static Framebuffer* GetActiveFramebuffer(); void AddColorBuffer( int format, int index, int multiSamples = 0 ); void AddDepthBuffer( int format, int multiSamples = 0 ); void AddStencilBuffer( int format, int multiSamples = 0 ); void AttachImage2D( int target, idImage* image, int index, int mipmapLod = 0 ); void AttachImageDepth( int target, idImage* image ); void AttachImageDepthLayer( idImage* image, int layer ); // check for OpenGL errors void Check(); uint32_t GetFramebuffer() const { return frameBuffer; } int GetWidth() const { return width; } int GetHeight() const { return height; } bool IsMultiSampled() const { return msaaSamples; } void Resize( int width_, int height_ ) { width = width_; height = height_; } nvrhi::IFramebuffer* GetApiObject() { return apiObject; } idScreenRect GetViewPortInfo() const; private: idStr fboName; // FBO object uint32_t frameBuffer; uint32_t colorBuffers[16]; int colorFormat; uint32_t depthBuffer; int depthFormat; uint32_t stencilBuffer; int stencilFormat; int width; int height; bool msaaSamples; nvrhi::FramebufferHandle apiObject; static idList framebuffers; }; struct globalFramebuffers_t { idList swapFramebuffers; Framebuffer* shadowAtlasFBO; Framebuffer* shadowFBO[MAX_SHADOWMAP_RESOLUTIONS][6]; Framebuffer* hdrFBO; Framebuffer* ldrFBO; Framebuffer* postProcFBO; // HDR16 Framebuffer* taaMotionVectorsFBO; Framebuffer* taaResolvedFBO; Framebuffer* hdr64FBO; // TODO remove, not needed with new NVRHI tonemapping anymore Framebuffer* envprobeFBO; Framebuffer* bloomRenderFBO[MAX_BLOOM_BUFFERS]; Framebuffer* glowFBO[MAX_GLOW_BUFFERS]; // unused Framebuffer* transparencyFBO; // unused Framebuffer* ambientOcclusionFBO[MAX_SSAO_BUFFERS]; Framebuffer* csDepthFBO[MAX_HIERARCHICAL_ZBUFFERS]; Framebuffer* geometryBufferFBO; Framebuffer* smaaEdgesFBO; Framebuffer* smaaBlendFBO; }; extern globalFramebuffers_t globalFramebuffers; #endif // __FRAMEBUFFER_H__