/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 2014-2016 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. =========================================================================== */ #ifndef __FRAMEBUFFER_H__ #define __FRAMEBUFFER_H__ static const int MAX_SHADOWMAP_RESOLUTIONS = 5; static const int MAX_BLOOM_BUFFERS = 2; 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 { public: Framebuffer( const char* name, int width, int height ); virtual ~Framebuffer(); static void Init(); static void Shutdown(); static void CheckFramebuffers(); // deletes OpenGL object but leaves structure intact for reloading void PurgeFramebuffer(); void Bind(); bool IsBound(); static void Unbind(); static bool IsDefaultFramebufferActive(); void AddColorBuffer( int format, int index, int multiSamples = 0 ); void AddDepthBuffer( int format, int multiSamples = 0 ); 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 ); // 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_; } 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; static idList 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]; Framebuffer* ambientOcclusionFBO[MAX_SSAO_BUFFERS]; Framebuffer* csDepthFBO[MAX_HIERARCHICAL_ZBUFFERS]; Framebuffer* geometryBufferFBO; Framebuffer* smaaEdgesFBO; Framebuffer* smaaBlendFBO; }; extern globalFramebuffers_t globalFramebuffers; #endif // __FRAMEBUFFER_H__