doom3-bfg/neo/renderer/Framebuffer.h
Robert Beckebans 277964f074 Because I can :)
- Implemented soft shadows using PCF hardware shadow mapping

  The implementation uses sampler2DArrayShadow and PCF which usually
  requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
  be widely supported.
  All 3 light types are supported which means parallel lights (sun) use
  scene independent cascaded shadow mapping.
  The implementation is very fast with single taps (400 fps average per
  scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
  really good which should you give stable 100 fps on todays hardware.

  The shadow filtering algorithm is based on Carmack's research which was
  released in the original Doom 3 GPL release draw_exp.cpp.

- Changed interaction shaders to use Half-Lambert lighting like in HL2 to
  make the game less dark

- Fixed some of the renderer debugging/development tools like r_showTris
2014-05-10 14:40:01 +02:00

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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.
===========================================================================
*/
#ifndef __FRAMEBUFFER_H__
#define __FRAMEBUFFER_H__
class Framebuffer
{
public:
Framebuffer( const char* name, int width, int height );
static void Init();
static void Shutdown();
// deletes OpenGL object but leaves structure intact for reloading
void PurgeFramebuffer();
void Bind();
static void BindNull();
void AddColorBuffer( int format, int index );
void AddDepthBuffer( int format );
void AttachImage2D( int target, const idImage* image, int index );
void AttachImage3D( const idImage* image );
void AttachImageDepth( const idImage* image );
void AttachImageDepthLayer( const idImage* image, int layer );
// check for OpenGL errors
void Check();
uint32_t GetFramebuffer() const
{
return frameBuffer;
}
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;
static idList<Framebuffer*> framebuffers;
};
struct globalFramebuffers_t
{
Framebuffer* shadowFBO;
};
extern globalFramebuffers_t globalFramebuffers;
#endif // __FRAMEBUFFER_H__