mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-03 09:22:45 +00:00
277964f074
- 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
247 lines
No EOL
7 KiB
C++
247 lines
No EOL
7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2014 Robert Beckebans
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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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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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#include "precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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#include "Framebuffer.h"
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idList<Framebuffer*> Framebuffer::framebuffers;
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globalFramebuffers_t globalFramebuffers;
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static void R_ListFramebuffers_f( const idCmdArgs& args )
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{
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if( !glConfig.framebufferObjectAvailable )
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{
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common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
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return;
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}
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}
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Framebuffer::Framebuffer( const char* name, int w, int h )
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{
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fboName = name;
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frameBuffer = 0;
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memset( colorBuffers, 0, sizeof( colorBuffers ) );
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colorFormat = 0;
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depthBuffer = 0;
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depthFormat = 0;
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stencilBuffer = 0;
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stencilFormat = 0;
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width = w;
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height = h;
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glGenFramebuffers( 1, &frameBuffer );
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framebuffers.Append( this );
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}
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void Framebuffer::Init()
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{
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cmdSystem->AddCommand( "listFramebuffers", R_ListFramebuffers_f, CMD_FL_RENDERER, "lists framebuffers" );
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backEnd.glState.currentFramebuffer = NULL;
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int width, height;
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width = height = r_shadowMapImageSize.GetInteger();
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globalFramebuffers.shadowFBO = new Framebuffer( "_shadowMap" , width, height );
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globalFramebuffers.shadowFBO->Bind();
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glDrawBuffers( 0, NULL );
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// globalFramebuffers.shadowFBO->AddColorBuffer( GL_RGBA8, 0 );
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// globalFramebuffers.shadowFBO->AddDepthBuffer( GL_DEPTH_COMPONENT24 );
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// globalFramebuffers.shadowFBO->Check();
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BindNull();
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}
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void Framebuffer::Shutdown()
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{
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// TODO
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}
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void Framebuffer::Bind()
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{
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#if 0
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if( r_logFile.GetBool() )
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{
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RB_LogComment( "--- Framebuffer::Bind( name = '%s' ) ---\n", fboName.c_str() );
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}
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#endif
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if( backEnd.glState.currentFramebuffer != this )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
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backEnd.glState.currentFramebuffer = this;
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}
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}
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void Framebuffer::BindNull()
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{
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//if(backEnd.glState.framebuffer != NULL)
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{
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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glBindRenderbuffer( GL_RENDERBUFFER, 0 );
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backEnd.glState.currentFramebuffer = NULL;
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}
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}
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void Framebuffer::AddColorBuffer( int format, int index )
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{
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if( index < 0 || index >= glConfig.maxColorAttachments )
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{
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common->Warning( "Framebuffer::AddColorBuffer( %s ): bad index = %i", fboName.c_str(), index );
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return;
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}
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colorFormat = format;
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bool notCreatedYet = colorBuffers[index] == 0;
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if( notCreatedYet )
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{
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glGenRenderbuffers( 1, &colorBuffers[index] );
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}
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glBindRenderbuffer( GL_RENDERBUFFER, colorBuffers[index] );
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glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
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if( notCreatedYet )
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{
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, colorBuffers[index] );
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}
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GL_CheckErrors();
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}
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void Framebuffer::AddDepthBuffer( int format )
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{
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depthFormat = format;
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bool notCreatedYet = depthBuffer == 0;
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if( notCreatedYet )
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{
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glGenRenderbuffers( 1, &depthBuffer );
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}
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glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
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glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
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if( notCreatedYet )
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{
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
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}
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GL_CheckErrors();
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}
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void Framebuffer::AttachImage2D( int target, const idImage* image, int index )
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{
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if( ( target != GL_TEXTURE_2D ) && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ) )
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{
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common->Warning( "Framebuffer::AttachImage2D( %s ): invalid target", fboName.c_str() );
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return;
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}
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if( index < 0 || index >= glConfig.maxColorAttachments )
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{
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common->Warning( "Framebuffer::AttachImage2D( %s ): bad index = %i", fboName.c_str(), index );
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return;
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}
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glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, image->texnum, 0 );
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}
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void Framebuffer::AttachImageDepth( const idImage* image )
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{
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glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, image->texnum, 0 );
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}
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void Framebuffer::AttachImageDepthLayer( const idImage* image, int layer )
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{
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glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, image->texnum, 0, layer );
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}
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void Framebuffer::Check()
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{
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int prev;
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glGetIntegerv( GL_FRAMEBUFFER_BINDING, &prev );
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glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
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int status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
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if( status == GL_FRAMEBUFFER_COMPLETE )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, prev );
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return;
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}
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// something went wrong
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switch( status )
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{
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, incomplete attachment", fboName.c_str() );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing attachment", fboName.c_str() );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing draw buffer", fboName.c_str() );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing read buffer", fboName.c_str() );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
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common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing layer targets", fboName.c_str() );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing multisample", fboName.c_str() );
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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common->Error( "Framebuffer::Check( %s ): Unsupported framebuffer format", fboName.c_str() );
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break;
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default:
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common->Error( "Framebuffer::Check( %s ): Unknown error 0x%X", fboName.c_str(), status );
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break;
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};
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glBindFramebuffer( GL_FRAMEBUFFER, prev );
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} |