mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
0eaaea4b96
polygon offsets to fight shadow acne
252 lines
No EOL
7.1 KiB
C++
252 lines
No EOL
7.1 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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for( int i = 0; i < MAX_SHADOWMAP_RESOLUTIONS; i++ )
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{
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width = height = shadowMapResolutions[i];
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globalFramebuffers.shadowFBO[i] = new Framebuffer( "_shadowMap" , width, height );
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globalFramebuffers.shadowFBO[i]->Bind();
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glDrawBuffers( 0, NULL );
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}
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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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} |