raze/source/common/rendering/gl/gl_renderbuffers.h

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#pragma once
#include "hwrenderer/postprocessing/hw_postprocess.h"
namespace OpenGLRenderer
{
class FGLRenderBuffers;
class PPGLTexture
{
public:
void Bind(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
}
int Width = -1;
int Height = -1;
explicit operator bool() const { return handle != 0; }
private:
GLuint handle = 0;
friend class FGLRenderBuffers;
friend class PPGLTextureBackend;
};
class PPGLFrameBuffer
{
public:
void Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, handle);
}
explicit operator bool() const { return handle != 0; }
private:
GLuint handle = 0;
friend class FGLRenderBuffers;
friend class PPGLTextureBackend;
};
class PPGLRenderBuffer
{
private:
GLuint handle = 0;
explicit operator bool() const { return handle != 0; }
friend class FGLRenderBuffers;
};
class PPGLTextureBackend : public PPTextureBackend
{
public:
~PPGLTextureBackend()
{
if (Tex.handle != 0)
{
glDeleteTextures(1, &Tex.handle);
Tex.handle = 0;
}
if (FB.handle != 0)
{
glDeleteFramebuffers(1, &FB.handle);
FB.handle = 0;
}
}
PPGLTexture Tex;
PPGLFrameBuffer FB;
};
class FShaderProgram;
class GLPPRenderState : public PPRenderState
{
public:
GLPPRenderState(FGLRenderBuffers *buffers) : buffers(buffers) { }
void PushGroup(const FString &name) override;
void PopGroup() override;
void Draw() override;
private:
PPGLTextureBackend *GetGLTexture(PPTexture *texture);
FShaderProgram *GetGLShader(PPShader *shader);
FGLRenderBuffers *buffers;
};
class FGLRenderBuffers
{
public:
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FGLRenderBuffers();
~FGLRenderBuffers();
void Setup(int width, int height, int sceneWidth, int sceneHeight);
void BindSceneFB(bool sceneData);
void BindSceneColorTexture(int index);
void BindSceneFogTexture(int index);
void BindSceneNormalTexture(int index);
void BindSceneDepthTexture(int index);
void BlitSceneToTexture();
void BindCurrentTexture(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE);
void BindCurrentFB();
void BindNextFB();
void NextTexture();
PPGLFrameBuffer GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
void BindOutputFB();
void BlitToEyeTexture(int eye, bool allowInvalidate=true);
void BlitFromEyeTexture(int eye);
void BindEyeTexture(int eye, int texunit);
int NextEye(int eyeCount);
int & CurrentEye() { return mCurrentEye; }
void BindDitherTexture(int texunit);
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void BindShadowMapFB();
void BindShadowMapTexture(int index);
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
int GetSceneWidth() const { return mSceneWidth; }
int GetSceneHeight() const { return mSceneHeight; }
private:
void ClearScene();
void ClearPipeline();
void ClearEyeBuffers();
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void ClearShadowMap();
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
void CreatePipeline(int width, int height);
void CreateEyeBuffers(int eye);
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void CreateShadowMap();
PPGLTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
PPGLTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height);
PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample);
bool CheckFrameBufferCompleteness();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(PPGLTexture &handle);
void DeleteRenderBuffer(PPGLRenderBuffer &handle);
void DeleteFrameBuffer(PPGLFrameBuffer &handle);
int mWidth = 0;
int mHeight = 0;
int mSamples = 0;
int mMaxSamples = 0;
int mSceneWidth = 0;
int mSceneHeight = 0;
static const int NumPipelineTextures = 2;
int mCurrentPipelineTexture = 0;
PPGLRenderBuffer mPipelineDepthStencilBuf;
// Buffers for the scene
PPGLTexture mSceneMultisampleTex;
PPGLTexture mSceneDepthStencilTex;
PPGLTexture mSceneFogTex;
PPGLTexture mSceneNormalTex;
PPGLRenderBuffer mSceneMultisampleBuf;
PPGLRenderBuffer mSceneDepthStencilBuf;
PPGLRenderBuffer mSceneFogBuf;
PPGLRenderBuffer mSceneNormalBuf;
PPGLFrameBuffer mSceneFB;
PPGLFrameBuffer mSceneDataFB;
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bool mSceneUsesTextures = false;
// Effect/HUD buffers
PPGLTexture mPipelineTexture[NumPipelineTextures];
PPGLFrameBuffer mPipelineFB[NumPipelineTextures];
// Eye buffers
TArray<PPGLTexture> mEyeTextures;
TArray<PPGLFrameBuffer> mEyeFBs;
int mCurrentEye = 0;
// Shadow map texture
PPGLTexture mShadowMapTexture;
PPGLFrameBuffer mShadowMapFB;
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int mCurrentShadowMapSize = 0;
PPGLTexture mDitherTexture;
static bool FailedCreate;
friend class GLPPRenderState;
};
}