mirror of
https://github.com/DrBeef/Raze.git
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995 lines
No EOL
32 KiB
C++
995 lines
No EOL
32 KiB
C++
/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "gl_system.h"
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#include "v_video.h"
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#include "gl_interface.h"
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#include "printf.h"
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#include "hw_cvars.h"
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#include "gl_debug.h"
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#include "gl_renderer.h"
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#include "gl_renderbuffers.h"
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#include "gl_postprocessstate.h"
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#include "gl_shaderprogram.h"
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#include "gl_buffers.h"
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#include "templates.h"
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#include <random>
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EXTERN_CVAR(Int, gl_debug_level)
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CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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namespace OpenGLRenderer
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{
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//==========================================================================
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//
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// Initialize render buffers and textures used in rendering passes
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//
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//==========================================================================
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FGLRenderBuffers::FGLRenderBuffers()
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{
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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//==========================================================================
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//
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// Free render buffer resources
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//
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//==========================================================================
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FGLRenderBuffers::~FGLRenderBuffers()
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{
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ClearScene();
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ClearPipeline();
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ClearEyeBuffers();
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ClearShadowMap();
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DeleteTexture(mDitherTexture);
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}
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void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteFrameBuffer(mSceneDataFB);
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if (mSceneUsesTextures)
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{
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DeleteTexture(mSceneMultisampleTex);
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DeleteTexture(mSceneFogTex);
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DeleteTexture(mSceneNormalTex);
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DeleteTexture(mSceneDepthStencilTex);
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}
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else
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{
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DeleteRenderBuffer(mSceneMultisampleBuf);
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DeleteRenderBuffer(mSceneFogBuf);
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DeleteRenderBuffer(mSceneNormalBuf);
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DeleteRenderBuffer(mSceneDepthStencilBuf);
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}
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}
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void FGLRenderBuffers::ClearPipeline()
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{
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for (int i = 0; i < NumPipelineTextures; i++)
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{
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DeleteFrameBuffer(mPipelineFB[i]);
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DeleteTexture(mPipelineTexture[i]);
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}
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}
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void FGLRenderBuffers::ClearEyeBuffers()
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{
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for (auto handle : mEyeFBs)
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DeleteFrameBuffer(handle);
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for (auto handle : mEyeTextures)
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DeleteTexture(handle);
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mEyeTextures.Clear();
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mEyeFBs.Clear();
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}
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void FGLRenderBuffers::DeleteTexture(PPGLTexture &tex)
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{
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if (tex.handle != 0)
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glDeleteTextures(1, &tex.handle);
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tex.handle = 0;
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}
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void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer &buf)
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{
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if (buf.handle != 0)
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glDeleteRenderbuffers(1, &buf.handle);
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buf.handle = 0;
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}
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void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer &fb)
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{
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if (fb.handle != 0)
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glDeleteFramebuffers(1, &fb.handle);
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fb.handle = 0;
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}
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//==========================================================================
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//
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// Makes sure all render buffers have sizes suitable for rending at the
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// specified resolution
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//
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//==========================================================================
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void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
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{
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if (width <= 0 || height <= 0)
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I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
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int samples = clamp((int)gl_multisample, 0, mMaxSamples);
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bool needsSceneTextures = (gl_ssao != 0);
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GLint activeTex;
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GLint textureBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (width != mWidth || height != mHeight)
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CreatePipeline(width, height);
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if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
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CreateScene(width, height, samples, needsSceneTextures);
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mWidth = width;
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mHeight = height;
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mSamples = samples;
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mSceneUsesTextures = needsSceneTextures;
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (FailedCreate)
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{
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ClearScene();
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ClearPipeline();
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ClearEyeBuffers();
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mWidth = 0;
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mHeight = 0;
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mSamples = 0;
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mSceneWidth = 0;
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mSceneHeight = 0;
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I_FatalError("Unable to create render buffers.");
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}
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}
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//==========================================================================
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//
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// Creates the scene buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
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{
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ClearScene();
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if (samples > 1)
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{
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if (needsSceneTextures)
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{
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mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
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mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
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mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
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mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
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mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true);
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mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true);
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}
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else
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{
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mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
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mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
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mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
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mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
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}
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}
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else
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{
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if (needsSceneTextures)
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{
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mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
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mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height);
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mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false);
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mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false);
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}
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else
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{
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mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf);
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mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf);
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}
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}
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}
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//==========================================================================
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//
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// Creates the buffers needed for post processing steps
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//
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//==========================================================================
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void FGLRenderBuffers::CreatePipeline(int width, int height)
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{
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ClearPipeline();
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ClearEyeBuffers();
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for (int i = 0; i < NumPipelineTextures; i++)
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{
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mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
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mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
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}
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}
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//==========================================================================
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//
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// Creates eye buffers if needed
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//
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//==========================================================================
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void FGLRenderBuffers::CreateEyeBuffers(int eye)
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{
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if (mEyeFBs.Size() > unsigned(eye))
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return;
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GLint activeTex, textureBinding, frameBufferBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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while (mEyeFBs.Size() <= unsigned(eye))
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{
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PPGLTexture texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
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mEyeTextures.Push(texture);
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mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
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}
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
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}
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//==========================================================================
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//
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// Creates a 2D texture defaulting to linear filtering and clamp to edge
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//
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//==========================================================================
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PPGLTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
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{
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PPGLTexture tex;
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tex.Width = width;
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tex.Height = height;
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glGenTextures(1, &tex.handle);
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glBindTexture(GL_TEXTURE_2D, tex.handle);
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FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
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GLenum dataformat = 0, datatype = 0;
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switch (format)
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{
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case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
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case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
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case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
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case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
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case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
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case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
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case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
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case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
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case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
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case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
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case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
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default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
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}
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return tex;
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}
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PPGLTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
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{
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PPGLTexture tex;
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tex.Width = width;
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tex.Height = height;
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glGenTextures(1, &tex.handle);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle);
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FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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return tex;
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}
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//==========================================================================
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//
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// Creates a render buffer
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//
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//==========================================================================
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PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
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{
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PPGLRenderBuffer buf;
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glGenRenderbuffers(1, &buf.handle);
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glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
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FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
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glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
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return buf;
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}
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PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
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{
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if (samples <= 1)
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return CreateRenderBuffer(name, format, width, height);
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PPGLRenderBuffer buf;
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glGenRenderbuffers(1, &buf.handle);
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glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
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FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
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return buf;
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}
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//==========================================================================
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//
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// Creates a frame buffer
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//
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//==========================================================================
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(false, false);
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return fb;
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}
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return fb;
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}
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return fb;
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}
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
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if (multisample)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
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if (colorbuffer1.handle != 0)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
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if (colorbuffer2.handle != 0)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
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}
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else
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
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if (colorbuffer1.handle != 0)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
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if (colorbuffer2.handle != 0)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
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}
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return fb;
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}
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//==========================================================================
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//
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// Verifies that the frame buffer setup is valid
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//
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//==========================================================================
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bool FGLRenderBuffers::CheckFrameBufferCompleteness()
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{
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (result == GL_FRAMEBUFFER_COMPLETE)
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return true;
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bool FailedCreate = true;
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if (gl_debug_level > 0)
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{
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FString error = "glCheckFramebufferStatus failed: ";
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switch (result)
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{
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default: error.AppendFormat("error code %d", (int)result); break;
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case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
|
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case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
|
|
}
|
|
Printf("%s\n", error.GetChars());
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Clear frame buffer to make sure it never contains uninitialized data
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
|
|
{
|
|
GLboolean scissorEnabled;
|
|
GLint stencilValue;
|
|
GLdouble depthValue;
|
|
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
|
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
|
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
glClearDepth(0.0);
|
|
glClearStencil(0);
|
|
GLenum flags = GL_COLOR_BUFFER_BIT;
|
|
if (stencil)
|
|
flags |= GL_STENCIL_BUFFER_BIT;
|
|
if (depth)
|
|
flags |= GL_DEPTH_BUFFER_BIT;
|
|
glClear(flags);
|
|
glClearStencil(stencilValue);
|
|
glClearDepth(depthValue);
|
|
if (scissorEnabled)
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Resolves the multisample frame buffer by copying it to the first pipeline texture
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BlitSceneToTexture()
|
|
{
|
|
mCurrentPipelineTexture = 0;
|
|
|
|
if (mSamples <= 1)
|
|
return;
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB.handle);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
|
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
|
{
|
|
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
|
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
|
}
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Eye textures and their frame buffers
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BlitToEyeTexture(int eye, bool allowInvalidate)
|
|
{
|
|
CreateEyeBuffers(eye);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
|
|
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0 && allowInvalidate)
|
|
{
|
|
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
|
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
|
}
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
void FGLRenderBuffers::BlitFromEyeTexture(int eye)
|
|
{
|
|
if (mEyeFBs.Size() <= unsigned(eye)) return;
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle);
|
|
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
|
{
|
|
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
|
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
|
}
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
|
|
{
|
|
CreateEyeBuffers(eye);
|
|
glActiveTexture(GL_TEXTURE0 + texunit);
|
|
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye].handle);
|
|
}
|
|
|
|
void FGLRenderBuffers::BindDitherTexture(int texunit)
|
|
{
|
|
if (!mDitherTexture)
|
|
{
|
|
static const float data[64] =
|
|
{
|
|
.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
|
|
.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
|
|
.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
|
|
.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
|
|
.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
|
|
.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
|
|
.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
|
|
.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
|
|
};
|
|
|
|
glActiveTexture(GL_TEXTURE0 + texunit);
|
|
mDitherTexture = Create2DTexture("DitherTexture", GL_R32F, 8, 8, data);
|
|
}
|
|
mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Shadow map texture and frame buffers
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindShadowMapFB()
|
|
{
|
|
CreateShadowMap();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB.handle);
|
|
}
|
|
|
|
void FGLRenderBuffers::BindShadowMapTexture(int texunit)
|
|
{
|
|
CreateShadowMap();
|
|
glActiveTexture(GL_TEXTURE0 + texunit);
|
|
glBindTexture(GL_TEXTURE_2D, mShadowMapTexture.handle);
|
|
}
|
|
|
|
void FGLRenderBuffers::ClearShadowMap()
|
|
{
|
|
DeleteFrameBuffer(mShadowMapFB);
|
|
DeleteTexture(mShadowMapTexture);
|
|
mCurrentShadowMapSize = 0;
|
|
}
|
|
|
|
void FGLRenderBuffers::CreateShadowMap()
|
|
{
|
|
if (mShadowMapTexture.handle != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
|
|
return;
|
|
|
|
ClearShadowMap();
|
|
|
|
GLint activeTex, textureBinding, frameBufferBinding;
|
|
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
|
|
|
|
mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, gl_shadowmap_quality, 1024);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
mShadowMapFB = CreateFrameBuffer("ShadowMapFB", mShadowMapTexture);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
|
glActiveTexture(activeTex);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
|
|
|
|
mCurrentShadowMapSize = gl_shadowmap_quality;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindSceneFB(bool sceneData)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB.handle : mSceneFB.handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Binds the scene color texture to the specified texture unit
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindSceneColorTexture(int index)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
if (mSamples > 1)
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisampleTex.handle);
|
|
else
|
|
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0].handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Binds the scene fog data texture to the specified texture unit
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindSceneFogTexture(int index)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
if (mSamples > 1)
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFogTex.handle);
|
|
else
|
|
glBindTexture(GL_TEXTURE_2D, mSceneFogTex.handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Binds the scene normal data texture to the specified texture unit
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindSceneNormalTexture(int index)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
if (mSamples > 1)
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormalTex.handle);
|
|
else
|
|
glBindTexture(GL_TEXTURE_2D, mSceneNormalTex.handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Binds the depth texture to the specified texture unit
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
if (mSamples > 1)
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencilTex.handle);
|
|
else
|
|
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencilTex.handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Binds the current scene/effect/hud texture to the specified texture unit
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
|
|
{
|
|
mPipelineTexture[mCurrentPipelineTexture].Bind(index, filter, wrap);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Makes the frame buffer for the current texture active
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindCurrentFB()
|
|
{
|
|
mPipelineFB[mCurrentPipelineTexture].Bind();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Makes the frame buffer for the next texture active
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindNextFB()
|
|
{
|
|
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
|
|
mPipelineFB[out].Bind();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Next pipeline texture now contains the output
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::NextTexture()
|
|
{
|
|
mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Makes the screen frame buffer active
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLRenderBuffers::BindOutputFB()
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Returns true if render buffers are supported and should be used
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FGLRenderBuffers::FailedCreate = false;
|
|
|
|
//==========================================================================
|
|
//
|
|
// Creates or updates textures used by postprocess effects
|
|
//
|
|
//==========================================================================
|
|
|
|
PPGLTextureBackend *GLPPRenderState::GetGLTexture(PPTexture *texture)
|
|
{
|
|
if (!texture->Backend)
|
|
{
|
|
FGLPostProcessState savedState;
|
|
|
|
auto backend = std::make_unique<PPGLTextureBackend>();
|
|
|
|
int glformat;
|
|
switch (texture->Format)
|
|
{
|
|
default:
|
|
case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
|
|
case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
|
|
case PixelFormat::R32f: glformat = GL_R32F; break;
|
|
case PixelFormat::Rg16f: glformat = GL_RG16F; break;
|
|
case PixelFormat::Rgba16_snorm: glformat = GL_RGBA16_SNORM; break;
|
|
}
|
|
|
|
if (texture->Data)
|
|
backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height, texture->Data.get());
|
|
else
|
|
backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height);
|
|
|
|
texture->Backend = std::move(backend);
|
|
}
|
|
return static_cast<PPGLTextureBackend*>(texture->Backend.get());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Compile the shaders declared by post process effects
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderProgram *GLPPRenderState::GetGLShader(PPShader *shader)
|
|
{
|
|
if (!shader->Backend)
|
|
{
|
|
auto glshader = std::make_unique<FShaderProgram>();
|
|
|
|
FString prolog;
|
|
if (!shader->Uniforms.empty())
|
|
prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, POSTPROCESS_BINDINGPOINT);
|
|
prolog += shader->Defines;
|
|
|
|
glshader->Compile(FShaderProgram::Vertex, shader->VertexShader, "", shader->Version);
|
|
glshader->Compile(FShaderProgram::Fragment, shader->FragmentShader, prolog, shader->Version);
|
|
glshader->Link(shader->FragmentShader.GetChars());
|
|
if (!shader->Uniforms.empty())
|
|
glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
|
|
|
|
shader->Backend = std::move(glshader);
|
|
}
|
|
return static_cast<FShaderProgram*>(shader->Backend.get());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Renders one post process effect
|
|
//
|
|
//==========================================================================
|
|
|
|
void GLPPRenderState::Draw()
|
|
{
|
|
FGLPostProcessState savedState;
|
|
|
|
// Bind input textures
|
|
for (unsigned int index = 0; index < Textures.Size(); index++)
|
|
{
|
|
savedState.SaveTextureBindings(index + 1);
|
|
|
|
const PPTextureInput &input = Textures[index];
|
|
int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
|
|
int wrap = (input.Wrap == PPWrapMode::Clamp) ? GL_CLAMP_TO_EDGE : GL_REPEAT;
|
|
|
|
switch (input.Type)
|
|
{
|
|
default:
|
|
case PPTextureType::CurrentPipelineTexture:
|
|
buffers->BindCurrentTexture(index, filter, wrap);
|
|
break;
|
|
|
|
case PPTextureType::NextPipelineTexture:
|
|
I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
|
|
break;
|
|
|
|
case PPTextureType::PPTexture:
|
|
GetGLTexture(input.Texture)->Tex.Bind(index, filter, wrap);
|
|
break;
|
|
|
|
case PPTextureType::SceneColor:
|
|
buffers->BindSceneColorTexture(index);
|
|
break;
|
|
|
|
case PPTextureType::SceneFog:
|
|
buffers->BindSceneFogTexture(index);
|
|
break;
|
|
|
|
case PPTextureType::SceneNormal:
|
|
buffers->BindSceneNormalTexture(index);
|
|
break;
|
|
|
|
case PPTextureType::SceneDepth:
|
|
buffers->BindSceneDepthTexture(index);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set render target
|
|
switch (Output.Type)
|
|
{
|
|
default:
|
|
I_FatalError("Unsupported postprocess output type\n");
|
|
break;
|
|
|
|
case PPTextureType::CurrentPipelineTexture:
|
|
buffers->BindCurrentFB();
|
|
break;
|
|
|
|
case PPTextureType::NextPipelineTexture:
|
|
buffers->BindNextFB();
|
|
break;
|
|
|
|
case PPTextureType::PPTexture:
|
|
if (GetGLTexture(Output.Texture)->FB)
|
|
GetGLTexture(Output.Texture)->FB.Bind();
|
|
else
|
|
GetGLTexture(Output.Texture)->FB = buffers->CreateFrameBuffer("PPTextureFB"/*Output.Texture.GetChars()*/, GetGLTexture(Output.Texture)->Tex);
|
|
break;
|
|
|
|
case PPTextureType::SceneColor:
|
|
buffers->BindSceneFB(false);
|
|
break;
|
|
}
|
|
|
|
// Set blend mode
|
|
if (BlendMode.BlendOp == STYLEOP_Add && BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_Zero && BlendMode.Flags == 0)
|
|
{
|
|
glDisable(GL_BLEND);
|
|
}
|
|
else
|
|
{
|
|
// To do: support all the modes
|
|
glEnable(GL_BLEND);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_One)
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
else
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
// Setup viewport
|
|
glViewport(Viewport.left, Viewport.top, Viewport.width, Viewport.height);
|
|
|
|
auto shader = GetGLShader(Shader);
|
|
|
|
// Set uniforms
|
|
if (Uniforms.Data.Size() > 0)
|
|
{
|
|
if (!shader->Uniforms)
|
|
shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false, false));
|
|
shader->Uniforms->SetData(Uniforms.Data.Size(), Uniforms.Data.Data());
|
|
static_cast<GLDataBuffer*>(shader->Uniforms.get())->BindBase();
|
|
}
|
|
|
|
// Set shader
|
|
shader->Bind();
|
|
|
|
// Draw the screen quad
|
|
GLRenderer->RenderScreenQuad();
|
|
|
|
// Advance to next PP texture if our output was sent there
|
|
if (Output.Type == PPTextureType::NextPipelineTexture)
|
|
buffers->NextTexture();
|
|
|
|
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
|
}
|
|
|
|
void GLPPRenderState::PushGroup(const FString &name)
|
|
{
|
|
FGLDebug::PushGroup(name.GetChars());
|
|
}
|
|
|
|
void GLPPRenderState::PopGroup()
|
|
{
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
|
|
// Store the current stereo 3D eye buffer, and Load the next one
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int FGLRenderBuffers::NextEye(int eyeCount)
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{
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int nextEye = (mCurrentEye + 1) % eyeCount;
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if (nextEye == mCurrentEye) return mCurrentEye;
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BlitToEyeTexture(mCurrentEye);
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mCurrentEye = nextEye;
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BlitFromEyeTexture(mCurrentEye);
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return mCurrentEye;
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}
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} // namespace OpenGLRenderer
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