raze/source/common/rendering/gl/renderer/gl_renderbuffers.cpp
2019-12-28 18:20:47 +01:00

933 lines
No EOL
30 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_renderbuffers.cpp
** Render buffers used during rendering
**
*/
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "printf.h"
#include "gl_load/gl_interface.h"
#include "gamecvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl/system/gl_buffers.h"
#include <random>
EXTERN_CVAR(Int, gl_debug_level)
namespace OpenGLRenderer
{
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
//
//==========================================================================
FGLRenderBuffers::FGLRenderBuffers()
{
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
//==========================================================================
//
// Free render buffer resources
//
//==========================================================================
FGLRenderBuffers::~FGLRenderBuffers()
{
ClearScene();
ClearPipeline();
ClearEyeBuffers();
DeleteTexture(mDitherTexture);
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneDataFB);
DeleteRenderBuffer(mSceneMultisampleBuf);
DeleteRenderBuffer(mSceneFogBuf);
DeleteRenderBuffer(mSceneNormalBuf);
DeleteRenderBuffer(mSceneDepthStencilBuf);
}
void FGLRenderBuffers::ClearPipeline()
{
for (int i = 0; i < NumPipelineTextures; i++)
{
DeleteFrameBuffer(mPipelineFB[i]);
DeleteTexture(mPipelineTexture[i]);
}
}
void FGLRenderBuffers::ClearEyeBuffers()
{
for (auto handle : mEyeFBs)
DeleteFrameBuffer(handle);
for (auto handle : mEyeTextures)
DeleteTexture(handle);
mEyeTextures.Clear();
mEyeFBs.Clear();
}
void FGLRenderBuffers::DeleteTexture(PPGLTexture &tex)
{
if (tex.handle != 0)
glDeleteTextures(1, &tex.handle);
tex.handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer &buf)
{
if (buf.handle != 0)
glDeleteRenderbuffers(1, &buf.handle);
buf.handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer &fb)
{
if (fb.handle != 0)
glDeleteFramebuffers(1, &fb.handle);
fb.handle = 0;
}
//==========================================================================
//
// Makes sure all render buffers have sizes suitable for rending at the
// specified resolution
//
//==========================================================================
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
GLint activeTex;
GLint textureBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
if (width != mWidth || height != mHeight || mSamples != samples)
CreateScene(width, height, samples, false);
mWidth = width;
mHeight = height;
mSamples = samples;
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (FailedCreate)
{
ClearScene();
ClearPipeline();
ClearEyeBuffers();
mWidth = 0;
mHeight = 0;
mSamples = 0;
mSceneWidth = 0;
mSceneHeight = 0;
I_FatalError("Unable to create render buffers.");
}
}
//==========================================================================
//
// Creates the scene buffers
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
{
ClearScene();
if (samples > 1)
{
if (needsSceneTextures)
{
mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true);
}
else
{
mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
}
}
else
{
if (needsSceneTextures)
{
mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height);
mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false);
}
else
{
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf);
}
}
}
//==========================================================================
//
// Creates the buffers needed for post processing steps
//
//==========================================================================
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
ClearPipeline();
ClearEyeBuffers();
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
}
}
//==========================================================================
//
// Creates eye buffers if needed
//
//==========================================================================
void FGLRenderBuffers::CreateEyeBuffers(int eye)
{
if (mEyeFBs.Size() > unsigned(eye))
return;
GLint activeTex, textureBinding, frameBufferBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
while (mEyeFBs.Size() <= unsigned(eye))
{
PPGLTexture texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
mEyeTextures.Push(texture);
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
}
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
PPGLTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
{
PPGLTexture tex;
tex.Width = width;
tex.Height = height;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D, tex.handle);
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
GLenum dataformat = 0, datatype = 0;
switch (format)
{
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return tex;
}
PPGLTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
PPGLTexture tex;
tex.Width = width;
tex.Height = height;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle);
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
return tex;
}
//==========================================================================
//
// Creates a render buffer
//
//==========================================================================
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
{
PPGLRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return buf;
}
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
{
if (samples <= 1)
return CreateRenderBuffer(name, format, width, height);
PPGLRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return buf;
}
//==========================================================================
//
// Creates a frame buffer
//
//==========================================================================
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(false, false);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
if (multisample)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
if (colorbuffer1.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
if (colorbuffer2.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
if (colorbuffer1.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
if (colorbuffer2.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
}
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
//==========================================================================
//
// Verifies that the frame buffer setup is valid
//
//==========================================================================
bool FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return true;
bool FailedCreate = true;
if (gl_debug_level > 0)
{
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
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);
}
//==========================================================================
//
// 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
int FGLRenderBuffers::NextEye(int eyeCount)
{
int nextEye = (mCurrentEye + 1) % eyeCount;
if (nextEye == mCurrentEye) return mCurrentEye;
BlitToEyeTexture(mCurrentEye);
mCurrentEye = nextEye;
BlitFromEyeTexture(mCurrentEye);
return mCurrentEye;
}
} // namespace OpenGLRenderer