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https://github.com/UberGames/lilium-voyager.git
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877 lines
22 KiB
C
877 lines
22 KiB
C
/*
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===========================================================================
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Copyright (C) 2006 Kirk Barnes
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Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>
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This file is part of XreaL source code.
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XreaL source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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XreaL source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XreaL source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_fbo.c
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#include "tr_local.h"
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/*
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=============
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R_CheckFBO
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=============
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*/
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qboolean R_CheckFBO(const FBO_t * fbo)
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{
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int code;
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int id;
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qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &id);
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
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code = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
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return qtrue;
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}
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// an error occured
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switch (code)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
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break;
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//case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
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// ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name);
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// break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n",
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fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n",
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fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
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break;
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default:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
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//ri.Error(ERR_FATAL, "R_CheckFBO: (%s) unknown error 0x%X", fbo->name, code);
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//assert(0);
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break;
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}
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
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return qfalse;
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}
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/*
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============
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FBO_Create
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============
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*/
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FBO_t *FBO_Create(const char *name, int width, int height)
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{
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FBO_t *fbo;
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long", name);
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}
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if(width <= 0 || width > glRefConfig.maxRenderbufferSize)
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{
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ri.Error(ERR_DROP, "FBO_Create: bad width %i", width);
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}
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if(height <= 0 || height > glRefConfig.maxRenderbufferSize)
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{
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ri.Error(ERR_DROP, "FBO_Create: bad height %i", height);
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}
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if(tr.numFBOs == MAX_FBOS)
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{
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ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit");
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}
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fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low);
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Q_strncpyz(fbo->name, name, sizeof(fbo->name));
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fbo->index = tr.numFBOs++;
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fbo->width = width;
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fbo->height = height;
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qglGenFramebuffersEXT(1, &fbo->frameBuffer);
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return fbo;
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}
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void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
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{
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uint32_t *pRenderBuffer;
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GLenum attachment;
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qboolean absent;
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switch(format)
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{
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case GL_RGB:
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case GL_RGBA:
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case GL_RGB8:
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case GL_RGBA8:
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case GL_RGB16F_ARB:
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case GL_RGBA16F_ARB:
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case GL_RGB32F_ARB:
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case GL_RGBA32F_ARB:
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fbo->colorFormat = format;
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pRenderBuffer = &fbo->colorBuffers[index];
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attachment = GL_COLOR_ATTACHMENT0_EXT + index;
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break;
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case GL_DEPTH_COMPONENT:
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case GL_DEPTH_COMPONENT16_ARB:
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case GL_DEPTH_COMPONENT24_ARB:
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case GL_DEPTH_COMPONENT32_ARB:
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fbo->depthFormat = format;
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pRenderBuffer = &fbo->depthBuffer;
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attachment = GL_DEPTH_ATTACHMENT_EXT;
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break;
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case GL_STENCIL_INDEX:
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case GL_STENCIL_INDEX1_EXT:
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case GL_STENCIL_INDEX4_EXT:
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case GL_STENCIL_INDEX8_EXT:
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case GL_STENCIL_INDEX16_EXT:
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fbo->stencilFormat = format;
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pRenderBuffer = &fbo->stencilBuffer;
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attachment = GL_STENCIL_ATTACHMENT_EXT;
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break;
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case GL_DEPTH_STENCIL_EXT:
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case GL_DEPTH24_STENCIL8_EXT:
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fbo->packedDepthStencilFormat = format;
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pRenderBuffer = &fbo->packedDepthStencilBuffer;
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attachment = 0; // special for stencil and depth
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break;
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default:
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ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format);
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return;
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}
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absent = *pRenderBuffer == 0;
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if (absent)
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qglGenRenderbuffersEXT(1, pRenderBuffer);
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *pRenderBuffer);
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if (multisample && glRefConfig.framebufferMultisample)
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{
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qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height);
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}
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else
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{
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qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height);
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}
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if(absent)
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{
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if (attachment == 0)
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{
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
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}
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else
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
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}
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}
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/*
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=================
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R_AttachFBOTexture1D
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=================
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*/
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void R_AttachFBOTexture1D(int texId, int index)
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{
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if(index < 0 || index >= glRefConfig.maxColorAttachments)
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture1D: invalid attachment index %i\n", index);
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return;
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}
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qglFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0);
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}
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/*
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=================
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R_AttachFBOTexture2D
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=================
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*/
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void R_AttachFBOTexture2D(int target, int texId, int index)
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{
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if(target != GL_TEXTURE_2D && (target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB))
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid target %i\n", target);
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return;
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}
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if(index < 0 || index >= glRefConfig.maxColorAttachments)
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid attachment index %i\n", index);
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return;
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}
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0);
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}
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/*
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=================
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R_AttachFBOTexture3D
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=================
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*/
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void R_AttachFBOTexture3D(int texId, int index, int zOffset)
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{
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if(index < 0 || index >= glRefConfig.maxColorAttachments)
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture3D: invalid attachment index %i\n", index);
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return;
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}
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qglFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset);
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}
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/*
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=================
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R_AttachFBOTextureDepth
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=================
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*/
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void R_AttachFBOTextureDepth(int texId)
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{
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
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}
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/*
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=================
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R_AttachFBOTexturePackedDepthStencil
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=================
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*/
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void R_AttachFBOTexturePackedDepthStencil(int texId)
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{
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
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}
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void FBO_AttachTextureImage(image_t *img, int index)
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{
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if (!glState.currentFBO)
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{
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ri.Printf(PRINT_WARNING, "FBO: attempted to attach a texture image with no FBO bound!\n");
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return;
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}
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R_AttachFBOTexture2D(GL_TEXTURE_2D, img->texnum, index);
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glState.currentFBO->colorImage[index] = img;
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}
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/*
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============
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FBO_Bind
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============
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*/
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void FBO_Bind(FBO_t * fbo)
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{
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if (glState.currentFBO == fbo)
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return;
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if (r_logFile->integer)
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{
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// don't just call LogComment, or we will get a call to va() every frame!
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if (fbo)
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GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo->name));
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else
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GLimp_LogComment("--- FBO_Bind ( NULL ) ---\n");
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}
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if (!fbo)
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{
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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//qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glState.currentFBO = NULL;
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return;
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}
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
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/*
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if(fbo->colorBuffers[0])
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{
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]);
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}
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*/
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/*
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if(fbo->depthBuffer)
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{
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer);
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer);
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}
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*/
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glState.currentFBO = fbo;
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}
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/*
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============
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FBO_Init
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============
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*/
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void FBO_Init(void)
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{
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int i;
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// int width, height, hdrFormat, multisample;
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int hdrFormat, multisample;
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ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
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if(!glRefConfig.framebufferObject)
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return;
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tr.numFBOs = 0;
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GL_CheckErrors();
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R_IssuePendingRenderCommands();
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/* if(glRefConfig.textureNonPowerOfTwo)
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{
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width = glConfig.vidWidth;
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height = glConfig.vidHeight;
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}
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else
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{
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width = NextPowerOfTwo(glConfig.vidWidth);
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height = NextPowerOfTwo(glConfig.vidHeight);
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} */
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hdrFormat = GL_RGBA8;
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if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
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{
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hdrFormat = GL_RGB16F_ARB;
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}
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qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
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if (r_ext_framebuffer_multisample->integer < multisample)
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{
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multisample = r_ext_framebuffer_multisample->integer;
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}
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if (multisample < 2 || !glRefConfig.framebufferBlit)
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multisample = 0;
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if (multisample != r_ext_framebuffer_multisample->integer)
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{
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ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
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}
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// only create a render FBO if we need to resolve MSAA or do HDR
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// otherwise just render straight to the screen (tr.renderFbo = NULL)
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if (multisample && glRefConfig.framebufferMultisample)
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{
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tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.renderFbo);
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FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
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FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
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R_CheckFBO(tr.renderFbo);
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tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.msaaResolveFbo);
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//FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0);
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FBO_AttachTextureImage(tr.renderImage, 0);
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//FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.msaaResolveFbo);
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}
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else if (r_hdr->integer)
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{
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tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.renderFbo);
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//FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0);
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FBO_AttachTextureImage(tr.renderImage, 0);
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//FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.renderFbo);
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}
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// clear render buffer
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// this fixes the corrupt screen bug with r_hdr 1 on older hardware
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if (tr.renderFbo)
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{
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FBO_Bind(tr.renderFbo);
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qglClearColor( 1, 0, 0.5, 1 );
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qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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FBO_Bind(NULL);
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}
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if (r_drawSunRays->integer)
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{
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tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.sunRaysFbo);
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FBO_AttachTextureImage(tr.sunRaysImage, 0);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.sunRaysFbo);
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}
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// FIXME: Don't use separate color/depth buffers for a shadow buffer
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for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
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{
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tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
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FBO_Bind(tr.pshadowFbos[i]);
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//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
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FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
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FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
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//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
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R_CheckFBO(tr.pshadowFbos[i]);
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}
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for ( i = 0; i < 3; i++)
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{
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tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
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FBO_Bind(tr.sunShadowFbo[i]);
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//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
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//FBO_AttachTextureImage(tr.sunShadowImage, 0);
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qglDrawBuffer(GL_NONE);
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qglReadBuffer(GL_NONE);
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//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
|
|
|
|
R_CheckFBO(tr.sunShadowFbo[i]);
|
|
}
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
|
|
FBO_Bind(tr.textureScratchFbo[i]);
|
|
|
|
//FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0);
|
|
FBO_AttachTextureImage(tr.textureScratchImage[i], 0);
|
|
|
|
R_CheckFBO(tr.textureScratchFbo[i]);
|
|
}
|
|
|
|
{
|
|
tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
|
|
FBO_Bind(tr.calcLevelsFbo);
|
|
|
|
//FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0);
|
|
FBO_AttachTextureImage(tr.calcLevelsImage, 0);
|
|
|
|
R_CheckFBO(tr.calcLevelsFbo);
|
|
}
|
|
|
|
{
|
|
tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
|
|
FBO_Bind(tr.targetLevelsFbo);
|
|
|
|
//FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0);
|
|
FBO_AttachTextureImage(tr.targetLevelsImage, 0);
|
|
|
|
R_CheckFBO(tr.targetLevelsFbo);
|
|
}
|
|
|
|
if (r_softOverbright->integer)
|
|
{
|
|
//tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
|
|
tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
|
|
FBO_Bind(tr.screenScratchFbo);
|
|
|
|
//FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
|
|
FBO_AttachTextureImage(tr.screenScratchImage, 0);
|
|
|
|
// FIXME: hack: share zbuffer between render fbo and pre-screen fbo
|
|
//FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
|
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
|
|
|
|
R_CheckFBO(tr.screenScratchFbo);
|
|
}
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
|
|
FBO_Bind(tr.quarterFbo[i]);
|
|
|
|
//FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0);
|
|
FBO_AttachTextureImage(tr.quarterImage[i], 0);
|
|
|
|
R_CheckFBO(tr.quarterFbo[i]);
|
|
}
|
|
|
|
{
|
|
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
|
|
FBO_Bind(tr.screenShadowFbo);
|
|
|
|
FBO_AttachTextureImage(tr.screenShadowImage, 0);
|
|
|
|
R_CheckFBO(tr.screenShadowFbo);
|
|
}
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
|
|
FBO_Bind(tr.hdrDepthFbo);
|
|
|
|
FBO_AttachTextureImage(tr.hdrDepthImage, 0);
|
|
|
|
R_CheckFBO(tr.hdrDepthFbo);
|
|
|
|
tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
|
|
FBO_Bind(tr.screenSsaoFbo);
|
|
|
|
FBO_AttachTextureImage(tr.screenSsaoImage, 0);
|
|
|
|
R_CheckFBO(tr.screenSsaoFbo);
|
|
}
|
|
|
|
{
|
|
tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
|
|
FBO_Bind(tr.renderCubeFbo);
|
|
|
|
//FBO_AttachTextureImage(tr.renderCubeImage, 0);
|
|
R_AttachFBOTexture2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, tr.renderCubeImage->texnum, 0);
|
|
glState.currentFBO->colorImage[0] = tr.renderCubeImage;
|
|
|
|
FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
|
|
|
R_CheckFBO(tr.renderCubeFbo);
|
|
}
|
|
|
|
GL_CheckErrors();
|
|
|
|
FBO_Bind(NULL);
|
|
}
|
|
|
|
/*
|
|
============
|
|
FBO_Shutdown
|
|
============
|
|
*/
|
|
void FBO_Shutdown(void)
|
|
{
|
|
int i, j;
|
|
FBO_t *fbo;
|
|
|
|
ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n");
|
|
|
|
if(!glRefConfig.framebufferObject)
|
|
return;
|
|
|
|
FBO_Bind(NULL);
|
|
|
|
for(i = 0; i < tr.numFBOs; i++)
|
|
{
|
|
fbo = tr.fbos[i];
|
|
|
|
for(j = 0; j < glRefConfig.maxColorAttachments; j++)
|
|
{
|
|
if(fbo->colorBuffers[j])
|
|
qglDeleteRenderbuffersEXT(1, &fbo->colorBuffers[j]);
|
|
}
|
|
|
|
if(fbo->depthBuffer)
|
|
qglDeleteRenderbuffersEXT(1, &fbo->depthBuffer);
|
|
|
|
if(fbo->stencilBuffer)
|
|
qglDeleteRenderbuffersEXT(1, &fbo->stencilBuffer);
|
|
|
|
if(fbo->frameBuffer)
|
|
qglDeleteFramebuffersEXT(1, &fbo->frameBuffer);
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
R_FBOList_f
|
|
============
|
|
*/
|
|
void R_FBOList_f(void)
|
|
{
|
|
int i;
|
|
FBO_t *fbo;
|
|
|
|
if(!glRefConfig.framebufferObject)
|
|
{
|
|
ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n");
|
|
return;
|
|
}
|
|
|
|
ri.Printf(PRINT_ALL, " size name\n");
|
|
ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
|
|
|
|
for(i = 0; i < tr.numFBOs; i++)
|
|
{
|
|
fbo = tr.fbos[i];
|
|
|
|
ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name);
|
|
}
|
|
|
|
ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs);
|
|
}
|
|
|
|
// FIXME
|
|
extern void RB_SetGL2D (void);
|
|
|
|
void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
|
|
{
|
|
vec4i_t dstBox, srcBox;
|
|
vec2_t srcTexScale;
|
|
vec4_t color;
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
vec2_t invTexRes;
|
|
FBO_t *oldFbo = glState.currentFBO;
|
|
matrix_t projection;
|
|
int width, height;
|
|
|
|
if (!src)
|
|
return;
|
|
|
|
if (inSrcBox)
|
|
{
|
|
VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBox, 0, 0, src->width, src->height);
|
|
}
|
|
|
|
// framebuffers are 0 bottom, Y up.
|
|
if (inDstBox)
|
|
{
|
|
if (dst)
|
|
{
|
|
dstBox[0] = inDstBox[0];
|
|
dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
|
|
dstBox[2] = inDstBox[0] + inDstBox[2];
|
|
dstBox[3] = dst->height - inDstBox[1];
|
|
}
|
|
else
|
|
{
|
|
dstBox[0] = inDstBox[0];
|
|
dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
|
|
dstBox[2] = inDstBox[0] + inDstBox[2];
|
|
dstBox[3] = glConfig.vidHeight - inDstBox[1];
|
|
}
|
|
}
|
|
else if (dst)
|
|
{
|
|
VectorSet4(dstBox, 0, dst->height, dst->width, 0);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
|
|
}
|
|
|
|
if (inSrcTexScale)
|
|
{
|
|
VectorCopy2(inSrcTexScale, srcTexScale);
|
|
}
|
|
else
|
|
{
|
|
srcTexScale[0] = srcTexScale[1] = 1.0f;
|
|
}
|
|
|
|
if (inColor)
|
|
{
|
|
VectorCopy4(inColor, color);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy4(colorWhite, color);
|
|
}
|
|
|
|
if (!shaderProgram)
|
|
{
|
|
shaderProgram = &tr.textureColorShader;
|
|
}
|
|
|
|
FBO_Bind(dst);
|
|
|
|
if (glState.currentFBO)
|
|
{
|
|
width = glState.currentFBO->width;
|
|
height = glState.currentFBO->height;
|
|
}
|
|
else
|
|
{
|
|
width = glConfig.vidWidth;
|
|
height = glConfig.vidHeight;
|
|
}
|
|
|
|
qglViewport( 0, 0, width, height );
|
|
qglScissor( 0, 0, width, height );
|
|
|
|
Matrix16Ortho(0, width, height, 0, 0, 1, projection);
|
|
|
|
qglDisable( GL_CULL_FACE );
|
|
|
|
GL_BindToTMU(src, TB_COLORMAP);
|
|
|
|
VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
|
|
VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
|
|
VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
|
|
VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);
|
|
|
|
texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
|
|
texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
|
|
texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
|
|
texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;
|
|
|
|
invTexRes[0] = 1.0f / src->width * srcTexScale[0];
|
|
invTexRes[1] = 1.0f / src->height * srcTexScale[1];
|
|
|
|
GL_State( blend );
|
|
|
|
GLSL_BindProgram(shaderProgram);
|
|
|
|
GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
|
|
GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
|
|
GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
|
|
GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
|
|
GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
FBO_Bind(oldFbo);
|
|
}
|
|
|
|
void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
|
|
{
|
|
vec4i_t srcBox;
|
|
|
|
if (!src)
|
|
{
|
|
ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n");
|
|
return;
|
|
}
|
|
|
|
// framebuffers are 0 bottom, Y up.
|
|
if (inSrcBox)
|
|
{
|
|
srcBox[0] = inSrcBox[0];
|
|
srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
|
|
srcBox[2] = inSrcBox[2];
|
|
srcBox[3] = inSrcBox[3];
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBox, 0, src->height, src->width, -src->height);
|
|
}
|
|
|
|
FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
|
|
}
|
|
|
|
void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter)
|
|
{
|
|
vec4i_t srcBoxFinal, dstBoxFinal;
|
|
GLuint srcFb, dstFb;
|
|
|
|
if (!glRefConfig.framebufferBlit)
|
|
{
|
|
FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
|
|
return;
|
|
}
|
|
|
|
// get to a neutral state first
|
|
//FBO_Bind(NULL);
|
|
|
|
srcFb = src ? src->frameBuffer : 0;
|
|
dstFb = dst ? dst->frameBuffer : 0;
|
|
|
|
if (!srcBox)
|
|
{
|
|
if (src)
|
|
{
|
|
VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
|
|
}
|
|
|
|
if (!dstBox)
|
|
{
|
|
if (dst)
|
|
{
|
|
VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
|
|
}
|
|
|
|
qglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, srcFb);
|
|
qglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
|
|
qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
|
|
dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
|
|
buffers, filter);
|
|
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
glState.currentFBO = NULL;
|
|
}
|