2016-07-26 19:27:02 +00:00
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#ifndef __GL_RENDERBUFFERS_H
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#define __GL_RENDERBUFFERS_H
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#include "gl/shaders/gl_shader.h"
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2016-07-27 19:50:30 +00:00
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class FGLBloomTextureLevel
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{
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public:
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GLuint VTexture = 0;
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GLuint VFramebuffer = 0;
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GLuint HTexture = 0;
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GLuint HFramebuffer = 0;
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GLuint Width = 0;
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GLuint Height = 0;
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};
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2016-07-26 19:27:02 +00:00
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class FGLRenderBuffers
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{
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public:
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FGLRenderBuffers();
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~FGLRenderBuffers();
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void Setup(int width, int height);
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2016-07-30 13:33:30 +00:00
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void BlitSceneToTexture();
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2016-07-26 19:27:02 +00:00
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void BindSceneFB();
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2016-07-30 13:33:30 +00:00
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void BindSceneTextureFB();
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2016-07-28 22:36:43 +00:00
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void BindHudFB();
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2016-07-26 19:27:02 +00:00
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void BindOutputFB();
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void BindSceneTexture(int index);
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2016-07-28 22:36:43 +00:00
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void BindHudTexture(int index);
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2016-07-26 19:27:02 +00:00
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2016-07-27 19:50:30 +00:00
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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2016-07-29 19:31:20 +00:00
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static bool IsEnabled();
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2016-07-26 19:27:02 +00:00
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private:
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2016-07-30 13:33:30 +00:00
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void ClearScene();
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void ClearHud();
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void ClearBloom();
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void CreateScene(int width, int height, int samples);
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void CreateHud(int width, int height);
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void CreateBloom(int width, int height);
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2016-07-29 19:31:20 +00:00
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GLuint Create2DTexture(GLuint format, int width, int height);
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GLuint CreateRenderBuffer(GLuint format, int width, int height);
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2016-07-30 13:33:30 +00:00
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GLuint CreateRenderBuffer(GLuint format, int samples, int width, int height);
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2016-07-29 19:31:20 +00:00
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GLuint CreateFrameBuffer(GLuint colorbuffer);
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2016-07-31 01:16:48 +00:00
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GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
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GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
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2016-07-30 13:33:30 +00:00
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void CheckFrameBufferCompleteness();
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2016-07-29 19:31:20 +00:00
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void DeleteTexture(GLuint &handle);
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void DeleteRenderBuffer(GLuint &handle);
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void DeleteFrameBuffer(GLuint &handle);
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2016-07-27 19:50:30 +00:00
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2016-07-30 13:33:30 +00:00
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int GetCvarSamples();
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GLuint GetHdrFormat();
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2016-07-26 19:27:02 +00:00
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int mWidth = 0;
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int mHeight = 0;
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2016-07-30 13:33:30 +00:00
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int mSamples = 0;
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2016-07-26 19:27:02 +00:00
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GLuint mSceneTexture = 0;
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2016-07-30 13:33:30 +00:00
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GLuint mSceneMultisample = 0;
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2016-07-26 19:27:02 +00:00
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GLuint mSceneDepthStencil = 0;
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2016-07-29 19:31:20 +00:00
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GLuint mSceneDepth = 0;
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GLuint mSceneStencil = 0;
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2016-07-26 19:27:02 +00:00
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GLuint mSceneFB = 0;
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2016-07-30 13:33:30 +00:00
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GLuint mSceneTextureFB = 0;
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2016-07-28 22:36:43 +00:00
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GLuint mHudTexture = 0;
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GLuint mHudFB = 0;
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2016-07-26 19:27:02 +00:00
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GLuint mOutputFB = 0;
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};
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#endif
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