mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
This commit is contained in:
parent
c0b86278e3
commit
cfc20d1198
7 changed files with 223 additions and 37 deletions
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@ -188,7 +188,7 @@ void FGLRenderer::BloomScene()
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mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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// Add bloom back to scene texture:
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mBuffers->BindSceneFB();
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mBuffers->BindSceneTextureFB();
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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@ -53,6 +53,7 @@
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#include "i_system.h"
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#include "doomerrors.h"
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CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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//==========================================================================
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@ -74,10 +75,29 @@ FGLRenderBuffers::FGLRenderBuffers()
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FGLRenderBuffers::~FGLRenderBuffers()
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{
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Clear();
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ClearScene();
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ClearHud();
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ClearBloom();
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}
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void FGLRenderBuffers::Clear()
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void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteFrameBuffer(mSceneTextureFB);
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DeleteRenderBuffer(mSceneMultisample);
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DeleteRenderBuffer(mSceneDepthStencil);
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DeleteRenderBuffer(mSceneDepth);
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DeleteRenderBuffer(mSceneStencil);
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DeleteTexture(mSceneTexture);
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}
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void FGLRenderBuffers::ClearHud()
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{
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DeleteFrameBuffer(mHudFB);
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DeleteTexture(mHudTexture);
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}
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void FGLRenderBuffers::ClearBloom()
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{
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for (int i = 0; i < NumBloomLevels; i++)
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{
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@ -88,16 +108,6 @@ void FGLRenderBuffers::Clear()
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DeleteTexture(level.VTexture);
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level = FGLBloomTextureLevel();
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}
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DeleteFrameBuffer(mSceneFB);
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DeleteTexture(mSceneTexture);
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DeleteRenderBuffer(mSceneDepthStencil);
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DeleteRenderBuffer(mSceneDepth);
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DeleteRenderBuffer(mSceneStencil);
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DeleteFrameBuffer(mHudFB);
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DeleteTexture(mHudTexture);
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mWidth = 0;
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mHeight = 0;
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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@ -130,28 +140,80 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
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void FGLRenderBuffers::Setup(int width, int height)
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{
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if (width <= mWidth && height <= mHeight)
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return;
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int samples = GetCvarSamples();
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Clear();
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if (width == mWidth && height == mHeight && mSamples != samples)
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{
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CreateScene(mWidth, mHeight, samples);
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mSamples = samples;
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}
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else if (width > mWidth || height > mHeight)
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{
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CreateScene(width, height, samples);
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CreateHud(width, height);
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CreateBloom(width, height);
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mWidth = width;
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mHeight = height;
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mSamples = samples;
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}
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GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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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)
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{
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ClearScene();
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mSceneTexture = Create2DTexture(GetHdrFormat(), width, height);
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mSceneTextureFB = CreateFrameBuffer(mSceneTexture);
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if (samples > 1)
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mSceneMultisample = CreateRenderBuffer(GetHdrFormat(), samples, width, height);
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mSceneTexture = Create2DTexture(hdrFormat, width, height);
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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{
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mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height);
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mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height);
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mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepth, mSceneStencil);
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mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, samples, width, height);
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mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, samples, width, height);
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mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepth, mSceneStencil);
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}
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else
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{
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mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, width, height);
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mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepthStencil);
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mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, samples, width, height);
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mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepthStencil);
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}
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}
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mHudTexture = Create2DTexture(hdrFormat, width, height);
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//==========================================================================
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//
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// Creates the post-tonemapping-step buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateHud(int width, int height)
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{
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ClearHud();
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mHudTexture = Create2DTexture(GetHdrFormat(), width, height);
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mHudFB = CreateFrameBuffer(mHudTexture);
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}
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//==========================================================================
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//
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// Creates bloom pass working buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateBloom(int width, int height)
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{
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ClearBloom();
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int bloomWidth = MAX(width / 2, 1);
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int bloomHeight = MAX(height / 2, 1);
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@ -161,22 +223,44 @@ void FGLRenderBuffers::Setup(int width, int height)
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level.Width = MAX(bloomWidth / 2, 1);
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level.Height = MAX(bloomHeight / 2, 1);
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level.VTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
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level.HTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
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level.VTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
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level.HTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
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level.VFramebuffer = CreateFrameBuffer(level.VTexture);
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level.HFramebuffer = CreateFrameBuffer(level.HTexture);
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bloomWidth = level.Width;
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bloomHeight = level.Height;
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}
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
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//==========================================================================
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//
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// Fallback support for older OpenGL where RGBA16F might not be available
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//
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//==========================================================================
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mWidth = width;
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mHeight = height;
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GLuint FGLRenderBuffers::GetHdrFormat()
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{
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return ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
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}
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//==========================================================================
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//
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// Converts the CVAR multisample value into a valid level for OpenGL
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//
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//==========================================================================
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int FGLRenderBuffers::GetCvarSamples()
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{
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int maxSamples = 0;
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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int samples = clamp((int)gl_multisample, 0, maxSamples);
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int count;
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for (count = 0; samples > 0; count++)
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samples >>= 1;
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return count;
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}
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//==========================================================================
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@ -215,6 +299,18 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height
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return handle;
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}
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GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int samples, int width, int height)
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{
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if (samples <= 1)
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return CreateRenderBuffer(format, width, height);
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GLuint handle = 0;
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glGenRenderbuffers(1, &handle);
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glBindRenderbuffer(GL_RENDERBUFFER, handle);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
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return handle;
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}
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//==========================================================================
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//
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// Creates a frame buffer
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@ -227,6 +323,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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CheckFrameBufferCompleteness();
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return handle;
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}
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@ -237,6 +334,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstenc
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
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CheckFrameBufferCompleteness();
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return handle;
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}
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@ -248,12 +346,59 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLu
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
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CheckFrameBufferCompleteness();
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return handle;
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}
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//==========================================================================
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//
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// Makes the scene frame buffer active
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// Verifies that the frame buffer setup is valid
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//
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//==========================================================================
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void 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;
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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;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
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}
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I_FatalError(error);
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}
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//==========================================================================
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//
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// Resolves the multisample frame buffer by copying it to the scene texture
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//
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//==========================================================================
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void FGLRenderBuffers::BlitSceneToTexture()
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{
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if (mSamples <= 1)
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return;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mSceneTextureFB);
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glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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//==========================================================================
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//
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// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
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//
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//==========================================================================
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@ -262,6 +407,17 @@ void FGLRenderBuffers::BindSceneFB()
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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}
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//==========================================================================
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//
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// Makes the scene texture frame buffer active (final 2D texture only)
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//
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//==========================================================================
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void FGLRenderBuffers::BindSceneTextureFB()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
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}
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//==========================================================================
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//
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// Makes the 2D/HUD frame buffer active
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@ -273,7 +429,7 @@ void FGLRenderBuffers::BindHudFB()
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if (gl_tonemap != 0)
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glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
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}
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//==========================================================================
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@ -21,7 +21,9 @@ public:
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~FGLRenderBuffers();
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void Setup(int width, int height);
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void BlitSceneToTexture();
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void BindSceneFB();
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void BindSceneTextureFB();
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void BindHudFB();
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void BindOutputFB();
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void BindSceneTexture(int index);
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@ -33,24 +35,37 @@ public:
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static bool IsEnabled();
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private:
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void Clear();
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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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GLuint Create2DTexture(GLuint format, int width, int height);
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GLuint CreateRenderBuffer(GLuint format, int width, int height);
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GLuint CreateRenderBuffer(GLuint format, int samples, int width, int height);
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GLuint CreateFrameBuffer(GLuint colorbuffer);
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GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil);
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GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil);
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void CheckFrameBufferCompleteness();
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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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int GetCvarSamples();
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GLuint GetHdrFormat();
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int mWidth = 0;
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int mHeight = 0;
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int mSamples = 0;
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GLuint mSceneTexture = 0;
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GLuint mSceneMultisample = 0;
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GLuint mSceneDepthStencil = 0;
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GLuint mSceneDepth = 0;
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GLuint mSceneStencil = 0;
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GLuint mSceneFB = 0;
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GLuint mSceneTextureFB = 0;
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GLuint mHudTexture = 0;
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GLuint mHudFB = 0;
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GLuint mOutputFB = 0;
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@ -868,6 +868,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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if (mainview) EndDrawScene(retval); // do not call this for camera textures.
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if (toscreen)
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{
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if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
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BloomScene();
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TonemapScene();
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}
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@ -41,9 +41,10 @@ EXTERN_CVAR(Bool, gl_seamless)
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EXTERN_CVAR(Float, gl_mask_threshold)
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EXTERN_CVAR(Float, gl_mask_sprite_threshold)
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EXTERN_CVAR(Bool, gl_renderbuffers);
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EXTERN_CVAR(Bool, gl_renderbuffers)
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EXTERN_CVAR(Int, gl_multisample)
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EXTERN_CVAR(Bool, gl_bloom);
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EXTERN_CVAR(Bool, gl_bloom)
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EXTERN_CVAR(Float, gl_bloom_amount)
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EXTERN_CVAR(Int, gl_bloom_kernel_size)
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EXTERN_CVAR(Int, gl_tonemap)
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@ -2618,6 +2618,7 @@ GLPREFMNU_AMBLIGHT = "Ambient light level";
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GLPREFMNU_RENDERQUALITY = "Rendering quality";
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GLPREFMNU_VRMODE = "Stereo 3D VR";
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GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
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GLPREFMNU_MULTISAMPLE = "Multisample";
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GLPREFMNU_TONEMAP = "Tonemap Mode";
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GLPREFMNU_BLOOM = "Bloom effect";
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@ -2644,6 +2645,7 @@ OPTVAL_2X = "2x";
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OPTVAL_4X = "4x";
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OPTVAL_8X = "8x";
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OPTVAL_16X = "16x";
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OPTVAL_32X = "32x";
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OPTVAL_USEASPALETTE = "Use as palette";
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OPTVAL_BLEND = "Blend";
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OPTVAL_STANDARD = "Standard";
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@ -63,6 +63,16 @@ OptionValue "Anisotropy"
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16, "$OPTVAL_16X"
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}
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OptionValue "Multisample"
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{
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1, "$OPTVAL_OFF"
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2, "$OPTVAL_2X"
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4, "$OPTVAL_4X"
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8, "$OPTVAL_8X"
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16, "$OPTVAL_16X"
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32, "$OPTVAL_32X"
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}
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OptionValue "Colormaps"
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{
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0, "$OPTVAL_USEASPALETTE"
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@ -207,6 +217,7 @@ OptionMenu "GLPrefOptions"
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Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
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Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
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Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
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Option "$GLPREFMNU_MULTISAMPLE", gl_multisample, "Multisample"
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Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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}
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||||
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Reference in a new issue