gzdoom/src/gl/renderer/gl_renderbuffers.h

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#ifndef __GL_RENDERBUFFERS_H
#define __GL_RENDERBUFFERS_H
#include "gl/shaders/gl_shader.h"
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class FGLBloomTextureLevel
{
public:
GLuint VTexture = 0;
GLuint VFramebuffer = 0;
GLuint HTexture = 0;
GLuint HFramebuffer = 0;
GLuint Width = 0;
GLuint Height = 0;
};
class FGLRenderBuffers
{
public:
FGLRenderBuffers();
~FGLRenderBuffers();
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
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void BindSceneFB();
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void BlitSceneToTexture();
void BindCurrentTexture(int index);
void BindCurrentFB();
void BindNextFB();
void NextTexture();
void BindOutputFB();
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enum { NumBloomLevels = 4 };
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
static bool IsEnabled();
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
private:
void ClearScene();
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void ClearPipeline();
void ClearBloom();
void CreateScene(int width, int height, int samples);
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void CreatePipeline(int width, int height);
void CreateBloom(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
bool CheckFrameBufferCompleteness();
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void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(GLuint &handle);
void DeleteRenderBuffer(GLuint &handle);
void DeleteFrameBuffer(GLuint &handle);
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int mWidth = 0;
int mHeight = 0;
int mSamples = 0;
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int mMaxSamples = 0;
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int mBloomWidth = 0;
int mBloomHeight = 0;
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static const int NumPipelineTextures = 2;
int mCurrentPipelineTexture = 0;
// Buffers for the scene
GLuint mSceneMultisample = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneDepth = 0;
GLuint mSceneStencil = 0;
GLuint mSceneFB = 0;
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// Effect/HUD buffers
GLuint mPipelineTexture[NumPipelineTextures];
GLuint mPipelineFB[NumPipelineTextures];
// Back buffer frame buffer
GLuint mOutputFB = 0;
static bool FailedCreate;
static bool BuffersActive;
};
#endif