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https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- reduce the number of direct OpenGL calls done by the post processing steps
This commit is contained in:
parent
ba9a340c1f
commit
46e2e0b57c
5 changed files with 282 additions and 290 deletions
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@ -195,15 +195,10 @@ void FGLRenderer::AmbientOccludeScene()
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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// Calculate linear depth values
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// Calculate linear depth values
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->LinearDepthFB);
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mBuffers->LinearDepthFB.Bind();
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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mBuffers->BindSceneDepthTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->BindSceneColorTexture(1);
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mBuffers->BindSceneColorTexture(1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mLinearDepthShader->Bind();
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->ColorTexture.Set(1);
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mLinearDepthShader->ColorTexture.Set(1);
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@ -217,20 +212,10 @@ void FGLRenderer::AmbientOccludeScene()
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RenderScreenQuad();
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RenderScreenQuad();
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// Apply ambient occlusion
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// Apply ambient occlusion
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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mBuffers->AmbientFB1.Bind();
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glBindTexture(GL_TEXTURE_2D, mBuffers->LinearDepthTexture);
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mBuffers->LinearDepthTexture.Bind(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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mBuffers->AmbientRandomTexture[randomTexture].Bind(1, GL_NEAREST, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture[randomTexture]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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mBuffers->BindSceneNormalTexture(2);
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mBuffers->BindSceneNormalTexture(2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mSSAOShader->Bind();
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->RandomTexture.Set(1);
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@ -251,17 +236,15 @@ void FGLRenderer::AmbientOccludeScene()
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// Blur SSAO texture
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// Blur SSAO texture
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if (gl_ssao_debug < 2)
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if (gl_ssao_debug < 2)
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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mBuffers->AmbientFB0.Bind();
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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mBuffers->AmbientTexture1.Bind(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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RenderScreenQuad();
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RenderScreenQuad();
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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mBuffers->AmbientFB1.Bind();
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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mBuffers->AmbientTexture0.Bind(0);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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@ -280,10 +263,7 @@ void FGLRenderer::AmbientOccludeScene()
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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glActiveTexture(GL_TEXTURE0);
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mBuffers->AmbientTexture1.Bind(0, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBuffers->BindSceneFogTexture(1);
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mBuffers->BindSceneFogTexture(1);
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->AODepthTexture.Set(0);
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@ -313,36 +293,32 @@ void FGLRenderer::UpdateCameraExposure()
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savedState.SaveTextureBindings(2);
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savedState.SaveTextureBindings(2);
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// Extract light level from scene texture:
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// Extract light level from scene texture:
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const auto &level0 = mBuffers->ExposureLevels[0];
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auto &level0 = mBuffers->ExposureLevels[0];
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glBindFramebuffer(GL_FRAMEBUFFER, level0.Framebuffer);
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level0.Framebuffer.Bind();
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glViewport(0, 0, level0.Width, level0.Height);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mExposureExtractShader->Bind();
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mExposureExtractShader->Bind();
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Find the average value:
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// Find the average value:
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for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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{
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const auto &level = mBuffers->ExposureLevels[i];
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auto &level = mBuffers->ExposureLevels[i];
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const auto &next = mBuffers->ExposureLevels[i + 1];
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auto &next = mBuffers->ExposureLevels[i + 1];
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glBindFramebuffer(GL_FRAMEBUFFER, next.Framebuffer);
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next.Framebuffer.Bind();
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glViewport(0, 0, next.Width, next.Height);
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glViewport(0, 0, next.Width, next.Height);
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glBindTexture(GL_TEXTURE_2D, level.Texture);
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level.Texture.Bind(0);
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mExposureAverageShader->Bind();
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mExposureAverageShader->Bind();
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mExposureAverageShader->ExposureTexture.Set(0);
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mExposureAverageShader->ExposureTexture.Set(0);
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RenderScreenQuad();
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RenderScreenQuad();
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}
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}
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// Combine average value with current camera exposure:
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// Combine average value with current camera exposure:
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->ExposureFB);
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mBuffers->ExposureFB.Bind();
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glViewport(0, 0, 1, 1);
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glViewport(0, 0, 1, 1);
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if (!mBuffers->FirstExposureFrame)
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if (!mBuffers->FirstExposureFrame)
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{
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{
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@ -354,8 +330,7 @@ void FGLRenderer::UpdateCameraExposure()
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{
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{
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mBuffers->FirstExposureFrame = false;
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mBuffers->FirstExposureFrame = false;
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}
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}
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glActiveTexture(GL_TEXTURE0);
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mBuffers->ExposureLevels.Last().Texture.Bind(0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureLevels.Last().Texture);
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mExposureCombineShader->Bind();
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mExposureCombineShader->Bind();
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mExposureCombineShader->ExposureTexture.Set(0);
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mExposureCombineShader->ExposureTexture.Set(0);
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mExposureCombineShader->ExposureBase.Set(gl_exposure_base);
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mExposureCombineShader->ExposureBase.Set(gl_exposure_base);
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@ -388,31 +363,25 @@ void FGLRenderer::BloomScene(int fixedcm)
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const float blurAmount = gl_bloom_amount;
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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int sampleCount = gl_bloom_kernel_size;
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const auto &level0 = mBuffers->BloomLevels[0];
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auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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// Extract blooming pixels from scene texture:
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glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
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level0.VFramebuffer.Bind();
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glViewport(0, 0, level0.Width, level0.Height);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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mBuffers->ExposureTexture.Bind(1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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mBloomExtractShader->Bind();
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Blur and downscale:
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// Blur and downscale:
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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{
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{
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const auto &level = mBuffers->BloomLevels[i];
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auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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auto &next = mBuffers->BloomLevels[i + 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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}
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}
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@ -420,19 +389,16 @@ void FGLRenderer::BloomScene(int fixedcm)
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// Blur and upscale:
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// Blur and upscale:
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for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
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for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
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{
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{
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const auto &level = mBuffers->BloomLevels[i];
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auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
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auto &next = mBuffers->BloomLevels[i - 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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// Linear upscale:
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// Linear upscale:
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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next.VFramebuffer.Bind();
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glViewport(0, 0, next.Width, next.Height);
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glViewport(0, 0, next.Width, next.Height);
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glActiveTexture(GL_TEXTURE0);
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level.VTexture.Bind(0, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, level.VTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBloomCombineShader->Bind();
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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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mBloomCombineShader->BloomTexture.Set(0);
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RenderScreenQuad();
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RenderScreenQuad();
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@ -447,10 +413,7 @@ void FGLRenderer::BloomScene(int fixedcm)
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendFunc(GL_ONE, GL_ONE);
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glActiveTexture(GL_TEXTURE0);
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level0.VTexture.Bind(0, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, level0.VTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBloomCombineShader->Bind();
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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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mBloomCombineShader->BloomTexture.Set(0);
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RenderScreenQuad();
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RenderScreenQuad();
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@ -492,15 +455,13 @@ void FGLRenderer::BlurScene(float gameinfobluramount)
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const auto &level0 = mBuffers->BloomLevels[0];
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const auto &level0 = mBuffers->BloomLevels[0];
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// Grab the area we want to bloom:
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// Grab the area we want to bloom:
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mBuffers->GetCurrentFB());
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mBuffers->BlitLinear(mBuffers->GetCurrentFB(), level0.VFramebuffer, viewport.left, viewport.top, viewport.width, viewport.height, 0, 0, level0.Width, level0.Height);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, level0.VFramebuffer);
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glBlitFramebuffer(viewport.left, viewport.top, viewport.width, viewport.height, 0, 0, level0.Width, level0.Height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Blur and downscale:
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// Blur and downscale:
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for (int i = 0; i < numLevels - 1; i++)
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for (int i = 0; i < numLevels - 1; i++)
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{
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{
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const auto &level = mBuffers->BloomLevels[i];
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auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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auto &next = mBuffers->BloomLevels[i + 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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}
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}
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@ -508,19 +469,16 @@ void FGLRenderer::BlurScene(float gameinfobluramount)
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// Blur and upscale:
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// Blur and upscale:
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for (int i = numLevels - 1; i > 0; i--)
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for (int i = numLevels - 1; i > 0; i--)
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{
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{
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const auto &level = mBuffers->BloomLevels[i];
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auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
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auto &next = mBuffers->BloomLevels[i - 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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// Linear upscale:
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// Linear upscale:
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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next.VFramebuffer.Bind();
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glViewport(0, 0, next.Width, next.Height);
|
glViewport(0, 0, next.Width, next.Height);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
level.VTexture.Bind(0, GL_LINEAR);
|
||||||
glBindTexture(GL_TEXTURE_2D, level.VTexture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
mBloomCombineShader->Bind();
|
mBloomCombineShader->Bind();
|
||||||
mBloomCombineShader->BloomTexture.Set(0);
|
mBloomCombineShader->BloomTexture.Set(0);
|
||||||
RenderScreenQuad();
|
RenderScreenQuad();
|
||||||
|
@ -530,9 +488,7 @@ void FGLRenderer::BlurScene(float gameinfobluramount)
|
||||||
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
|
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
|
||||||
|
|
||||||
// Copy blur back to scene texture:
|
// Copy blur back to scene texture:
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, level0.VFramebuffer);
|
mBuffers->BlitLinear(level0.VFramebuffer, mBuffers->GetCurrentFB(), 0, 0, level0.Width, level0.Height, viewport.left, viewport.top, viewport.width, viewport.height);
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mBuffers->GetCurrentFB());
|
|
||||||
glBlitFramebuffer(0, 0, level0.Width, level0.Height, viewport.left, viewport.top, viewport.width, viewport.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
||||||
|
|
||||||
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
||||||
|
|
||||||
|
@ -576,10 +532,7 @@ void FGLRenderer::TonemapScene()
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE1);
|
mBuffers->ExposureTexture.Bind(1);
|
||||||
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
|
|
||||||
mTonemapShader->ExposureTexture.Set(1);
|
mTonemapShader->ExposureTexture.Set(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -699,9 +652,7 @@ void FGLRenderer::LensDistortScene()
|
||||||
FGLPostProcessState savedState;
|
FGLPostProcessState savedState;
|
||||||
|
|
||||||
mBuffers->BindNextFB();
|
mBuffers->BindNextFB();
|
||||||
mBuffers->BindCurrentTexture(0);
|
mBuffers->BindCurrentTexture(0, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
mLensShader->Bind();
|
mLensShader->Bind();
|
||||||
mLensShader->InputTexture.Set(0);
|
mLensShader->InputTexture.Set(0);
|
||||||
mLensShader->AspectRatio.Set(aspect);
|
mLensShader->AspectRatio.Set(aspect);
|
||||||
|
@ -709,8 +660,6 @@ void FGLRenderer::LensDistortScene()
|
||||||
mLensShader->LensDistortionCoefficient.Set(k);
|
mLensShader->LensDistortionCoefficient.Set(k);
|
||||||
mLensShader->CubicDistortionValue.Set(kcube);
|
mLensShader->CubicDistortionValue.Set(kcube);
|
||||||
RenderScreenQuad();
|
RenderScreenQuad();
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
||||||
mBuffers->NextTexture();
|
mBuffers->NextTexture();
|
||||||
|
|
||||||
FGLDebug::PopGroup();
|
FGLDebug::PopGroup();
|
||||||
|
@ -747,15 +696,11 @@ void FGLRenderer::ApplyFXAA()
|
||||||
mBuffers->NextTexture();
|
mBuffers->NextTexture();
|
||||||
|
|
||||||
mBuffers->BindNextFB();
|
mBuffers->BindNextFB();
|
||||||
mBuffers->BindCurrentTexture(0);
|
mBuffers->BindCurrentTexture(0, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
mFXAAShader->Bind();
|
mFXAAShader->Bind();
|
||||||
mFXAAShader->InputTexture.Set(0);
|
mFXAAShader->InputTexture.Set(0);
|
||||||
mFXAAShader->ReciprocalResolution.Set(rpcRes);
|
mFXAAShader->ReciprocalResolution.Set(rpcRes);
|
||||||
RenderScreenQuad();
|
RenderScreenQuad();
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
||||||
mBuffers->NextTexture();
|
mBuffers->NextTexture();
|
||||||
|
|
||||||
FGLDebug::PopGroup();
|
FGLDebug::PopGroup();
|
||||||
|
|
|
@ -45,18 +45,6 @@ CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
|
||||||
|
|
||||||
FGLRenderBuffers::FGLRenderBuffers()
|
FGLRenderBuffers::FGLRenderBuffers()
|
||||||
{
|
{
|
||||||
for (int i = 0; i < NumPipelineTextures; i++)
|
|
||||||
{
|
|
||||||
mPipelineTexture[i] = 0;
|
|
||||||
mPipelineFB[i] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < NumAmbientRandomTextures; i++)
|
|
||||||
{
|
|
||||||
AmbientRandomTexture[i] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
|
|
||||||
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
|
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -83,17 +71,17 @@ void FGLRenderBuffers::ClearScene()
|
||||||
DeleteFrameBuffer(mSceneDataFB);
|
DeleteFrameBuffer(mSceneDataFB);
|
||||||
if (mSceneUsesTextures)
|
if (mSceneUsesTextures)
|
||||||
{
|
{
|
||||||
DeleteTexture(mSceneMultisample);
|
DeleteTexture(mSceneMultisampleTex);
|
||||||
DeleteTexture(mSceneFog);
|
DeleteTexture(mSceneFogTex);
|
||||||
DeleteTexture(mSceneNormal);
|
DeleteTexture(mSceneNormalTex);
|
||||||
DeleteTexture(mSceneDepthStencil);
|
DeleteTexture(mSceneDepthStencilTex);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
DeleteRenderBuffer(mSceneMultisample);
|
DeleteRenderBuffer(mSceneMultisampleBuf);
|
||||||
DeleteRenderBuffer(mSceneFog);
|
DeleteRenderBuffer(mSceneFogBuf);
|
||||||
DeleteRenderBuffer(mSceneNormal);
|
DeleteRenderBuffer(mSceneNormalBuf);
|
||||||
DeleteRenderBuffer(mSceneDepthStencil);
|
DeleteRenderBuffer(mSceneDepthStencilBuf);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -155,25 +143,25 @@ void FGLRenderBuffers::ClearAmbientOcclusion()
|
||||||
DeleteTexture(AmbientRandomTexture[i]);
|
DeleteTexture(AmbientRandomTexture[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
|
void FGLRenderBuffers::DeleteTexture(PPTexture &tex)
|
||||||
{
|
{
|
||||||
if (handle != 0)
|
if (tex.handle != 0)
|
||||||
glDeleteTextures(1, &handle);
|
glDeleteTextures(1, &tex.handle);
|
||||||
handle = 0;
|
tex.handle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
|
void FGLRenderBuffers::DeleteRenderBuffer(PPRenderBuffer &buf)
|
||||||
{
|
{
|
||||||
if (handle != 0)
|
if (buf.handle != 0)
|
||||||
glDeleteRenderbuffers(1, &handle);
|
glDeleteRenderbuffers(1, &buf.handle);
|
||||||
handle = 0;
|
buf.handle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
|
void FGLRenderBuffers::DeleteFrameBuffer(PPFrameBuffer &fb)
|
||||||
{
|
{
|
||||||
if (handle != 0)
|
if (fb.handle != 0)
|
||||||
glDeleteFramebuffers(1, &handle);
|
glDeleteFramebuffers(1, &fb.handle);
|
||||||
handle = 0;
|
fb.handle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -188,7 +176,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
||||||
if (gl_renderbuffers != BuffersActive)
|
if (gl_renderbuffers != BuffersActive)
|
||||||
{
|
{
|
||||||
if (BuffersActive)
|
if (BuffersActive)
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
BuffersActive = gl_renderbuffers;
|
BuffersActive = gl_renderbuffers;
|
||||||
GLRenderer->mShaderManager->ResetFixedColormap();
|
GLRenderer->mShaderManager->ResetFixedColormap();
|
||||||
}
|
}
|
||||||
|
@ -265,36 +253,36 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool need
|
||||||
{
|
{
|
||||||
if (needsSceneTextures)
|
if (needsSceneTextures)
|
||||||
{
|
{
|
||||||
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
|
mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
|
||||||
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
|
mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
|
||||||
mSceneFog = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
|
mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
|
||||||
mSceneNormal = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
|
mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
|
||||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, 0, mSceneDepthStencil, true);
|
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true);
|
||||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneFog, mSceneNormal, mSceneDepthStencil, true);
|
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
|
mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
|
||||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
|
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
|
||||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true);
|
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
|
||||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneDepthStencil, true);
|
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (needsSceneTextures)
|
if (needsSceneTextures)
|
||||||
{
|
{
|
||||||
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||||
mSceneFog = Create2DTexture("SceneFog", GL_RGBA8, width, height);
|
mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height);
|
||||||
mSceneNormal = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
|
mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
|
||||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, 0, mSceneDepthStencil, false);
|
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false);
|
||||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFog, mSceneNormal, mSceneDepthStencil, false);
|
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
|
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf);
|
||||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencil, false);
|
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -452,7 +440,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
|
||||||
|
|
||||||
while (mEyeFBs.Size() <= unsigned(eye))
|
while (mEyeFBs.Size() <= unsigned(eye))
|
||||||
{
|
{
|
||||||
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
|
PPTexture texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
|
||||||
mEyeTextures.Push(texture);
|
mEyeTextures.Push(texture);
|
||||||
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
|
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
|
||||||
}
|
}
|
||||||
|
@ -468,12 +456,12 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
|
PPTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
PPTexture tex;
|
||||||
glGenTextures(1, &handle);
|
glGenTextures(1, &tex.handle);
|
||||||
glBindTexture(GL_TEXTURE_2D, handle);
|
glBindTexture(GL_TEXTURE_2D, tex.handle);
|
||||||
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
|
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
|
||||||
|
|
||||||
GLenum dataformat = 0, datatype = 0;
|
GLenum dataformat = 0, datatype = 0;
|
||||||
switch (format)
|
switch (format)
|
||||||
|
@ -499,18 +487,18 @@ GLuint FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int wi
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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_S, GL_CLAMP_TO_EDGE);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
return handle;
|
return tex;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
|
PPTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
PPTexture tex;
|
||||||
glGenTextures(1, &handle);
|
glGenTextures(1, &tex.handle);
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle);
|
||||||
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
|
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
|
||||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||||
return handle;
|
return tex;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -519,27 +507,27 @@ GLuint FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint for
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
|
PPRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
PPRenderBuffer buf;
|
||||||
glGenRenderbuffers(1, &handle);
|
glGenRenderbuffers(1, &buf.handle);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, handle);
|
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
|
||||||
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
|
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
|
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
|
||||||
return handle;
|
return buf;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
|
PPRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
|
||||||
{
|
{
|
||||||
if (samples <= 1)
|
if (samples <= 1)
|
||||||
return CreateRenderBuffer(name, format, width, height);
|
return CreateRenderBuffer(name, format, width, height);
|
||||||
|
|
||||||
GLuint handle = 0;
|
PPRenderBuffer buf;
|
||||||
glGenRenderbuffers(1, &handle);
|
glGenRenderbuffers(1, &buf.handle);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, handle);
|
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
|
||||||
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
|
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
|
||||||
return handle;
|
return buf;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -548,61 +536,71 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer)
|
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPTexture colorbuffer)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
PPFrameBuffer fb;
|
||||||
glGenFramebuffers(1, &handle);
|
glGenFramebuffers(1, &fb.handle);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
|
||||||
if (CheckFrameBufferCompleteness())
|
if (CheckFrameBufferCompleteness())
|
||||||
ClearFrameBuffer(false, false);
|
ClearFrameBuffer(false, false);
|
||||||
return handle;
|
return fb;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPTexture colorbuffer, PPRenderBuffer depthstencil)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
PPFrameBuffer fb;
|
||||||
glGenFramebuffers(1, &handle);
|
glGenFramebuffers(1, &fb.handle);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||||
if (colorIsARenderBuffer)
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
|
||||||
else
|
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
|
||||||
if (CheckFrameBufferCompleteness())
|
if (CheckFrameBufferCompleteness())
|
||||||
ClearFrameBuffer(true, true);
|
ClearFrameBuffer(true, true);
|
||||||
return handle;
|
return fb;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
|
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPRenderBuffer colorbuffer, PPRenderBuffer depthstencil)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
PPFrameBuffer fb;
|
||||||
glGenFramebuffers(1, &handle);
|
glGenFramebuffers(1, &fb.handle);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPTexture colorbuffer0, PPTexture colorbuffer1, PPTexture colorbuffer2, PPTexture depthstencil, bool multisample)
|
||||||
|
{
|
||||||
|
PPFrameBuffer fb;
|
||||||
|
glGenFramebuffers(1, &fb.handle);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||||
|
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||||
if (multisample)
|
if (multisample)
|
||||||
{
|
{
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
|
||||||
if (colorbuffer1 != 0)
|
if (colorbuffer1.handle != 0)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
|
||||||
if (colorbuffer2 != 0)
|
if (colorbuffer2.handle != 0)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 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, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
|
||||||
if (colorbuffer1 != 0)
|
if (colorbuffer1.handle != 0)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
|
||||||
if (colorbuffer2 != 0)
|
if (colorbuffer2.handle != 0)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
|
||||||
}
|
}
|
||||||
if (CheckFrameBufferCompleteness())
|
if (CheckFrameBufferCompleteness())
|
||||||
ClearFrameBuffer(true, true);
|
ClearFrameBuffer(true, true);
|
||||||
return handle;
|
return fb;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -683,8 +681,8 @@ void FGLRenderBuffers::BlitSceneToTexture()
|
||||||
if (mSamples <= 1)
|
if (mSamples <= 1)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB.handle);
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
||||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
|
||||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||||
|
@ -697,6 +695,13 @@ void FGLRenderBuffers::BlitSceneToTexture()
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FGLRenderBuffers::BlitLinear(PPFrameBuffer src, PPFrameBuffer dest, int sx0, int sy0, int sx1, int sy1, int dx0, int dy0, int dx1, int dy1)
|
||||||
|
{
|
||||||
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, src.handle);
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest.handle);
|
||||||
|
glBlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||||
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// Eye textures and their frame buffers
|
// Eye textures and their frame buffers
|
||||||
|
@ -707,8 +712,8 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
|
||||||
{
|
{
|
||||||
CreateEyeBuffers(eye);
|
CreateEyeBuffers(eye);
|
||||||
|
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye]);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
|
||||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
|
||||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||||
|
@ -725,13 +730,13 @@ void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
|
||||||
{
|
{
|
||||||
CreateEyeBuffers(eye);
|
CreateEyeBuffers(eye);
|
||||||
glActiveTexture(GL_TEXTURE0 + texunit);
|
glActiveTexture(GL_TEXTURE0 + texunit);
|
||||||
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye]);
|
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye].handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
|
void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
|
||||||
{
|
{
|
||||||
CreateEyeBuffers(eye);
|
CreateEyeBuffers(eye);
|
||||||
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
|
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye].handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -743,14 +748,14 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
|
||||||
void FGLRenderBuffers::BindShadowMapFB()
|
void FGLRenderBuffers::BindShadowMapFB()
|
||||||
{
|
{
|
||||||
CreateShadowMap();
|
CreateShadowMap();
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB);
|
glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB.handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::BindShadowMapTexture(int texunit)
|
void FGLRenderBuffers::BindShadowMapTexture(int texunit)
|
||||||
{
|
{
|
||||||
CreateShadowMap();
|
CreateShadowMap();
|
||||||
glActiveTexture(GL_TEXTURE0 + texunit);
|
glActiveTexture(GL_TEXTURE0 + texunit);
|
||||||
glBindTexture(GL_TEXTURE_2D, mShadowMapTexture);
|
glBindTexture(GL_TEXTURE_2D, mShadowMapTexture.handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::ClearShadowMap()
|
void FGLRenderBuffers::ClearShadowMap()
|
||||||
|
@ -762,7 +767,7 @@ void FGLRenderBuffers::ClearShadowMap()
|
||||||
|
|
||||||
void FGLRenderBuffers::CreateShadowMap()
|
void FGLRenderBuffers::CreateShadowMap()
|
||||||
{
|
{
|
||||||
if (mShadowMapTexture != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
|
if (mShadowMapTexture.handle != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ClearShadowMap();
|
ClearShadowMap();
|
||||||
|
@ -796,7 +801,7 @@ void FGLRenderBuffers::CreateShadowMap()
|
||||||
|
|
||||||
void FGLRenderBuffers::BindSceneFB(bool sceneData)
|
void FGLRenderBuffers::BindSceneFB(bool sceneData)
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB : mSceneFB);
|
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB.handle : mSceneFB.handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -809,9 +814,9 @@ void FGLRenderBuffers::BindSceneColorTexture(int index)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0 + index);
|
glActiveTexture(GL_TEXTURE0 + index);
|
||||||
if (mSamples > 1)
|
if (mSamples > 1)
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisample);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisampleTex.handle);
|
||||||
else
|
else
|
||||||
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0]);
|
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0].handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -824,9 +829,9 @@ void FGLRenderBuffers::BindSceneFogTexture(int index)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0 + index);
|
glActiveTexture(GL_TEXTURE0 + index);
|
||||||
if (mSamples > 1)
|
if (mSamples > 1)
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFog);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFogTex.handle);
|
||||||
else
|
else
|
||||||
glBindTexture(GL_TEXTURE_2D, mSceneFog);
|
glBindTexture(GL_TEXTURE_2D, mSceneFogTex.handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -839,9 +844,9 @@ void FGLRenderBuffers::BindSceneNormalTexture(int index)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0 + index);
|
glActiveTexture(GL_TEXTURE0 + index);
|
||||||
if (mSamples > 1)
|
if (mSamples > 1)
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormal);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormalTex.handle);
|
||||||
else
|
else
|
||||||
glBindTexture(GL_TEXTURE_2D, mSceneNormal);
|
glBindTexture(GL_TEXTURE_2D, mSceneNormalTex.handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -854,9 +859,9 @@ void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0 + index);
|
glActiveTexture(GL_TEXTURE0 + index);
|
||||||
if (mSamples > 1)
|
if (mSamples > 1)
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencilTex.handle);
|
||||||
else
|
else
|
||||||
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil);
|
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencilTex.handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -865,10 +870,9 @@ void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void FGLRenderBuffers::BindCurrentTexture(int index)
|
void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0 + index);
|
mPipelineTexture[mCurrentPipelineTexture].Bind(index, filter, wrap);
|
||||||
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[mCurrentPipelineTexture]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -879,7 +883,7 @@ void FGLRenderBuffers::BindCurrentTexture(int index)
|
||||||
|
|
||||||
void FGLRenderBuffers::BindCurrentFB()
|
void FGLRenderBuffers::BindCurrentFB()
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
|
mPipelineFB[mCurrentPipelineTexture].Bind();
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -891,7 +895,7 @@ void FGLRenderBuffers::BindCurrentFB()
|
||||||
void FGLRenderBuffers::BindNextFB()
|
void FGLRenderBuffers::BindNextFB()
|
||||||
{
|
{
|
||||||
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
|
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]);
|
mPipelineFB[out].Bind();
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -913,7 +917,7 @@ void FGLRenderBuffers::NextTexture()
|
||||||
|
|
||||||
void FGLRenderBuffers::BindOutputFB()
|
void FGLRenderBuffers::BindOutputFB()
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
|
@ -3,24 +3,65 @@
|
||||||
|
|
||||||
#include "gl/shaders/gl_shader.h"
|
#include "gl/shaders/gl_shader.h"
|
||||||
|
|
||||||
|
class PPTexture
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
void Bind(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE)
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE0 + index);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, handle);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
GLuint handle = 0;
|
||||||
|
|
||||||
|
friend class FGLRenderBuffers;
|
||||||
|
};
|
||||||
|
|
||||||
|
class PPFrameBuffer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
void Bind()
|
||||||
|
{
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
GLuint handle = 0;
|
||||||
|
|
||||||
|
friend class FGLRenderBuffers;
|
||||||
|
};
|
||||||
|
|
||||||
|
class PPRenderBuffer
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
GLuint handle = 0;
|
||||||
|
|
||||||
|
friend class FGLRenderBuffers;
|
||||||
|
};
|
||||||
|
|
||||||
class FGLBloomTextureLevel
|
class FGLBloomTextureLevel
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
GLuint VTexture = 0;
|
PPTexture VTexture;
|
||||||
GLuint VFramebuffer = 0;
|
PPFrameBuffer VFramebuffer;
|
||||||
GLuint HTexture = 0;
|
PPTexture HTexture;
|
||||||
GLuint HFramebuffer = 0;
|
PPFrameBuffer HFramebuffer;
|
||||||
GLuint Width = 0;
|
int Width = 0;
|
||||||
GLuint Height = 0;
|
int Height = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class FGLExposureTextureLevel
|
class FGLExposureTextureLevel
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
GLuint Texture = 0;
|
PPTexture Texture;
|
||||||
GLuint Framebuffer = 0;
|
PPFrameBuffer Framebuffer;
|
||||||
GLuint Width = 0;
|
int Width = 0;
|
||||||
GLuint Height = 0;
|
int Height = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class FGLRenderBuffers
|
class FGLRenderBuffers
|
||||||
|
@ -38,12 +79,14 @@ public:
|
||||||
void BindSceneDepthTexture(int index);
|
void BindSceneDepthTexture(int index);
|
||||||
void BlitSceneToTexture();
|
void BlitSceneToTexture();
|
||||||
|
|
||||||
void BindCurrentTexture(int index);
|
void BlitLinear(PPFrameBuffer src, PPFrameBuffer dest, int sx0, int sy0, int sx1, int sy1, int dx0, int dy0, int dx1, int dy1);
|
||||||
|
|
||||||
|
void BindCurrentTexture(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE);
|
||||||
void BindCurrentFB();
|
void BindCurrentFB();
|
||||||
void BindNextFB();
|
void BindNextFB();
|
||||||
void NextTexture();
|
void NextTexture();
|
||||||
|
|
||||||
int GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
|
PPFrameBuffer GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
|
||||||
|
|
||||||
void BindOutputFB();
|
void BindOutputFB();
|
||||||
|
|
||||||
|
@ -58,21 +101,21 @@ public:
|
||||||
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
|
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
|
||||||
|
|
||||||
TArray<FGLExposureTextureLevel> ExposureLevels;
|
TArray<FGLExposureTextureLevel> ExposureLevels;
|
||||||
GLuint ExposureTexture = 0;
|
PPTexture ExposureTexture;
|
||||||
GLuint ExposureFB = 0;
|
PPFrameBuffer ExposureFB;
|
||||||
bool FirstExposureFrame = true;
|
bool FirstExposureFrame = true;
|
||||||
|
|
||||||
// Ambient occlusion buffers
|
// Ambient occlusion buffers
|
||||||
GLuint LinearDepthTexture = 0;
|
PPTexture LinearDepthTexture;
|
||||||
GLuint LinearDepthFB = 0;
|
PPFrameBuffer LinearDepthFB;
|
||||||
GLuint AmbientTexture0 = 0;
|
PPTexture AmbientTexture0;
|
||||||
GLuint AmbientTexture1 = 0;
|
PPTexture AmbientTexture1;
|
||||||
GLuint AmbientFB0 = 0;
|
PPFrameBuffer AmbientFB0;
|
||||||
GLuint AmbientFB1 = 0;
|
PPFrameBuffer AmbientFB1;
|
||||||
int AmbientWidth = 0;
|
int AmbientWidth = 0;
|
||||||
int AmbientHeight = 0;
|
int AmbientHeight = 0;
|
||||||
enum { NumAmbientRandomTextures = 3 };
|
enum { NumAmbientRandomTextures = 3 };
|
||||||
GLuint AmbientRandomTexture[NumAmbientRandomTextures];
|
PPTexture AmbientRandomTexture[NumAmbientRandomTextures];
|
||||||
|
|
||||||
static bool IsEnabled();
|
static bool IsEnabled();
|
||||||
|
|
||||||
|
@ -98,18 +141,19 @@ private:
|
||||||
void CreateShadowMap();
|
void CreateShadowMap();
|
||||||
void CreateAmbientOcclusion(int width, int height);
|
void CreateAmbientOcclusion(int width, int height);
|
||||||
|
|
||||||
GLuint Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
|
PPTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
|
||||||
GLuint Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
|
PPTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
|
||||||
GLuint CreateRenderBuffer(const char *name, GLuint format, int width, int height);
|
PPRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height);
|
||||||
GLuint CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
|
PPRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
|
||||||
GLuint CreateFrameBuffer(const char *name, GLuint colorbuffer);
|
PPFrameBuffer CreateFrameBuffer(const char *name, PPTexture colorbuffer);
|
||||||
GLuint CreateFrameBuffer(const char *name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
PPFrameBuffer CreateFrameBuffer(const char *name, PPTexture colorbuffer, PPRenderBuffer depthstencil);
|
||||||
GLuint CreateFrameBuffer(const char *name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
|
PPFrameBuffer CreateFrameBuffer(const char *name, PPRenderBuffer colorbuffer, PPRenderBuffer depthstencil);
|
||||||
|
PPFrameBuffer CreateFrameBuffer(const char *name, PPTexture colorbuffer0, PPTexture colorbuffer1, PPTexture colorbuffer2, PPTexture depthstencil, bool multisample);
|
||||||
bool CheckFrameBufferCompleteness();
|
bool CheckFrameBufferCompleteness();
|
||||||
void ClearFrameBuffer(bool stencil, bool depth);
|
void ClearFrameBuffer(bool stencil, bool depth);
|
||||||
void DeleteTexture(GLuint &handle);
|
void DeleteTexture(PPTexture &handle);
|
||||||
void DeleteRenderBuffer(GLuint &handle);
|
void DeleteRenderBuffer(PPRenderBuffer &handle);
|
||||||
void DeleteFrameBuffer(GLuint &handle);
|
void DeleteFrameBuffer(PPFrameBuffer &handle);
|
||||||
|
|
||||||
int mWidth = 0;
|
int mWidth = 0;
|
||||||
int mHeight = 0;
|
int mHeight = 0;
|
||||||
|
@ -122,28 +166,29 @@ private:
|
||||||
int mCurrentPipelineTexture = 0;
|
int mCurrentPipelineTexture = 0;
|
||||||
|
|
||||||
// Buffers for the scene
|
// Buffers for the scene
|
||||||
GLuint mSceneMultisample = 0;
|
PPTexture mSceneMultisampleTex;
|
||||||
GLuint mSceneDepthStencil = 0;
|
PPTexture mSceneDepthStencilTex;
|
||||||
GLuint mSceneFog = 0;
|
PPTexture mSceneFogTex;
|
||||||
GLuint mSceneNormal = 0;
|
PPTexture mSceneNormalTex;
|
||||||
GLuint mSceneFB = 0;
|
PPRenderBuffer mSceneMultisampleBuf;
|
||||||
GLuint mSceneDataFB = 0;
|
PPRenderBuffer mSceneDepthStencilBuf;
|
||||||
|
PPRenderBuffer mSceneFogBuf;
|
||||||
|
PPRenderBuffer mSceneNormalBuf;
|
||||||
|
PPFrameBuffer mSceneFB;
|
||||||
|
PPFrameBuffer mSceneDataFB;
|
||||||
bool mSceneUsesTextures = false;
|
bool mSceneUsesTextures = false;
|
||||||
|
|
||||||
// Effect/HUD buffers
|
// Effect/HUD buffers
|
||||||
GLuint mPipelineTexture[NumPipelineTextures];
|
PPTexture mPipelineTexture[NumPipelineTextures];
|
||||||
GLuint mPipelineFB[NumPipelineTextures];
|
PPFrameBuffer mPipelineFB[NumPipelineTextures];
|
||||||
|
|
||||||
// Back buffer frame buffer
|
|
||||||
GLuint mOutputFB = 0;
|
|
||||||
|
|
||||||
// Eye buffers
|
// Eye buffers
|
||||||
TArray<GLuint> mEyeTextures;
|
TArray<PPTexture> mEyeTextures;
|
||||||
TArray<GLuint> mEyeFBs;
|
TArray<PPFrameBuffer> mEyeFBs;
|
||||||
|
|
||||||
// Shadow map texture
|
// Shadow map texture
|
||||||
GLuint mShadowMapTexture = 0;
|
PPTexture mShadowMapTexture;
|
||||||
GLuint mShadowMapFB = 0;
|
PPFrameBuffer mShadowMapFB;
|
||||||
int mCurrentShadowMapSize = 0;
|
int mCurrentShadowMapSize = 0;
|
||||||
|
|
||||||
static bool FailedCreate;
|
static bool FailedCreate;
|
||||||
|
|
|
@ -30,6 +30,7 @@
|
||||||
#include "gl/shaders/gl_blurshader.h"
|
#include "gl/shaders/gl_blurshader.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
#include "gl/data/gl_vertexbuffer.h"
|
||||||
#include "gl/renderer/gl_renderer.h"
|
#include "gl/renderer/gl_renderer.h"
|
||||||
|
#include "gl/renderer/gl_renderbuffers.h"
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
|
@ -37,7 +38,7 @@
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void FBlurShader::BlurVertical(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
|
void FBlurShader::BlurVertical(FGLRenderer *renderer, float blurAmount, int sampleCount, PPTexture inputTexture, PPFrameBuffer outputFrameBuffer, int width, int height)
|
||||||
{
|
{
|
||||||
Blur(renderer, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
|
Blur(renderer, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
|
||||||
}
|
}
|
||||||
|
@ -48,7 +49,7 @@ void FBlurShader::BlurVertical(FGLRenderer *renderer, float blurAmount, int samp
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void FBlurShader::BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
|
void FBlurShader::BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sampleCount, PPTexture inputTexture, PPFrameBuffer outputFrameBuffer, int width, int height)
|
||||||
{
|
{
|
||||||
Blur(renderer, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
|
Blur(renderer, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
|
||||||
}
|
}
|
||||||
|
@ -59,7 +60,7 @@ void FBlurShader::BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sa
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void FBlurShader::Blur(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
|
void FBlurShader::Blur(FGLRenderer *renderer, float blurAmount, int sampleCount, PPTexture inputTexture, PPFrameBuffer outputFrameBuffer, int width, int height, bool vertical)
|
||||||
{
|
{
|
||||||
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
|
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
|
||||||
if (vertical)
|
if (vertical)
|
||||||
|
@ -67,14 +68,9 @@ void FBlurShader::Blur(FGLRenderer *renderer, float blurAmount, int sampleCount,
|
||||||
else
|
else
|
||||||
setup->HorizontalShader->Bind();
|
setup->HorizontalShader->Bind();
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
inputTexture.Bind(0);
|
||||||
glBindTexture(GL_TEXTURE_2D, inputTexture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
|
outputFrameBuffer.Bind();
|
||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
|
|
@ -5,15 +5,17 @@
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
class FGLRenderer;
|
class FGLRenderer;
|
||||||
|
class PPFrameBuffer;
|
||||||
|
class PPTexture;
|
||||||
|
|
||||||
class FBlurShader
|
class FBlurShader
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
void BlurVertical(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
|
void BlurVertical(FGLRenderer *renderer, float blurAmount, int sampleCount, PPTexture inputTexture, PPFrameBuffer outputFrameBuffer, int width, int height);
|
||||||
void BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
|
void BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sampleCount, PPTexture inputTexture, PPFrameBuffer outputFrameBuffer, int width, int height);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Blur(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
|
void Blur(FGLRenderer *renderer, float blurAmount, int sampleCount, PPTexture inputTexture, PPFrameBuffer outputFrameBuffer, int width, int height, bool vertical);
|
||||||
|
|
||||||
struct BlurSetup
|
struct BlurSetup
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue