qzdoom/src/gl/renderer/gl_renderbuffers.cpp

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/*
** gl_renderbuffers.cpp
** Render buffers used during rendering
**
**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "w_wad.h"
#include "i_system.h"
#include "doomerrors.h"
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
//
//==========================================================================
FGLRenderBuffers::FGLRenderBuffers()
{
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
}
//==========================================================================
//
// Free render buffer resources
//
//==========================================================================
FGLRenderBuffers::~FGLRenderBuffers()
{
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Clear();
}
void FGLRenderBuffers::Clear()
{
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
if (level.HFramebuffer != 0)
glDeleteFramebuffers(1, &level.HFramebuffer);
if (level.VFramebuffer != 0)
glDeleteFramebuffers(1, &level.VFramebuffer);
if (level.HTexture != 0)
glDeleteTextures(1, &level.HTexture);
if (level.VTexture != 0)
glDeleteTextures(1, &level.VTexture);
level = FGLBloomTextureLevel();
}
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
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mSceneFB = 0;
mSceneTexture = 0;
mSceneDepthStencil = 0;
mWidth = 0;
mHeight = 0;
}
//==========================================================================
//
// Makes sure all render buffers have sizes suitable for rending at the
// specified resolution
//
//==========================================================================
void FGLRenderBuffers::Setup(int width, int height)
{
if (width <= mWidth && height <= mHeight)
return;
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Clear();
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &mSceneFB);
glGenTextures(1, &mSceneTexture);
glGenRenderbuffers(1, &mSceneDepthStencil);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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_T, GL_CLAMP_TO_EDGE);
glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
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int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
glGenTextures(1, &level.VTexture);
glGenTextures(1, &level.HTexture);
glGenFramebuffers(1, &level.VFramebuffer);
glGenFramebuffers(1, &level.HFramebuffer);
glBindTexture(GL_TEXTURE_2D, level.VTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, level.Width, level.Height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, level.HTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, level.Width, level.Height, 0, GL_RGBA, GL_FLOAT, nullptr);
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, level.VFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, level.VTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, level.HFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, level.HTexture, 0);
bloomWidth = level.Width;
bloomHeight = level.Height;
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
mWidth = width;
mHeight = height;
}
//==========================================================================
//
// Makes the scene frame buffer active
//
//==========================================================================
void FGLRenderBuffers::BindSceneFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Makes the screen frame buffer active
//
//==========================================================================
void FGLRenderBuffers::BindOutputFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
}
//==========================================================================
//
// Binds the scene frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneTexture(int index)
{
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glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}