qzdoom/src/gl/renderer/gl_renderbuffers.cpp

673 lines
20 KiB
C++
Raw Normal View History

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_renderbuffers.cpp
** Render buffers used during rendering
**
*/
#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"
2016-08-17 21:18:47 +00:00
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "w_wad.h"
#include "i_system.h"
#include "doomerrors.h"
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
//
//==========================================================================
FGLRenderBuffers::FGLRenderBuffers()
{
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = 0;
mPipelineFB[i] = 0;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
2016-08-17 15:59:47 +00:00
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
//==========================================================================
//
// Free render buffer resources
//
//==========================================================================
FGLRenderBuffers::~FGLRenderBuffers()
{
ClearScene();
2016-08-04 15:16:49 +00:00
ClearPipeline();
ClearEyeBuffers();
ClearBloom();
ClearExposureLevels();
2016-07-27 19:50:30 +00:00
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
}
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::ClearPipeline()
{
2016-08-04 15:16:49 +00:00
for (int i = 0; i < NumPipelineTextures; i++)
{
DeleteFrameBuffer(mPipelineFB[i]);
DeleteTexture(mPipelineTexture[i]);
}
}
void FGLRenderBuffers::ClearBloom()
2016-07-27 19:50:30 +00:00
{
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
DeleteFrameBuffer(level.HFramebuffer);
DeleteFrameBuffer(level.VFramebuffer);
DeleteTexture(level.HTexture);
DeleteTexture(level.VTexture);
2016-07-27 19:50:30 +00:00
level = FGLBloomTextureLevel();
}
}
void FGLRenderBuffers::ClearExposureLevels()
{
for (auto &level : ExposureLevels)
{
DeleteTexture(level.Texture);
DeleteFrameBuffer(level.Framebuffer);
}
ExposureLevels.Clear();
DeleteTexture(ExposureTexture);
DeleteFrameBuffer(ExposureFB);
}
void FGLRenderBuffers::ClearEyeBuffers()
{
for (auto handle : mEyeFBs)
DeleteFrameBuffer(handle);
2016-09-07 19:52:43 +00:00
for (auto handle : mEyeTextures)
DeleteTexture(handle);
mEyeTextures.Clear();
mEyeFBs.Clear();
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
{
if (handle != 0)
glDeleteTextures(1, &handle);
handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
{
if (handle != 0)
glDeleteRenderbuffers(1, &handle);
handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
{
if (handle != 0)
glDeleteFramebuffers(1, &handle);
handle = 0;
}
//==========================================================================
//
// Makes sure all render buffers have sizes suitable for rending at the
// specified resolution
//
//==========================================================================
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (gl_renderbuffers != BuffersActive)
{
if (BuffersActive)
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
BuffersActive = gl_renderbuffers;
GLRenderer->mShaderManager->ResetFixedColormap();
}
if (!IsEnabled())
return false;
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
2016-08-17 15:59:47 +00:00
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
GLint activeTex;
GLint textureBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (width == mWidth && height == mHeight && mSamples != samples)
{
CreateScene(mWidth, mHeight, samples);
mSamples = samples;
}
2016-08-12 15:44:59 +00:00
else if (width != mWidth || height != mHeight)
{
2016-08-04 15:16:49 +00:00
CreatePipeline(width, height);
CreateScene(width, height, samples);
mWidth = width;
mHeight = height;
mSamples = samples;
}
2016-08-12 15:44:59 +00:00
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
2016-08-12 15:44:59 +00:00
{
CreateBloom(sceneWidth, sceneHeight);
CreateExposureLevels(sceneWidth, sceneHeight);
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
2016-08-12 15:44:59 +00:00
}
2016-08-17 19:25:31 +00:00
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (FailedCreate)
{
ClearScene();
ClearPipeline();
ClearEyeBuffers();
ClearBloom();
ClearExposureLevels();
mWidth = 0;
mHeight = 0;
mSamples = 0;
mSceneWidth = 0;
mSceneHeight = 0;
}
return !FailedCreate;
}
//==========================================================================
//
// Creates the scene buffers
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
ClearScene();
if (samples > 1)
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
}
//==========================================================================
//
2016-08-04 15:16:49 +00:00
// Creates the buffers needed for post processing steps
//
//==========================================================================
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
2016-08-04 15:16:49 +00:00
ClearPipeline();
ClearEyeBuffers();
2016-08-04 15:16:49 +00:00
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
2016-08-17 21:18:47 +00:00
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
2016-08-04 15:16:49 +00:00
}
}
//==========================================================================
//
// Creates bloom pass working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateBloom(int width, int height)
{
ClearBloom();
// No scene, no bloom!
if (width <= 0 || height <= 0)
return;
2016-07-27 19:50:30 +00:00
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);
level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height);
level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height);
2016-08-17 21:18:47 +00:00
level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture);
level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture);
2016-07-27 19:50:30 +00:00
bloomWidth = level.Width;
bloomHeight = level.Height;
}
}
2016-07-27 19:50:30 +00:00
//==========================================================================
//
// Creates camera exposure level buffers
//
//==========================================================================
void FGLRenderBuffers::CreateExposureLevels(int width, int height)
{
ClearExposureLevels();
int i = 0;
do
{
width = MAX(width / 2, 1);
height = MAX(height / 2, 1);
FString textureName, fbName;
textureName.Format("Exposure.Texture%d", i);
fbName.Format("Exposure.Framebuffer%d", i);
i++;
FGLExposureTextureLevel level;
level.Width = width;
level.Height = height;
level.Texture = Create2DTexture(textureName, GL_R32F, level.Width, level.Height);
level.Framebuffer = CreateFrameBuffer(fbName, level.Texture);
ExposureLevels.Push(level);
} while (width > 1 || height > 1);
ExposureTexture = Create2DTexture("Exposure.CameraTexture", GL_R32F, 1, 1);
ExposureFB = CreateFrameBuffer("Exposure.CameraFB", ExposureTexture);
FirstExposureFrame = true;
}
//==========================================================================
//
// Creates eye buffers if needed
//
//==========================================================================
void FGLRenderBuffers::CreateEyeBuffers(int eye)
{
if (mEyeFBs.Size() > eye)
return;
GLint activeTex, textureBinding, frameBufferBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
2016-09-07 19:52:43 +00:00
while (mEyeFBs.Size() <= eye)
{
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
mEyeTextures.Push(texture);
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
}
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
{
GLuint type = (format == GL_RGBA16F || format == GL_R32F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
2016-08-17 21:18:47 +00:00
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format != GL_R32F ? GL_RGBA : GL_RED, type, data);
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);
return handle;
}
//==========================================================================
//
// Creates a render buffer
//
//==========================================================================
2016-08-17 21:18:47 +00:00
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height)
{
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
2016-08-17 21:18:47 +00:00
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return handle;
}
2016-08-17 21:18:47 +00:00
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height)
{
if (samples <= 1)
2016-08-17 21:18:47 +00:00
return CreateRenderBuffer(name, format, width, height);
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
2016-08-17 21:18:47 +00:00
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return handle;
}
//==========================================================================
//
// Creates a frame buffer
//
//==========================================================================
2016-08-17 21:18:47 +00:00
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
2016-08-17 21:18:47 +00:00
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(false, false);
return handle;
}
2016-08-17 21:18:47 +00:00
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
2016-08-17 21:18:47 +00:00
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
}
2016-08-17 21:18:47 +00:00
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
2016-08-17 21:18:47 +00:00
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
}
//==========================================================================
//
// Verifies that the frame buffer setup is valid
//
//==========================================================================
bool FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return true;
FailedCreate = true;
#if 0
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
I_FatalError(error);
#endif
return false;
}
//==========================================================================
//
// Clear frame buffer to make sure it never contains uninitialized data
//
//==========================================================================
2016-08-17 22:21:33 +00:00
void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
{
GLboolean scissorEnabled;
GLint stencilValue;
GLdouble depthValue;
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glClearStencil(0);
2016-08-17 22:21:33 +00:00
GLenum flags = GL_COLOR_BUFFER_BIT;
if (stencil)
flags |= GL_STENCIL_BUFFER_BIT;
if (depth)
flags |= GL_DEPTH_BUFFER_BIT;
glClear(flags);
glClearStencil(stencilValue);
glClearDepth(depthValue);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
}
//==========================================================================
//
// Resolves the multisample frame buffer by copying it to the scene texture
//
//==========================================================================
void FGLRenderBuffers::BlitSceneToTexture()
{
2016-08-04 15:16:49 +00:00
mCurrentPipelineTexture = 0;
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
2016-08-04 15:16:49 +00:00
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
2016-08-17 15:37:49 +00:00
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
2016-08-17 15:37:49 +00:00
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Eye textures and their frame buffers
//
//==========================================================================
void FGLRenderBuffers::BlitToEyeTexture(int eye)
{
CreateEyeBuffers(eye);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye]);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
{
CreateEyeBuffers(eye);
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye]);
}
2016-09-07 19:52:43 +00:00
void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
{
CreateEyeBuffers(eye);
2016-09-07 19:52:43 +00:00
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
}
//==========================================================================
//
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
//
//==========================================================================
void FGLRenderBuffers::BindSceneFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
2016-08-04 15:16:49 +00:00
// Binds the current scene/effect/hud texture to the specified texture unit
//
//==========================================================================
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::BindCurrentTexture(int index)
{
2016-08-04 15:16:49 +00:00
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[mCurrentPipelineTexture]);
}
//==========================================================================
//
2016-08-04 15:16:49 +00:00
// Makes the frame buffer for the current texture active
//
//==========================================================================
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::BindCurrentFB()
{
2016-08-04 15:16:49 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
}
//==========================================================================
//
2016-08-04 15:16:49 +00:00
// Makes the frame buffer for the next texture active
//
//==========================================================================
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::BindNextFB()
{
2016-08-04 15:16:49 +00:00
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]);
}
//==========================================================================
//
2016-08-04 15:16:49 +00:00
// Next pipeline texture now contains the output
//
//==========================================================================
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::NextTexture()
{
2016-08-04 15:16:49 +00:00
mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
}
//==========================================================================
//
2016-08-04 15:16:49 +00:00
// Makes the screen frame buffer active
//
//==========================================================================
2016-08-04 15:16:49 +00:00
void FGLRenderBuffers::BindOutputFB()
{
2016-08-04 15:16:49 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used
//
//==========================================================================
bool FGLRenderBuffers::IsEnabled()
{
return BuffersActive && !gl.legacyMode && !FailedCreate;
}
bool FGLRenderBuffers::FailedCreate = false;
bool FGLRenderBuffers::BuffersActive = false;