/* ** gl_renderbuffers.cpp ** Render buffers used during rendering ** **--------------------------------------------------------------------------- ** 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() { 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); if (mHudFB != 0) glDeleteFramebuffers(1, &mHudFB); if (mHudTexture != 0) glDeleteTextures(1, &mHudTexture); mSceneFB = 0; mSceneTexture = 0; mSceneDepthStencil = 0; mHudFB = 0; mHudTexture = 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; Clear(); glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &mSceneFB); glGenFramebuffers(1, &mHudFB); glGenTextures(1, &mSceneTexture); glGenTextures(1, &mHudTexture); 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); glBindTexture(GL_TEXTURE_2D, mHudTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, 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); glBindFramebuffer(GL_FRAMEBUFFER, mHudFB); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mHudTexture, 0); 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 2D/HUD frame buffer active // //========================================================================== void FGLRenderBuffers::BindHudFB() { glBindFramebuffer(GL_FRAMEBUFFER, mHudFB); } //========================================================================== // // 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) { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, mSceneTexture); } //========================================================================== // // Binds the 2D/HUD frame buffer texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindHudTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, mHudTexture); }