// //--------------------------------------------------------------------------- // // 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 "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/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" #include 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; } for (int i = 0; i < NumAmbientRandomTextures; i++) { AmbientRandomTexture[i] = 0; } glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB); glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples); } //========================================================================== // // Free render buffer resources // //========================================================================== FGLRenderBuffers::~FGLRenderBuffers() { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearBloom(); ClearExposureLevels(); ClearAmbientOcclusion(); ClearShadowMap(); } void FGLRenderBuffers::ClearScene() { DeleteFrameBuffer(mSceneFB); DeleteFrameBuffer(mSceneDataFB); if (mSceneUsesTextures) { DeleteTexture(mSceneMultisample); DeleteTexture(mSceneFog); DeleteTexture(mSceneNormal); DeleteTexture(mSceneDepthStencil); } else { DeleteRenderBuffer(mSceneMultisample); DeleteRenderBuffer(mSceneFog); DeleteRenderBuffer(mSceneNormal); DeleteRenderBuffer(mSceneDepthStencil); } } void FGLRenderBuffers::ClearPipeline() { for (int i = 0; i < NumPipelineTextures; i++) { DeleteFrameBuffer(mPipelineFB[i]); DeleteTexture(mPipelineTexture[i]); } } void FGLRenderBuffers::ClearBloom() { for (int i = 0; i < NumBloomLevels; i++) { auto &level = BloomLevels[i]; DeleteFrameBuffer(level.HFramebuffer); DeleteFrameBuffer(level.VFramebuffer); DeleteTexture(level.HTexture); DeleteTexture(level.VTexture); 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); for (auto handle : mEyeTextures) DeleteTexture(handle); mEyeTextures.Clear(); mEyeFBs.Clear(); } void FGLRenderBuffers::ClearAmbientOcclusion() { DeleteFrameBuffer(LinearDepthFB); DeleteFrameBuffer(AmbientFB0); DeleteFrameBuffer(AmbientFB1); DeleteTexture(LinearDepthTexture); DeleteTexture(AmbientTexture0); DeleteTexture(AmbientTexture1); for (int i = 0; i < NumAmbientRandomTextures; i++) DeleteTexture(AmbientRandomTexture[i]); } 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); int samples = clamp((int)gl_multisample, 0, mMaxSamples); bool needsSceneTextures = (gl_ssao != 0); GLint activeTex; GLint textureBinding; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); if (width != mWidth || height != mHeight) CreatePipeline(width, height); if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures) CreateScene(width, height, samples, needsSceneTextures); mWidth = width; mHeight = height; mSamples = samples; mSceneUsesTextures = needsSceneTextures; // Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight) { CreateBloom(sceneWidth, sceneHeight); CreateExposureLevels(sceneWidth, sceneHeight); CreateAmbientOcclusion(sceneWidth, sceneHeight); mSceneWidth = sceneWidth; mSceneHeight = sceneHeight; } 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, bool needsSceneTextures) { ClearScene(); if (samples > 1) { if (needsSceneTextures) { mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false); mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false); mSceneFog = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false); mSceneNormal = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false); mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, 0, mSceneDepthStencil, true); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneFog, mSceneNormal, mSceneDepthStencil, true); } else { mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples); mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples); mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneDepthStencil, true); } } else { if (needsSceneTextures) { mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height); mSceneFog = Create2DTexture("SceneFog", GL_RGBA8, width, height); mSceneNormal = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height); mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, 0, mSceneDepthStencil, false); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFog, mSceneNormal, mSceneDepthStencil, false); } else { mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height); mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencil, false); } } } //========================================================================== // // Creates the buffers needed for post processing steps // //========================================================================== void FGLRenderBuffers::CreatePipeline(int width, int height) { ClearPipeline(); ClearEyeBuffers(); for (int i = 0; i < NumPipelineTextures; i++) { mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height); mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]); } } //========================================================================== // // Creates bloom pass working buffers // //========================================================================== void FGLRenderBuffers::CreateBloom(int width, int height) { ClearBloom(); // No scene, no bloom! if (width <= 0 || height <= 0) return; int bloomWidth = (width + 1) / 2; int bloomHeight = (height + 1) / 2; for (int i = 0; i < NumBloomLevels; i++) { auto &level = BloomLevels[i]; level.Width = (bloomWidth + 1) / 2; level.Height = (bloomHeight + 1) / 2; level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height); level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height); level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture); level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture); bloomWidth = level.Width; bloomHeight = level.Height; } } //========================================================================== // // Creates ambient occlusion working buffers // //========================================================================== void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height) { ClearAmbientOcclusion(); if (width <= 0 || height <= 0) return; AmbientWidth = (width + 1) / 2; AmbientHeight = (height + 1) / 2; LinearDepthTexture = Create2DTexture("LinearDepthTexture", GL_R32F, AmbientWidth, AmbientHeight); AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG16F, AmbientWidth, AmbientHeight); AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG16F, AmbientWidth, AmbientHeight); LinearDepthFB = CreateFrameBuffer("LinearDepthFB", LinearDepthTexture); AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0); AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1); // Must match quality enum in FSSAOShader::GetDefines double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 }; std::mt19937 generator(1337); std::uniform_real_distribution distribution(0.0, 1.0); for (int quality = 0; quality < NumAmbientRandomTextures; quality++) { int16_t randomValues[16 * 4]; for (int i = 0; i < 16; i++) { double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality]; double x = cos(angle); double y = sin(angle); double z = distribution(generator); double w = distribution(generator); randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0); randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0); randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0); randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0); } AmbientRandomTexture[quality] = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues); } } //========================================================================== // // 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() > unsigned(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); while (mEyeFBs.Size() <= unsigned(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 handle = 0; glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_2D, handle); FGLDebug::LabelObject(GL_TEXTURE, handle, name); GLenum dataformat = 0, datatype = 0; switch (format) { case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break; case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break; case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break; case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break; case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break; case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break; case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break; case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break; case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break; case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break; case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break; default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture"); } glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, 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; } GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations) { GLuint handle = 0; glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle); FGLDebug::LabelObject(GL_TEXTURE, handle, name); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); return handle; } //========================================================================== // // Creates a render buffer // //========================================================================== GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height) { GLuint handle = 0; glGenRenderbuffers(1, &handle); glBindRenderbuffer(GL_RENDERBUFFER, handle); FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name); glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); return handle; } GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples) { if (samples <= 1) return CreateRenderBuffer(name, format, width, height); GLuint handle = 0; glGenRenderbuffers(1, &handle); glBindRenderbuffer(GL_RENDERBUFFER, handle); FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height); return handle; } //========================================================================== // // Creates a frame buffer // //========================================================================== GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(false, false); return handle; } GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); 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; } GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); if (multisample) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0); if (colorbuffer1 != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0); if (colorbuffer2 != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0); if (colorbuffer1 != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0); if (colorbuffer2 != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0); } 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 (gl_debug_level > 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; } Printf("%s\n", error.GetChars()); } return false; } //========================================================================== // // Clear frame buffer to make sure it never contains uninitialized data // //========================================================================== 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); 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() { mCurrentPipelineTexture = 0; if (mSamples <= 1) return; glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]); 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); } //========================================================================== // // 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]); } void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer) { CreateEyeBuffers(eye); glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]); } //========================================================================== // // Shadow map texture and frame buffers // //========================================================================== void FGLRenderBuffers::BindShadowMapFB() { CreateShadowMap(); glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB); } void FGLRenderBuffers::BindShadowMapTexture(int texunit) { CreateShadowMap(); glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, mShadowMapTexture); } void FGLRenderBuffers::ClearShadowMap() { DeleteFrameBuffer(mShadowMapFB); DeleteTexture(mShadowMapTexture); mCurrentShadowMapSize = 0; } void FGLRenderBuffers::CreateShadowMap() { if (mShadowMapTexture != 0 && gl_shadowmap_quality == mCurrentShadowMapSize) return; ClearShadowMap(); GLint activeTex, textureBinding, frameBufferBinding; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding); mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, gl_shadowmap_quality, 1024); 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); mShadowMapFB = CreateFrameBuffer("ShadowMapFB", mShadowMapTexture); glBindTexture(GL_TEXTURE_2D, textureBinding); glActiveTexture(activeTex); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding); mCurrentShadowMapSize = gl_shadowmap_quality; } //========================================================================== // // Makes the scene frame buffer active (multisample, depth, stecil, etc.) // //========================================================================== void FGLRenderBuffers::BindSceneFB(bool sceneData) { glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB : mSceneFB); } //========================================================================== // // Binds the scene color texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindSceneColorTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); if (mSamples > 1) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisample); else glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0]); } //========================================================================== // // Binds the scene fog data texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindSceneFogTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); if (mSamples > 1) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFog); else glBindTexture(GL_TEXTURE_2D, mSceneFog); } //========================================================================== // // Binds the scene normal data texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindSceneNormalTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); if (mSamples > 1) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormal); else glBindTexture(GL_TEXTURE_2D, mSceneNormal); } //========================================================================== // // Binds the depth texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindSceneDepthTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); if (mSamples > 1) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil); else glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil); } //========================================================================== // // Binds the current scene/effect/hud texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindCurrentTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, mPipelineTexture[mCurrentPipelineTexture]); } //========================================================================== // // Makes the frame buffer for the current texture active // //========================================================================== void FGLRenderBuffers::BindCurrentFB() { glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]); } //========================================================================== // // Makes the frame buffer for the next texture active // //========================================================================== void FGLRenderBuffers::BindNextFB() { int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures; glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]); } //========================================================================== // // Next pipeline texture now contains the output // //========================================================================== void FGLRenderBuffers::NextTexture() { mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures; } //========================================================================== // // Makes the screen frame buffer active // //========================================================================== void FGLRenderBuffers::BindOutputFB() { 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;