qzdoom/src/gl/renderer/gl_renderbuffers.cpp
alexey.lysiuk d77718d422 Fixed harmless uninitialized variables warnings
No more 'variable  is used uninitialized whenever switch default is taken' warnings reported by GCC/Clang
2017-01-06 10:40:51 +01:00

884 lines
28 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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"
#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 <random>
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();
}
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<double> 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]);
}
//==========================================================================
//
// 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;