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148 lines
No EOL
4 KiB
C++
148 lines
No EOL
4 KiB
C++
#ifndef __GL_RENDERBUFFERS_H
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#define __GL_RENDERBUFFERS_H
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#include "gl/shaders/gl_shader.h"
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class FGLBloomTextureLevel
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{
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public:
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GLuint VTexture = 0;
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GLuint VFramebuffer = 0;
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GLuint HTexture = 0;
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GLuint HFramebuffer = 0;
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GLuint Width = 0;
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GLuint Height = 0;
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};
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class FGLExposureTextureLevel
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{
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public:
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GLuint Texture = 0;
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GLuint Framebuffer = 0;
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GLuint Width = 0;
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GLuint Height = 0;
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};
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class FGLRenderBuffers
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{
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public:
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FGLRenderBuffers();
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~FGLRenderBuffers();
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bool Setup(int width, int height, int sceneWidth, int sceneHeight);
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void BindSceneFB(bool sceneData);
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void BindSceneColorTexture(int index);
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void BindSceneFogTexture(int index);
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void BindSceneNormalTexture(int index);
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void BindSceneDepthTexture(int index);
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void BlitSceneToTexture();
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void BindCurrentTexture(int index);
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void BindCurrentFB();
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void BindNextFB();
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void NextTexture();
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void BindOutputFB();
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void BlitToEyeTexture(int eye);
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void BindEyeTexture(int eye, int texunit);
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void BindEyeFB(int eye, bool readBuffer = false);
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void BindShadowMapFB();
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void BindShadowMapTexture(int index);
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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TArray<FGLExposureTextureLevel> ExposureLevels;
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GLuint ExposureTexture = 0;
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GLuint ExposureFB = 0;
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bool FirstExposureFrame = true;
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// Ambient occlusion buffers
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GLuint LinearDepthTexture = 0;
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GLuint LinearDepthFB = 0;
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GLuint AmbientTexture0 = 0;
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GLuint AmbientTexture1 = 0;
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GLuint AmbientFB0 = 0;
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GLuint AmbientFB1 = 0;
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int AmbientWidth = 0;
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int AmbientHeight = 0;
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enum { NumAmbientRandomTextures = 3 };
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GLuint AmbientRandomTexture[NumAmbientRandomTextures];
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static bool IsEnabled();
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int GetWidth() const { return mWidth; }
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int GetHeight() const { return mHeight; }
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int GetSceneWidth() const { return mSceneWidth; }
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int GetSceneHeight() const { return mSceneHeight; }
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private:
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void ClearScene();
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void ClearPipeline();
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void ClearEyeBuffers();
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void ClearBloom();
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void ClearExposureLevels();
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void ClearAmbientOcclusion();
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void CreateScene(int width, int height, int samples, bool needsSceneTextures);
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void CreatePipeline(int width, int height);
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void CreateBloom(int width, int height);
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void CreateExposureLevels(int width, int height);
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void CreateEyeBuffers(int eye);
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void CreateShadowMap();
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void CreateAmbientOcclusion(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
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GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
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GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
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bool CheckFrameBufferCompleteness();
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void ClearFrameBuffer(bool stencil, bool depth);
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void DeleteTexture(GLuint &handle);
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void DeleteRenderBuffer(GLuint &handle);
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void DeleteFrameBuffer(GLuint &handle);
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int mWidth = 0;
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int mHeight = 0;
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int mSamples = 0;
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int mMaxSamples = 0;
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int mSceneWidth = 0;
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int mSceneHeight = 0;
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static const int NumPipelineTextures = 2;
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int mCurrentPipelineTexture = 0;
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// Buffers for the scene
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GLuint mSceneMultisample = 0;
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GLuint mSceneDepthStencil = 0;
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GLuint mSceneFog = 0;
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GLuint mSceneNormal = 0;
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GLuint mSceneFB = 0;
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GLuint mSceneDataFB = 0;
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bool mSceneUsesTextures = false;
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// Effect/HUD buffers
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GLuint mPipelineTexture[NumPipelineTextures];
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GLuint mPipelineFB[NumPipelineTextures];
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// Back buffer frame buffer
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GLuint mOutputFB = 0;
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// Eye buffers
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TArray<GLuint> mEyeTextures;
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TArray<GLuint> mEyeFBs;
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// Shadow map texture
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GLuint mShadowMapTexture = 0;
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GLuint mShadowMapFB = 0;
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static bool FailedCreate;
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static bool BuffersActive;
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};
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#endif |