2019-12-28 17:20:47 +00:00
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#pragma once
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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namespace OpenGLRenderer
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{
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class FGLRenderBuffers;
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class PPGLTexture
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{
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public:
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void Bind(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE)
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{
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, handle);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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}
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int Width = -1;
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int Height = -1;
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explicit operator bool() const { return handle != 0; }
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private:
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GLuint handle = 0;
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friend class FGLRenderBuffers;
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friend class PPGLTextureBackend;
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};
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class PPGLFrameBuffer
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{
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public:
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void Bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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}
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explicit operator bool() const { return handle != 0; }
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private:
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GLuint handle = 0;
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friend class FGLRenderBuffers;
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friend class PPGLTextureBackend;
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};
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class PPGLRenderBuffer
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{
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private:
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GLuint handle = 0;
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explicit operator bool() const { return handle != 0; }
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friend class FGLRenderBuffers;
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};
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class PPGLTextureBackend : public PPTextureBackend
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{
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public:
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~PPGLTextureBackend()
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{
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if (Tex.handle != 0)
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{
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glDeleteTextures(1, &Tex.handle);
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Tex.handle = 0;
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}
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if (FB.handle != 0)
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{
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glDeleteFramebuffers(1, &FB.handle);
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FB.handle = 0;
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}
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}
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PPGLTexture Tex;
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PPGLFrameBuffer FB;
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};
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class FShaderProgram;
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class GLPPRenderState : public PPRenderState
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{
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public:
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GLPPRenderState(FGLRenderBuffers *buffers) : buffers(buffers) { }
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void PushGroup(const FString &name) override;
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void PopGroup() override;
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void Draw() override;
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private:
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PPGLTextureBackend *GetGLTexture(PPTexture *texture);
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FShaderProgram *GetGLShader(PPShader *shader);
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FGLRenderBuffers *buffers;
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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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void 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, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE);
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void BindCurrentFB();
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void BindNextFB();
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void NextTexture();
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PPGLFrameBuffer GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
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void BindOutputFB();
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void BlitToEyeTexture(int eye, bool allowInvalidate=true);
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void BlitFromEyeTexture(int eye);
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void BindEyeTexture(int eye, int texunit);
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int NextEye(int eyeCount);
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int & CurrentEye() { return mCurrentEye; }
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void BindDitherTexture(int texunit);
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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 CreateScene(int width, int height, int samples, bool needsSceneTextures);
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void CreatePipeline(int width, int height);
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void CreateEyeBuffers(int eye);
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PPGLTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
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PPGLTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height);
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PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
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PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer);
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PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil);
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PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil);
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PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture 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(PPGLTexture &handle);
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void DeleteRenderBuffer(PPGLRenderBuffer &handle);
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void DeleteFrameBuffer(PPGLFrameBuffer &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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PPGLTexture mSceneMultisampleTex;
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PPGLTexture mSceneDepthStencilTex;
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PPGLTexture mSceneFogTex;
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PPGLTexture mSceneNormalTex;
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PPGLRenderBuffer mSceneMultisampleBuf;
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PPGLRenderBuffer mSceneDepthStencilBuf;
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PPGLRenderBuffer mSceneFogBuf;
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PPGLRenderBuffer mSceneNormalBuf;
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PPGLFrameBuffer mSceneFB;
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PPGLFrameBuffer mSceneDataFB;
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// Effect/HUD buffers
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PPGLTexture mPipelineTexture[NumPipelineTextures];
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PPGLFrameBuffer mPipelineFB[NumPipelineTextures];
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// Eye buffers
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TArray<PPGLTexture> mEyeTextures;
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TArray<PPGLFrameBuffer> mEyeFBs;
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int mCurrentEye = 0;
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// Shadow map texture
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PPGLTexture mShadowMapTexture;
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PPGLFrameBuffer mShadowMapFB;
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2020-01-07 00:11:19 +00:00
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//int mCurrentShadowMapSize = 0;
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2019-12-28 17:20:47 +00:00
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PPGLTexture mDitherTexture;
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static bool FailedCreate;
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friend class GLPPRenderState;
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};
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2020-01-07 00:11:19 +00:00
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}
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