/* ** Postprocessing framework ** Copyright (c) 2016-2020 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. */ #include "gl_system.h" #include "v_video.h" #include "gl_interface.h" #include "printf.h" #include "hw_cvars.h" #include "gl_debug.h" #include "gl_renderer.h" #include "gl_renderbuffers.h" #include "gl_postprocessstate.h" #include "gl_shaderprogram.h" #include "gl_buffers.h" #include "templates.h" #include EXTERN_CVAR(Int, gl_debug_level) CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); namespace OpenGLRenderer { //========================================================================== // // Initialize render buffers and textures used in rendering passes // //========================================================================== FGLRenderBuffers::FGLRenderBuffers() { glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples); } //========================================================================== // // Free render buffer resources // //========================================================================== FGLRenderBuffers::~FGLRenderBuffers() { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearShadowMap(); DeleteTexture(mDitherTexture); } void FGLRenderBuffers::ClearScene() { DeleteFrameBuffer(mSceneFB); DeleteFrameBuffer(mSceneDataFB); if (mSceneUsesTextures) { DeleteTexture(mSceneMultisampleTex); DeleteTexture(mSceneFogTex); DeleteTexture(mSceneNormalTex); DeleteTexture(mSceneDepthStencilTex); } else { DeleteRenderBuffer(mSceneMultisampleBuf); DeleteRenderBuffer(mSceneFogBuf); DeleteRenderBuffer(mSceneNormalBuf); DeleteRenderBuffer(mSceneDepthStencilBuf); } } void FGLRenderBuffers::ClearPipeline() { for (int i = 0; i < NumPipelineTextures; i++) { DeleteFrameBuffer(mPipelineFB[i]); DeleteTexture(mPipelineTexture[i]); } } void FGLRenderBuffers::ClearEyeBuffers() { for (auto handle : mEyeFBs) DeleteFrameBuffer(handle); for (auto handle : mEyeTextures) DeleteTexture(handle); mEyeTextures.Clear(); mEyeFBs.Clear(); } void FGLRenderBuffers::DeleteTexture(PPGLTexture &tex) { if (tex.handle != 0) glDeleteTextures(1, &tex.handle); tex.handle = 0; } void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer &buf) { if (buf.handle != 0) glDeleteRenderbuffers(1, &buf.handle); buf.handle = 0; } void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer &fb) { if (fb.handle != 0) glDeleteFramebuffers(1, &fb.handle); fb.handle = 0; } //========================================================================== // // Makes sure all render buffers have sizes suitable for rending at the // specified resolution // //========================================================================== void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight) { 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; mSceneWidth = sceneWidth; mSceneHeight = sceneHeight; glBindTexture(GL_TEXTURE_2D, textureBinding); glActiveTexture(activeTex); glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); if (FailedCreate) { ClearScene(); ClearPipeline(); ClearEyeBuffers(); mWidth = 0; mHeight = 0; mSamples = 0; mSceneWidth = 0; mSceneHeight = 0; I_FatalError("Unable to create render buffers."); } } //========================================================================== // // Creates the scene buffers // //========================================================================== void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures) { ClearScene(); if (samples > 1) { if (needsSceneTextures) { mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false); mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false); mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false); mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false); mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true); } else { mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples); mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples); mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf); } } else { if (needsSceneTextures) { mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height); mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height); mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height); mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false); } else { mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height); mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf); mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf); } } } //========================================================================== // // 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 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)) { PPGLTexture 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 // //========================================================================== PPGLTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data) { PPGLTexture tex; tex.Width = width; tex.Height = height; glGenTextures(1, &tex.handle); glBindTexture(GL_TEXTURE_2D, tex.handle); FGLDebug::LabelObject(GL_TEXTURE, tex.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 tex; } PPGLTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations) { PPGLTexture tex; tex.Width = width; tex.Height = height; glGenTextures(1, &tex.handle); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle); FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); return tex; } //========================================================================== // // Creates a render buffer // //========================================================================== PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height) { PPGLRenderBuffer buf; glGenRenderbuffers(1, &buf.handle); glBindRenderbuffer(GL_RENDERBUFFER, buf.handle); FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name); glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); return buf; } PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples) { if (samples <= 1) return CreateRenderBuffer(name, format, width, height); PPGLRenderBuffer buf; glGenRenderbuffers(1, &buf.handle); glBindRenderbuffer(GL_RENDERBUFFER, buf.handle); FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height); return buf; } //========================================================================== // // Creates a frame buffer // //========================================================================== PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer) { PPGLFrameBuffer fb; glGenFramebuffers(1, &fb.handle); glBindFramebuffer(GL_FRAMEBUFFER, fb.handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(false, false); return fb; } PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil) { PPGLFrameBuffer fb; glGenFramebuffers(1, &fb.handle); glBindFramebuffer(GL_FRAMEBUFFER, fb.handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return fb; } PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil) { PPGLFrameBuffer fb; glGenFramebuffers(1, &fb.handle); glBindFramebuffer(GL_FRAMEBUFFER, fb.handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return fb; } PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample) { PPGLFrameBuffer fb; glGenFramebuffers(1, &fb.handle); glBindFramebuffer(GL_FRAMEBUFFER, fb.handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name); if (multisample) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0); if (colorbuffer1.handle != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0); if (colorbuffer2.handle != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0); if (colorbuffer1.handle != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0); if (colorbuffer2.handle != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0); } if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return fb; } //========================================================================== // // Verifies that the frame buffer setup is valid // //========================================================================== bool FGLRenderBuffers::CheckFrameBufferCompleteness() { GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (result == GL_FRAMEBUFFER_COMPLETE) return true; bool 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 first pipeline texture // //========================================================================== void FGLRenderBuffers::BlitSceneToTexture() { mCurrentPipelineTexture = 0; if (mSamples <= 1) return; glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB.handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle); 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, bool allowInvalidate) { CreateEyeBuffers(eye); glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle); glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0 && allowInvalidate) { 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::BlitFromEyeTexture(int eye) { if (mEyeFBs.Size() <= unsigned(eye)) return; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle); glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle); 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].handle); } void FGLRenderBuffers::BindDitherTexture(int texunit) { if (!mDitherTexture) { static const float data[64] = { .0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375, .7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375, .0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375, .8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375, .0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875, .7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875, .1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875, .8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875, }; glActiveTexture(GL_TEXTURE0 + texunit); mDitherTexture = Create2DTexture("DitherTexture", GL_R32F, 8, 8, data); } mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT); } //========================================================================== // // Shadow map texture and frame buffers // //========================================================================== void FGLRenderBuffers::BindShadowMapFB() { CreateShadowMap(); glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB.handle); } void FGLRenderBuffers::BindShadowMapTexture(int texunit) { CreateShadowMap(); glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, mShadowMapTexture.handle); } void FGLRenderBuffers::ClearShadowMap() { DeleteFrameBuffer(mShadowMapFB); DeleteTexture(mShadowMapTexture); mCurrentShadowMapSize = 0; } void FGLRenderBuffers::CreateShadowMap() { if (mShadowMapTexture.handle != 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.handle : mSceneFB.handle); } //========================================================================== // // 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, mSceneMultisampleTex.handle); else glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0].handle); } //========================================================================== // // 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, mSceneFogTex.handle); else glBindTexture(GL_TEXTURE_2D, mSceneFogTex.handle); } //========================================================================== // // 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, mSceneNormalTex.handle); else glBindTexture(GL_TEXTURE_2D, mSceneNormalTex.handle); } //========================================================================== // // 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, mSceneDepthStencilTex.handle); else glBindTexture(GL_TEXTURE_2D, mSceneDepthStencilTex.handle); } //========================================================================== // // Binds the current scene/effect/hud texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap) { mPipelineTexture[mCurrentPipelineTexture].Bind(index, filter, wrap); } //========================================================================== // // Makes the frame buffer for the current texture active // //========================================================================== void FGLRenderBuffers::BindCurrentFB() { mPipelineFB[mCurrentPipelineTexture].Bind(); } //========================================================================== // // Makes the frame buffer for the next texture active // //========================================================================== void FGLRenderBuffers::BindNextFB() { int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures; mPipelineFB[out].Bind(); } //========================================================================== // // 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, 0); } //========================================================================== // // Returns true if render buffers are supported and should be used // //========================================================================== bool FGLRenderBuffers::FailedCreate = false; //========================================================================== // // Creates or updates textures used by postprocess effects // //========================================================================== PPGLTextureBackend *GLPPRenderState::GetGLTexture(PPTexture *texture) { if (!texture->Backend) { FGLPostProcessState savedState; auto backend = std::make_unique(); int glformat; switch (texture->Format) { default: case PixelFormat::Rgba8: glformat = GL_RGBA8; break; case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break; case PixelFormat::R32f: glformat = GL_R32F; break; case PixelFormat::Rg16f: glformat = GL_RG16F; break; case PixelFormat::Rgba16_snorm: glformat = GL_RGBA16_SNORM; break; } if (texture->Data) backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height, texture->Data.get()); else backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height); texture->Backend = std::move(backend); } return static_cast(texture->Backend.get()); } //========================================================================== // // Compile the shaders declared by post process effects // //========================================================================== FShaderProgram *GLPPRenderState::GetGLShader(PPShader *shader) { if (!shader->Backend) { auto glshader = std::make_unique(); FString prolog; if (!shader->Uniforms.empty()) prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, POSTPROCESS_BINDINGPOINT); prolog += shader->Defines; glshader->Compile(FShaderProgram::Vertex, shader->VertexShader, "", shader->Version); glshader->Compile(FShaderProgram::Fragment, shader->FragmentShader, prolog, shader->Version); glshader->Link(shader->FragmentShader.GetChars()); if (!shader->Uniforms.empty()) glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); shader->Backend = std::move(glshader); } return static_cast(shader->Backend.get()); } //========================================================================== // // Renders one post process effect // //========================================================================== void GLPPRenderState::Draw() { FGLPostProcessState savedState; // Bind input textures for (unsigned int index = 0; index < Textures.Size(); index++) { savedState.SaveTextureBindings(index + 1); const PPTextureInput &input = Textures[index]; int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR; int wrap = (input.Wrap == PPWrapMode::Clamp) ? GL_CLAMP_TO_EDGE : GL_REPEAT; switch (input.Type) { default: case PPTextureType::CurrentPipelineTexture: buffers->BindCurrentTexture(index, filter, wrap); break; case PPTextureType::NextPipelineTexture: I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n"); break; case PPTextureType::PPTexture: GetGLTexture(input.Texture)->Tex.Bind(index, filter, wrap); break; case PPTextureType::SceneColor: buffers->BindSceneColorTexture(index); break; case PPTextureType::SceneFog: buffers->BindSceneFogTexture(index); break; case PPTextureType::SceneNormal: buffers->BindSceneNormalTexture(index); break; case PPTextureType::SceneDepth: buffers->BindSceneDepthTexture(index); break; } } // Set render target switch (Output.Type) { default: I_FatalError("Unsupported postprocess output type\n"); break; case PPTextureType::CurrentPipelineTexture: buffers->BindCurrentFB(); break; case PPTextureType::NextPipelineTexture: buffers->BindNextFB(); break; case PPTextureType::PPTexture: if (GetGLTexture(Output.Texture)->FB) GetGLTexture(Output.Texture)->FB.Bind(); else GetGLTexture(Output.Texture)->FB = buffers->CreateFrameBuffer("PPTextureFB"/*Output.Texture.GetChars()*/, GetGLTexture(Output.Texture)->Tex); break; case PPTextureType::SceneColor: buffers->BindSceneFB(false); break; } // Set blend mode if (BlendMode.BlendOp == STYLEOP_Add && BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_Zero && BlendMode.Flags == 0) { glDisable(GL_BLEND); } else { // To do: support all the modes glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); if (BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_One) glBlendFunc(GL_ONE, GL_ONE); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } // Setup viewport glViewport(Viewport.left, Viewport.top, Viewport.width, Viewport.height); auto shader = GetGLShader(Shader); // Set uniforms if (Uniforms.Data.Size() > 0) { if (!shader->Uniforms) shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false, false)); shader->Uniforms->SetData(Uniforms.Data.Size(), Uniforms.Data.Data(), BufferUsageType::Static); static_cast(shader->Uniforms.get())->BindBase(); } // Set shader shader->Bind(); // Draw the screen quad GLRenderer->RenderScreenQuad(); // Advance to next PP texture if our output was sent there if (Output.Type == PPTextureType::NextPipelineTexture) buffers->NextTexture(); glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height); } void GLPPRenderState::PushGroup(const FString &name) { FGLDebug::PushGroup(name.GetChars()); } void GLPPRenderState::PopGroup() { FGLDebug::PopGroup(); } // Store the current stereo 3D eye buffer, and Load the next one int FGLRenderBuffers::NextEye(int eyeCount) { int nextEye = (mCurrentEye + 1) % eyeCount; if (nextEye == mCurrentEye) return mCurrentEye; BlitToEyeTexture(mCurrentEye); mCurrentEye = nextEye; BlitFromEyeTexture(mCurrentEye); return mCurrentEye; } } // namespace OpenGLRenderer