#pragma once #include "hwrenderer/postprocessing/hw_postprocess.h" namespace OpenGLRenderer { class FGLRenderBuffers; class PPGLTexture { public: void Bind(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE) { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, handle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); } int Width = -1; int Height = -1; explicit operator bool() const { return handle != 0; } private: GLuint handle = 0; friend class FGLRenderBuffers; friend class PPGLTextureBackend; }; class PPGLFrameBuffer { public: void Bind() { glBindFramebuffer(GL_FRAMEBUFFER, handle); } explicit operator bool() const { return handle != 0; } private: GLuint handle = 0; friend class FGLRenderBuffers; friend class PPGLTextureBackend; }; class PPGLRenderBuffer { private: GLuint handle = 0; explicit operator bool() const { return handle != 0; } friend class FGLRenderBuffers; }; class PPGLTextureBackend : public PPTextureBackend { public: ~PPGLTextureBackend() { if (Tex.handle != 0) { glDeleteTextures(1, &Tex.handle); Tex.handle = 0; } if (FB.handle != 0) { glDeleteFramebuffers(1, &FB.handle); FB.handle = 0; } } PPGLTexture Tex; PPGLFrameBuffer FB; }; class FShaderProgram; class GLPPRenderState : public PPRenderState { public: GLPPRenderState(FGLRenderBuffers *buffers) : buffers(buffers) { } void PushGroup(const FString &name) override; void PopGroup() override; void Draw() override; private: PPGLTextureBackend *GetGLTexture(PPTexture *texture); FShaderProgram *GetGLShader(PPShader *shader); FGLRenderBuffers *buffers; }; class FGLRenderBuffers { public: FGLRenderBuffers(); ~FGLRenderBuffers(); void Setup(int width, int height, int sceneWidth, int sceneHeight); void BindSceneFB(bool sceneData); void BindSceneColorTexture(int index); void BindSceneFogTexture(int index); void BindSceneNormalTexture(int index); void BindSceneDepthTexture(int index); void BlitSceneToTexture(); void BindCurrentTexture(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE); void BindCurrentFB(); void BindNextFB(); void NextTexture(); PPGLFrameBuffer GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; } void BindOutputFB(); void BlitToEyeTexture(int eye, bool allowInvalidate=true); void BlitFromEyeTexture(int eye); void BindEyeTexture(int eye, int texunit); int NextEye(int eyeCount); int & CurrentEye() { return mCurrentEye; } void BindDitherTexture(int texunit); void BindShadowMapFB(); void BindShadowMapTexture(int index); int GetWidth() const { return mWidth; } int GetHeight() const { return mHeight; } int GetSceneWidth() const { return mSceneWidth; } int GetSceneHeight() const { return mSceneHeight; } private: void ClearScene(); void ClearPipeline(); void ClearEyeBuffers(); void ClearShadowMap(); void CreateScene(int width, int height, int samples, bool needsSceneTextures); void CreatePipeline(int width, int height); void CreateEyeBuffers(int eye); void CreateShadowMap(); PPGLTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr); PPGLTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations); PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height); PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples); PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer); PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil); PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil); PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample); bool CheckFrameBufferCompleteness(); void ClearFrameBuffer(bool stencil, bool depth); void DeleteTexture(PPGLTexture &handle); void DeleteRenderBuffer(PPGLRenderBuffer &handle); void DeleteFrameBuffer(PPGLFrameBuffer &handle); int mWidth = 0; int mHeight = 0; int mSamples = 0; int mMaxSamples = 0; int mSceneWidth = 0; int mSceneHeight = 0; static const int NumPipelineTextures = 2; int mCurrentPipelineTexture = 0; PPGLRenderBuffer mPipelineDepthStencilBuf; // Buffers for the scene PPGLTexture mSceneMultisampleTex; PPGLTexture mSceneDepthStencilTex; PPGLTexture mSceneFogTex; PPGLTexture mSceneNormalTex; PPGLRenderBuffer mSceneMultisampleBuf; PPGLRenderBuffer mSceneDepthStencilBuf; PPGLRenderBuffer mSceneFogBuf; PPGLRenderBuffer mSceneNormalBuf; PPGLFrameBuffer mSceneFB; PPGLFrameBuffer mSceneDataFB; bool mSceneUsesTextures = false; // Effect/HUD buffers PPGLTexture mPipelineTexture[NumPipelineTextures]; PPGLFrameBuffer mPipelineFB[NumPipelineTextures]; // Eye buffers TArray mEyeTextures; TArray mEyeFBs; int mCurrentEye = 0; // Shadow map texture PPGLTexture mShadowMapTexture; PPGLFrameBuffer mShadowMapFB; int mCurrentShadowMapSize = 0; PPGLTexture mDitherTexture; static bool FailedCreate; friend class GLPPRenderState; }; }