mirror of
https://github.com/ZDoom/Raze.git
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430 lines
No EOL
14 KiB
C++
430 lines
No EOL
14 KiB
C++
/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "gles_system.h"
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#include "v_video.h"
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#include "printf.h"
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#include "hw_cvars.h"
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#include "gles_renderer.h"
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#include "gles_renderbuffers.h"
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#include "gles_postprocessstate.h"
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#include "gles_shaderprogram.h"
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#include "gles_buffers.h"
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#include <random>
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EXTERN_CVAR(Int, gl_debug_level)
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namespace OpenGLESRenderer
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{
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//==========================================================================
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//
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// Initialize render buffers and textures used in rendering passes
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//
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//==========================================================================
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FGLRenderBuffers::FGLRenderBuffers()
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{
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}
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//==========================================================================
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//
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// Free render buffer resources
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//
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//==========================================================================
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FGLRenderBuffers::~FGLRenderBuffers()
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{
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ClearScene();
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DeleteTexture(mDitherTexture);
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}
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void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteRenderBuffer(mSceneDepthStencilBuf);
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DeleteRenderBuffer(mSceneStencilBuf);
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}
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void FGLRenderBuffers::DeleteTexture(PPGLTexture& tex)
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{
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if (tex.handle != 0)
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glDeleteTextures(1, &tex.handle);
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tex.handle = 0;
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}
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void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer& buf)
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{
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if (buf.handle != 0)
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glDeleteRenderbuffers(1, &buf.handle);
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buf.handle = 0;
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}
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void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer& fb)
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{
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if (fb.handle != 0)
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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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//
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// Makes sure all render buffers have sizes suitable for rending at the
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// specified resolution
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//
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//==========================================================================
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void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
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{
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if (width <= 0 || height <= 0)
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I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
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GLint activeTex;
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GLint textureBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (width != mWidth || height != mHeight)
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CreatePipeline(width, height);
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if (width != mWidth || height != mHeight )
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CreateScene(width, height);
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mWidth = width;
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mHeight = height;
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (FailedCreate)
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{
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ClearScene();
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mWidth = 0;
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mHeight = 0;
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mSceneWidth = 0;
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mSceneHeight = 0;
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I_FatalError("Unable to create render buffers.");
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}
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}
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//==========================================================================
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//
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// Creates the scene buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateScene(int width, int height)
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{
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ClearScene();
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if(gles.depthStencilAvailable)
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mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
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else
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{
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mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH_COMPONENT16, width, height);
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mSceneStencilBuf = CreateRenderBuffer("SceneStencil", GL_STENCIL_INDEX8, width, height);
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}
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mSceneFB= CreateFrameBuffer("SceneFB", mSceneTex, mSceneDepthStencilBuf, mSceneStencilBuf);
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}
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//==========================================================================
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//
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// Creates the buffers needed for post processing steps
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//
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//==========================================================================
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void FGLRenderBuffers::CreatePipeline(int width, int height)
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{
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mSceneTex = Create2DTexture("PipelineTexture", GL_RGBA, width, height);
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}
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//==========================================================================
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//
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// Creates a 2D texture defaulting to linear filtering and clamp to edge
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//
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//==========================================================================
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PPGLTexture FGLRenderBuffers::Create2DTexture(const char* name, GLuint format, int width, int height, const void* data)
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{
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PPGLTexture tex;
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tex.Width = width;
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tex.Height = height;
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glGenTextures(1, &tex.handle);
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glBindTexture(GL_TEXTURE_2D, tex.handle);
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GLenum dataformat = 0, datatype = 0;
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/*
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switch (format)
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{
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case GL_RGBA: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
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case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
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case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
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case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
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case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
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case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
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case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
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case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
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case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
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case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX8_OES; datatype = GL_INT; break;
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case GL_DEPTH24_STENCIL8_OES: dataformat = GL_DEPTH_STENCIL_OES; datatype = GL_UNSIGNED_INT_24_8; break;
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default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
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}
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*/
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format = GL_RGBA;
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dataformat = GL_RGBA;
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datatype = GL_UNSIGNED_BYTE;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return tex;
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}
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//==========================================================================
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//
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// Creates a render buffer
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//
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//==========================================================================
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PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char* name, GLuint format, int width, int height)
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{
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PPGLRenderBuffer buf;
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glGenRenderbuffers(1, &buf.handle);
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glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
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glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
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return buf;
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}
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//==========================================================================
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//
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// Creates a frame buffer
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//
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//==========================================================================
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLTexture colorbuffer)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(false, false);
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return fb;
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}
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil, PPGLRenderBuffer stencil)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gles.depthStencilAvailable ? depthstencil.handle : stencil.handle);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return fb;
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}
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil, PPGLRenderBuffer stencil)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gles.depthStencilAvailable ? depthstencil.handle : stencil.handle);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return fb;
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}
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, PPGLRenderBuffer stencil)
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{
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PPGLFrameBuffer fb;
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glGenFramebuffers(1, &fb.handle);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gles.depthStencilAvailable ? depthstencil.handle : stencil.handle);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return fb;
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}
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//==========================================================================
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//
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// Verifies that the frame buffer setup is valid
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//
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//==========================================================================
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bool FGLRenderBuffers::CheckFrameBufferCompleteness()
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{
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (result == GL_FRAMEBUFFER_COMPLETE)
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return true;
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FString error = "glCheckFramebufferStatus failed: ";
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switch (result)
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{
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default: error.AppendFormat("error code %d", (int)result); break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
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case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
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}
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Printf("%s\n", error.GetChars());
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return false;
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}
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//==========================================================================
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//
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// Clear frame buffer to make sure it never contains uninitialized data
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//
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//==========================================================================
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void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
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{
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GLboolean scissorEnabled;
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GLint stencilValue;
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GLfloat depthValue;
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthValue);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClearDepthf(0.0f);
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glClearStencil(0);
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GLenum flags = GL_COLOR_BUFFER_BIT;
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if (stencil)
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flags |= GL_STENCIL_BUFFER_BIT;
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if (depth)
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flags |= GL_DEPTH_BUFFER_BIT;
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glClear(flags);
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glClearStencil(stencilValue);
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glClearDepthf(depthValue);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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}
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void FGLRenderBuffers::BindDitherTexture(int texunit)
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{
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if (!mDitherTexture)
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{
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static const float data[64] =
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{
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.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
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.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
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.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
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.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
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.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
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.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
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.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
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.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
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};
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glActiveTexture(GL_TEXTURE0 + texunit);
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mDitherTexture = Create2DTexture("DitherTexture", GL_RGBA, 8, 8, data);
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}
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mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT);
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}
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//==========================================================================
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//
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// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
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//
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//==========================================================================
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void FGLRenderBuffers::BindSceneFB(bool sceneData)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB.handle);
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}
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//==========================================================================
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//
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// Binds the current scene/effect/hud texture to the specified texture unit
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//
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//==========================================================================
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void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
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{
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mSceneTex.Bind(index, filter, wrap);
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}
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//==========================================================================
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//
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// Makes the frame buffer for the current texture active
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//
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//==========================================================================
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void FGLRenderBuffers::BindCurrentFB()
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{
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#ifndef NO_RENDER_BUFFER
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mSceneFB.Bind();
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#endif
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}
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//==========================================================================
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//
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// Makes the screen frame buffer active
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//
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//==========================================================================
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void FGLRenderBuffers::BindOutputFB()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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//==========================================================================
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//
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// Returns true if render buffers are supported and should be used
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//
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//==========================================================================
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bool FGLRenderBuffers::FailedCreate = false;
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} // namespace OpenGLRenderer
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