dungeon_crawler

annotate prototype/src/renderer.cc @ 20:48cfd351a9be

mrt going on nicely
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 21 Aug 2012 04:57:33 +0300
parents 8a0ae6b4aa9b
children 0588f8a1a351
rev   line source
nuclear@15 1 #include <stdio.h>
nuclear@15 2 #include <stdlib.h>
nuclear@15 3 #include <string.h>
nuclear@15 4 #include <limits.h>
nuclear@18 5 #include <assert.h>
nuclear@15 6 #include "opengl.h"
nuclear@15 7 #include "renderer.h"
nuclear@15 8 #include "sdr.h"
nuclear@15 9 #include "datapath.h"
nuclear@15 10
nuclear@18 11
nuclear@17 12 static bool create_fbo(int xsz, int ysz);
nuclear@18 13 static unsigned int load_sdr(const char *vfname, const char *pfname);
nuclear@17 14 static int round_pow2(int x);
nuclear@15 15
nuclear@17 16
nuclear@19 17 #define MRT_COUNT 4
nuclear@17 18 static unsigned int mrt_tex[MRT_COUNT];
nuclear@17 19
nuclear@17 20 static unsigned int mrt_prog;
nuclear@18 21 static unsigned int deferred_omni, deferred_debug;
nuclear@17 22
nuclear@17 23 static unsigned int fbo, rbuf_depth;
nuclear@17 24 static const char *fbstname[] = {
nuclear@17 25 "GL_FRAMEBUFFER_COMPLETE",
nuclear@17 26 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
nuclear@17 27 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
nuclear@17 28 "no such fbo error",
nuclear@17 29 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
nuclear@17 30 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
nuclear@17 31 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
nuclear@17 32 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
nuclear@17 33 "GL_FRAMEBUFFER_UNSUPPORTED"
nuclear@15 34 };
nuclear@15 35
nuclear@17 36 static int fb_xsz, fb_ysz, tex_xsz, tex_ysz;
nuclear@15 37
nuclear@17 38 bool init_renderer(int xsz, int ysz)
nuclear@17 39 {
nuclear@19 40 int max_draw_buf;
nuclear@19 41
nuclear@19 42 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
nuclear@19 43 CHECKGLERR;
nuclear@19 44 printf("max draw buffers: %d\n", max_draw_buf);
nuclear@19 45 if(max_draw_buf < MRT_COUNT) {
nuclear@19 46 fprintf(stderr, "OpenGL implementation doesn't support enough draw buffers\n");
nuclear@19 47 return false;
nuclear@19 48 }
nuclear@19 49
nuclear@17 50 if(!create_fbo(xsz, ysz)) {
nuclear@17 51 return false;
nuclear@17 52 }
nuclear@19 53 CHECKGLERR;
nuclear@18 54
nuclear@18 55 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
nuclear@18 56 return false;
nuclear@18 57 }
nuclear@18 58 if(!(deferred_debug = load_sdr("deferred.v.glsl", "deferred.p.glsl"))) {
nuclear@17 59 return false;
nuclear@17 60 }
nuclear@17 61 return true;
nuclear@17 62 }
nuclear@17 63
nuclear@17 64 void destroy_renderer()
nuclear@17 65 {
nuclear@17 66 free_program(mrt_prog);
nuclear@17 67 free_program(deferred_omni);
nuclear@17 68
nuclear@17 69 glDeleteTextures(MRT_COUNT, mrt_tex);
nuclear@17 70 glDeleteFramebuffersEXT(1, &fbo);
nuclear@17 71 }
nuclear@17 72
nuclear@17 73 void render_deferred(void (*draw_func)())
nuclear@17 74 {
nuclear@18 75 int loc;
nuclear@18 76
nuclear@18 77 // render into the MRT buffers
nuclear@18 78 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
nuclear@19 79
nuclear@18 80 glUseProgram(mrt_prog);
nuclear@20 81 if((loc = glGetUniformLocation(mrt_prog, "tex_dif")) != -1) {
nuclear@20 82 glUniform1i(loc, 0);
nuclear@20 83 }
nuclear@20 84 if((loc = glGetUniformLocation(mrt_prog, "tex_norm")) != -1) {
nuclear@20 85 glUniform1i(loc, 1);
nuclear@20 86 }
nuclear@17 87 draw_func();
nuclear@20 88
nuclear@18 89 glUseProgram(0);
nuclear@18 90 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@18 91
nuclear@18 92
nuclear@18 93 // post-process lighting
nuclear@18 94 glPushAttrib(GL_ENABLE_BIT);
nuclear@18 95
nuclear@18 96 glDisable(GL_LIGHTING);
nuclear@18 97 glDisable(GL_DEPTH_TEST);
nuclear@18 98
nuclear@18 99 glUseProgram(deferred_debug);
nuclear@19 100 for(int i=0; i<MRT_COUNT; i++) {
nuclear@19 101 char uname[32];
nuclear@19 102
nuclear@19 103 sprintf(uname, "mrt%d", i);
nuclear@19 104 if((loc = glGetUniformLocation(deferred_debug, uname)) != -1) {
nuclear@19 105 glUniform1i(loc, i);
nuclear@19 106 }
nuclear@19 107
nuclear@19 108 glActiveTexture(GL_TEXTURE0 + i);
nuclear@19 109 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@19 110 glEnable(GL_TEXTURE_2D);
nuclear@18 111 }
nuclear@18 112 if((loc = glGetUniformLocation(deferred_debug, "tex_scale")) != -1) {
nuclear@18 113 glUniform2f(loc, (float)fb_xsz / tex_xsz, (float)fb_ysz / tex_ysz);
nuclear@18 114 }
nuclear@18 115
nuclear@18 116 glBegin(GL_QUADS);
nuclear@18 117 glTexCoord2f(0, 0);
nuclear@18 118 glVertex2f(-1, -1);
nuclear@18 119 glTexCoord2f(1, 0);
nuclear@18 120 glVertex2f(1, -1);
nuclear@18 121 glTexCoord2f(1, 1);
nuclear@18 122 glVertex2f(1, 1);
nuclear@18 123 glTexCoord2f(0, 1);
nuclear@18 124 glVertex2f(-1, 1);
nuclear@18 125 glEnd();
nuclear@18 126
nuclear@19 127 for(int i=0; i<MRT_COUNT; i++) {
nuclear@19 128 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
nuclear@19 129 glDisable(GL_TEXTURE_2D);
nuclear@19 130 }
nuclear@19 131
nuclear@18 132 glUseProgram(0);
nuclear@18 133 glPopAttrib();
nuclear@17 134 }
nuclear@17 135
nuclear@17 136 static bool create_fbo(int xsz, int ysz)
nuclear@17 137 {
nuclear@17 138 unsigned int clamp = GL_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
nuclear@17 139
nuclear@17 140 tex_xsz = round_pow2(xsz);
nuclear@17 141 tex_ysz = round_pow2(ysz);
nuclear@17 142 fb_xsz = xsz;
nuclear@17 143 fb_ysz = ysz;
nuclear@17 144
nuclear@17 145 if(!glGenFramebuffersEXT) {
nuclear@17 146 fprintf(stderr, "FBO support missing\n");
nuclear@17 147 return false;
nuclear@17 148 }
nuclear@17 149 glGenFramebuffersEXT(1, &fbo);
nuclear@18 150 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
nuclear@17 151
nuclear@17 152 glGenTextures(MRT_COUNT, mrt_tex);
nuclear@17 153 for(int i=0; i<MRT_COUNT; i++) {
nuclear@17 154 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@17 155 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
nuclear@17 156 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
nuclear@17 157 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@17 158 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@17 159 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@17 160
nuclear@17 161 // attach to fbo
nuclear@20 162 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
nuclear@20 163 GL_TEXTURE_2D, mrt_tex[i], 0);
nuclear@18 164 CHECKGLERR;
nuclear@17 165 }
nuclear@17 166
nuclear@20 167 static GLenum draw_bufs[] = {
nuclear@20 168 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
nuclear@20 169 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
nuclear@20 170 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
nuclear@20 171 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
nuclear@20 172 };
nuclear@20 173 glDrawBuffersARB(MRT_COUNT, draw_bufs);
nuclear@20 174
nuclear@18 175 glGenRenderbuffersEXT(1, &rbuf_depth);
nuclear@18 176 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
nuclear@18 177 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
nuclear@18 178 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
nuclear@18 179
nuclear@17 180 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
nuclear@17 181 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
nuclear@17 182 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
nuclear@17 183 return false;
nuclear@17 184 }
nuclear@18 185 CHECKGLERR;
nuclear@18 186
nuclear@18 187 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@17 188 return true;
nuclear@17 189 }
nuclear@17 190
nuclear@18 191 static unsigned int load_sdr(const char *vfname, const char *pfname)
nuclear@15 192 {
nuclear@15 193 char vsfile[PATH_MAX], psfile[PATH_MAX];
nuclear@15 194 const char *fname;
nuclear@18 195 unsigned int prog;
nuclear@15 196
nuclear@18 197 if((fname = datafile_path(vfname))) {
nuclear@17 198 strcpy(vsfile, fname);
nuclear@17 199 } else {
nuclear@17 200 vsfile[0] = 0;
nuclear@17 201 }
nuclear@18 202 if((fname = datafile_path(pfname))) {
nuclear@17 203 strcpy(psfile, fname);
nuclear@17 204 } else {
nuclear@17 205 psfile[0] = 0;
nuclear@17 206 }
nuclear@18 207 if(!(prog = create_program_load(vsfile, psfile))) {
nuclear@18 208 fprintf(stderr, "failed to load shader program (%s, %s)\n", vsfile, psfile);
nuclear@18 209 return 0;
nuclear@15 210 }
nuclear@18 211 return prog;
nuclear@15 212 }
nuclear@15 213
nuclear@17 214 static int round_pow2(int x)
nuclear@15 215 {
nuclear@17 216 x--;
nuclear@17 217 x = (x >> 1) | x;
nuclear@17 218 x = (x >> 2) | x;
nuclear@17 219 x = (x >> 4) | x;
nuclear@17 220 x = (x >> 8) | x;
nuclear@17 221 x = (x >> 16) | x;
nuclear@17 222 return x + 1;
nuclear@15 223 }