dungeon_crawler

annotate prototype/src/renderer_deferred.cc @ 63:7f52d6310317

fixed design issue with datafile_path
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 02 Oct 2012 04:52:59 +0300
parents f71381c9e245
children fc2b3d06d07c
rev   line source
nuclear@41 1 #include <stdio.h>
nuclear@41 2 #include <stdlib.h>
nuclear@41 3 #include <string.h>
nuclear@41 4 #include <limits.h>
nuclear@41 5 #include "opengl.h"
nuclear@41 6 #include "renderer_deferred.h"
nuclear@41 7 #include "level.h"
nuclear@41 8 #include "sdr.h"
nuclear@41 9 #include "datapath.h"
nuclear@41 10
nuclear@41 11 static unsigned int load_sdr(const char *vfname, const char *pfname);
nuclear@41 12 static int round_pow2(int x);
nuclear@41 13
nuclear@41 14 DeferredRenderer::DeferredRenderer()
nuclear@41 15 {
nuclear@41 16 fbo = rbuf_depth = 0;
nuclear@41 17 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 18 mrt_tex[i] = 0;
nuclear@41 19 }
nuclear@41 20 tex_xsz = tex_ysz = 0;
nuclear@41 21
nuclear@41 22 mrt_prog = deferred_debug = deferred_omni = 0;
nuclear@41 23
nuclear@41 24 curr_prog = 0;
nuclear@60 25 num_draw_bufs = 1;
nuclear@41 26 }
nuclear@41 27
nuclear@41 28 DeferredRenderer::~DeferredRenderer()
nuclear@41 29 {
nuclear@41 30 if(mrt_prog) {
nuclear@41 31 free_program(mrt_prog);
nuclear@41 32 }
nuclear@41 33 if(deferred_omni) {
nuclear@41 34 free_program(deferred_omni);
nuclear@41 35 }
nuclear@41 36 if(deferred_debug) {
nuclear@41 37 free_program(deferred_debug);
nuclear@41 38 }
nuclear@41 39
nuclear@41 40 if(mrt_tex[0]) {
nuclear@41 41 glDeleteTextures(MRT_COUNT, mrt_tex);
nuclear@41 42 }
nuclear@41 43 if(fbo) {
nuclear@41 44 glDeleteFramebuffersEXT(1, &fbo);
nuclear@41 45 }
nuclear@41 46 }
nuclear@41 47
nuclear@41 48 bool DeferredRenderer::init(int xsz, int ysz)
nuclear@41 49 {
nuclear@41 50 width = xsz;
nuclear@41 51 height = ysz;
nuclear@41 52
nuclear@41 53 if(!GLEW_ARB_texture_float) {
nuclear@41 54 fprintf(stderr, "%s: error: no floating point texture support\n", __func__);
nuclear@41 55 return false;
nuclear@41 56 }
nuclear@41 57 if(!GLEW_ARB_draw_buffers) {
nuclear@41 58 fprintf(stderr, "%s: error: no multiple render target support\n", __func__);
nuclear@41 59 return false;
nuclear@41 60 }
nuclear@41 61
nuclear@41 62 int max_draw_buf;
nuclear@41 63 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
nuclear@41 64 printf("max draw buffers: %d\n", max_draw_buf);
nuclear@41 65 if(max_draw_buf < MRT_COUNT) {
nuclear@41 66 fprintf(stderr, "%s: error: not enough draw buffers (%d), %d required\n", __func__, max_draw_buf, MRT_COUNT);
nuclear@41 67 return false;
nuclear@41 68 }
nuclear@60 69 num_draw_bufs = MRT_COUNT;
nuclear@41 70
nuclear@41 71 if(!create_fbo()) {
nuclear@41 72 return false;
nuclear@41 73 }
nuclear@41 74
nuclear@41 75 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
nuclear@41 76 return false;
nuclear@41 77 }
nuclear@41 78 set_uniform_int(mrt_prog, "tex_dif", 0);
nuclear@41 79 set_uniform_int(mrt_prog, "tex_norm", 1);
nuclear@41 80
nuclear@41 81 if(!(deferred_omni = load_sdr("deferred_omni.v.glsl", "deferred_omni.p.glsl"))) {
nuclear@41 82 return false;
nuclear@41 83 }
nuclear@41 84 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 85 char uname[32];
nuclear@41 86 sprintf(uname, "mrt%d", i);
nuclear@41 87 set_uniform_int(deferred_omni, uname, i);
nuclear@41 88 }
nuclear@41 89
nuclear@41 90 rend = this;
nuclear@41 91 return true;
nuclear@41 92 }
nuclear@41 93
nuclear@41 94 int DeferredRenderer::get_tangent_location() const
nuclear@41 95 {
nuclear@41 96 return get_attrib_loc(mrt_prog, "attr_tangent");
nuclear@41 97 }
nuclear@41 98
nuclear@41 99 unsigned int DeferredRenderer::get_current_program() const
nuclear@41 100 {
nuclear@41 101 return curr_prog;
nuclear@41 102 }
nuclear@41 103
nuclear@41 104 void DeferredRenderer::resize(int xsz, int ysz)
nuclear@41 105 {
nuclear@41 106 width = xsz;
nuclear@41 107 height = ysz;
nuclear@41 108
nuclear@41 109 // if we need a bigger rendertarget ...
nuclear@41 110 if(xsz > tex_xsz || ysz > tex_ysz) {
nuclear@41 111 tex_xsz = round_pow2(xsz);
nuclear@41 112 tex_ysz = round_pow2(ysz);
nuclear@41 113
nuclear@41 114 // ... resize all the color buffers
nuclear@41 115 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 116 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@41 117 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@41 118 }
nuclear@41 119
nuclear@41 120 // ... resize the depth buffer
nuclear@41 121 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
nuclear@41 122 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
nuclear@41 123 }
nuclear@41 124
nuclear@41 125 // update the texture coordinate scaling factors
nuclear@41 126 float tex_scale_x = (float)width / tex_xsz;
nuclear@41 127 float tex_scale_y = (float)height / tex_ysz;
nuclear@41 128
nuclear@41 129 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
nuclear@41 130 set_uniform_float2(deferred_omni, "fb_size", width, height);
nuclear@41 131 }
nuclear@41 132
nuclear@41 133 void DeferredRenderer::render(const Level *level) const
nuclear@41 134 {
nuclear@62 135 render_pre(level);
nuclear@62 136
nuclear@41 137 // render into the MRT buffers
nuclear@41 138 glUseProgram(mrt_prog);
nuclear@41 139 curr_prog = mrt_prog;
nuclear@41 140
nuclear@41 141 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
nuclear@41 142
nuclear@41 143 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@41 144 level->draw();
nuclear@41 145 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@41 146
nuclear@41 147 // post-process lighting
nuclear@60 148 light_pass(level);
nuclear@60 149
nuclear@60 150 glUseProgram(0);
nuclear@60 151 curr_prog = 0;
nuclear@62 152
nuclear@62 153 render_post(level);
nuclear@60 154 }
nuclear@60 155
nuclear@60 156 void DeferredRenderer::light_pass(const Level *level) const
nuclear@60 157 {
nuclear@41 158 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
nuclear@41 159
nuclear@41 160 glEnable(GL_BLEND);
nuclear@41 161 glBlendFunc(GL_ONE, GL_ONE);
nuclear@41 162
nuclear@41 163 glDisable(GL_LIGHTING);
nuclear@41 164 glDisable(GL_DEPTH_TEST);
nuclear@41 165 glCullFace(GL_FRONT);
nuclear@41 166
nuclear@41 167 glUseProgram(deferred_omni);
nuclear@41 168 curr_prog = deferred_omni;
nuclear@41 169
nuclear@41 170 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 171 glActiveTexture(GL_TEXTURE0 + i);
nuclear@41 172 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@41 173 glEnable(GL_TEXTURE_2D);
nuclear@41 174 }
nuclear@41 175
nuclear@41 176 glDepthMask(0);
nuclear@41 177 level->draw_lights();
nuclear@41 178 glDepthMask(1);
nuclear@41 179
nuclear@41 180 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 181 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
nuclear@41 182 glDisable(GL_TEXTURE_2D);
nuclear@41 183 }
nuclear@41 184
nuclear@41 185 glPopAttrib();
nuclear@41 186 }
nuclear@41 187
nuclear@41 188 static const char *fbstname[] = {
nuclear@41 189 "GL_FRAMEBUFFER_COMPLETE",
nuclear@41 190 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
nuclear@41 191 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
nuclear@41 192 "no such fbo error",
nuclear@41 193 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
nuclear@41 194 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
nuclear@41 195 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
nuclear@41 196 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
nuclear@41 197 "GL_FRAMEBUFFER_UNSUPPORTED"
nuclear@41 198 };
nuclear@41 199
nuclear@41 200 bool DeferredRenderer::create_fbo()
nuclear@41 201 {
nuclear@41 202 unsigned int clamp = GLEW_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
nuclear@41 203
nuclear@41 204 // round the texture size up to the next power of 2
nuclear@41 205 tex_xsz = round_pow2(width);
nuclear@41 206 tex_ysz = round_pow2(height);
nuclear@41 207
nuclear@41 208 if(!glGenFramebuffersEXT) {
nuclear@41 209 fprintf(stderr, "FBO support missing\n");
nuclear@41 210 return false;
nuclear@41 211 }
nuclear@41 212 glGenFramebuffersEXT(1, &fbo);
nuclear@41 213 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
nuclear@41 214
nuclear@41 215 glGenTextures(MRT_COUNT, mrt_tex);
nuclear@41 216 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 217 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@41 218 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
nuclear@41 219 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
nuclear@41 220 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@41 221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@41 222 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@41 223
nuclear@41 224 // attach to fbo
nuclear@62 225 GLenum color_att = GL_COLOR_ATTACHMENT0 + (num_draw_bufs == MRT_COUNT ? i : 0);
nuclear@62 226 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, color_att, GL_TEXTURE_2D, mrt_tex[i], 0);
nuclear@41 227 CHECKGLERR;
nuclear@41 228 }
nuclear@41 229
nuclear@62 230 if(num_draw_bufs == MRT_COUNT) {
nuclear@60 231 static GLenum draw_bufs[] = {
nuclear@60 232 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
nuclear@60 233 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
nuclear@60 234 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
nuclear@60 235 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
nuclear@60 236 };
nuclear@60 237 glDrawBuffersARB(num_draw_bufs, draw_bufs);
nuclear@60 238 }
nuclear@41 239
nuclear@41 240 glGenRenderbuffersEXT(1, &rbuf_depth);
nuclear@41 241 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
nuclear@41 242 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
nuclear@41 243 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
nuclear@41 244
nuclear@41 245 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
nuclear@41 246 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
nuclear@41 247 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
nuclear@41 248 return false;
nuclear@41 249 }
nuclear@41 250 CHECKGLERR;
nuclear@41 251
nuclear@41 252 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@41 253 return true;
nuclear@41 254 }
nuclear@41 255
nuclear@41 256 static unsigned int load_sdr(const char *vfname, const char *pfname)
nuclear@41 257 {
nuclear@41 258 unsigned int prog;
nuclear@41 259
nuclear@63 260 std::string vsfile = datafile_path(vfname);
nuclear@63 261 std::string psfile = datafile_path(pfname);
nuclear@63 262
nuclear@63 263 const char *vs = vsfile.empty() ? 0 : vsfile.c_str();
nuclear@63 264 const char *ps = psfile.empty() ? 0 : psfile.c_str();
nuclear@63 265
nuclear@63 266 if(!(prog = create_program_load(vs, ps))) {
nuclear@63 267 fprintf(stderr, "failed to load shader program (%s, %s)\n", vs, ps);
nuclear@41 268 return 0;
nuclear@41 269 }
nuclear@41 270 return prog;
nuclear@41 271 }
nuclear@41 272
nuclear@41 273 static int round_pow2(int x)
nuclear@41 274 {
nuclear@41 275 x--;
nuclear@41 276 x = (x >> 1) | x;
nuclear@41 277 x = (x >> 2) | x;
nuclear@41 278 x = (x >> 4) | x;
nuclear@41 279 x = (x >> 8) | x;
nuclear@41 280 x = (x >> 16) | x;
nuclear@41 281 return x + 1;
nuclear@41 282 }
nuclear@41 283
nuclear@41 284 #ifdef DBG_VIS_MRT
nuclear@41 285 // visualize the MRT buffers
nuclear@41 286 static void draw_deferred_debug()
nuclear@41 287 {
nuclear@41 288 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
nuclear@41 289 glUseProgram(deferred_debug);
nuclear@41 290 glDisable(GL_DEPTH_TEST);
nuclear@41 291
nuclear@41 292 glMatrixMode(GL_PROJECTION);
nuclear@41 293 glPushMatrix();
nuclear@41 294 glLoadIdentity();
nuclear@41 295 glMatrixMode(GL_MODELVIEW);
nuclear@41 296 glPushMatrix();
nuclear@41 297 glLoadIdentity();
nuclear@41 298
nuclear@41 299 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 300 glActiveTexture(GL_TEXTURE0 + i);
nuclear@41 301 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@41 302 glEnable(GL_TEXTURE_2D);
nuclear@41 303 }
nuclear@41 304
nuclear@41 305 glBegin(GL_QUADS);
nuclear@41 306 glTexCoord2f(0, 0);
nuclear@41 307 glVertex2f(-1, -1);
nuclear@41 308 glTexCoord2f(1, 0);
nuclear@41 309 glVertex2f(1, -1);
nuclear@41 310 glTexCoord2f(1, 1);
nuclear@41 311 glVertex2f(1, 1);
nuclear@41 312 glTexCoord2f(0, 1);
nuclear@41 313 glVertex2f(-1, 1);
nuclear@41 314 glEnd();
nuclear@41 315
nuclear@41 316 for(int i=0; i<MRT_COUNT; i++) {
nuclear@41 317 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
nuclear@41 318 glDisable(GL_TEXTURE_2D);
nuclear@41 319 }
nuclear@41 320
nuclear@41 321 glMatrixMode(GL_PROJECTION);
nuclear@41 322 glPopMatrix();
nuclear@41 323 glMatrixMode(GL_MODELVIEW);
nuclear@41 324 glPopMatrix();
nuclear@41 325
nuclear@41 326 glUseProgram(0);
nuclear@41 327 glPopAttrib();
nuclear@41 328 }
nuclear@41 329 #endif