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