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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 int round_pow2(int x);
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13
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14 DeferredRenderer::DeferredRenderer()
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15 {
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16 fbo = rbuf_depth = 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 tex_xsz = tex_ysz = 0;
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21
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22 mrt_prog = deferred_debug = deferred_omni = 0;
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23
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24 curr_prog = 0;
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25 num_draw_bufs = 1;
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26 }
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27
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28 DeferredRenderer::~DeferredRenderer()
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29 {
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30 if(mrt_prog) {
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31 free_program(mrt_prog);
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32 }
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33 if(deferred_omni) {
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34 free_program(deferred_omni);
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35 }
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36 if(deferred_debug) {
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37 free_program(deferred_debug);
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38 }
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39
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40 if(mrt_tex[0]) {
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41 glDeleteTextures(MRT_COUNT, mrt_tex);
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42 }
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43 if(fbo) {
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44 glDeleteFramebuffersEXT(1, &fbo);
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45 }
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46 }
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47
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48 bool DeferredRenderer::init(int xsz, int ysz)
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49 {
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50 width = xsz;
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51 height = ysz;
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52
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53 if(!GLEW_ARB_texture_float) {
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54 fprintf(stderr, "%s: error: no floating point texture support\n", __func__);
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55 return false;
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56 }
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57 if(!GLEW_ARB_draw_buffers) {
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58 fprintf(stderr, "%s: error: no multiple render target support\n", __func__);
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59 return false;
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60 }
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61
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62 int max_draw_buf;
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63 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
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64 printf("max draw buffers: %d\n", max_draw_buf);
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65 if(max_draw_buf < MRT_COUNT) {
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66 fprintf(stderr, "%s: error: not enough draw buffers (%d), %d required\n", __func__, max_draw_buf, MRT_COUNT);
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67 return false;
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68 }
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69 num_draw_bufs = MRT_COUNT;
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70
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71 if(!create_fbo()) {
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72 return false;
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73 }
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74
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75 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
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76 return false;
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77 }
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78 set_uniform_int(mrt_prog, "tex_dif", 0);
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79 set_uniform_int(mrt_prog, "tex_norm", 1);
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80
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81 if(!(deferred_omni = load_sdr("deferred_omni.v.glsl", "deferred_omni.p.glsl"))) {
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82 return false;
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83 }
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84 for(int i=0; i<MRT_COUNT; i++) {
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85 char uname[32];
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86 sprintf(uname, "mrt%d", i);
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87 set_uniform_int(deferred_omni, uname, i);
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88 }
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89
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90 rend = this;
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91 return true;
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92 }
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93
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94 int DeferredRenderer::get_tangent_location() const
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95 {
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96 return get_attrib_loc(mrt_prog, "attr_tangent");
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97 }
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98
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99 unsigned int DeferredRenderer::get_current_program() const
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100 {
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101 return curr_prog;
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102 }
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103
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104 void DeferredRenderer::resize(int xsz, int ysz)
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105 {
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106 width = xsz;
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107 height = ysz;
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108
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109 // if we need a bigger rendertarget ...
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110 if(xsz > tex_xsz || ysz > tex_ysz) {
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111 tex_xsz = round_pow2(xsz);
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112 tex_ysz = round_pow2(ysz);
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113
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114 // ... resize all the color buffers
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115 for(int i=0; i<MRT_COUNT; i++) {
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116 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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117 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
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118 }
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119
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120 // ... resize the depth buffer
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121 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
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122 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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123 }
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124
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125 // update the texture coordinate scaling factors
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126 float tex_scale_x = (float)width / tex_xsz;
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127 float tex_scale_y = (float)height / tex_ysz;
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128
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129 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
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130 set_uniform_float2(deferred_omni, "fb_size", width, height);
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131 }
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132
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133 void DeferredRenderer::render(const Level *level) const
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134 {
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135 // render into the MRT buffers
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136 glUseProgram(mrt_prog);
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137 curr_prog = mrt_prog;
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138
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139 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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140
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141 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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142 level->draw();
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143 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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144
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145 // post-process lighting
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146 light_pass(level);
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147
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148 glUseProgram(0);
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149 curr_prog = 0;
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150 }
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151
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152 void DeferredRenderer::light_pass(const Level *level) const
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153 {
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154 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
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155
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156 glEnable(GL_BLEND);
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157 glBlendFunc(GL_ONE, GL_ONE);
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158
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159 glDisable(GL_LIGHTING);
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160 glDisable(GL_DEPTH_TEST);
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161 glCullFace(GL_FRONT);
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162
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163 glUseProgram(deferred_omni);
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164 curr_prog = deferred_omni;
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165
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166 for(int i=0; i<MRT_COUNT; i++) {
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167 glActiveTexture(GL_TEXTURE0 + i);
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168 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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169 glEnable(GL_TEXTURE_2D);
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170 }
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171
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172 glDepthMask(0);
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173 level->draw_lights();
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174 glDepthMask(1);
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175
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176 for(int i=0; i<MRT_COUNT; i++) {
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177 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
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178 glDisable(GL_TEXTURE_2D);
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179 }
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180
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181 glPopAttrib();
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182 }
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183
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184 static const char *fbstname[] = {
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185 "GL_FRAMEBUFFER_COMPLETE",
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186 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
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187 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
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188 "no such fbo error",
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189 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
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190 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
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191 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
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192 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
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193 "GL_FRAMEBUFFER_UNSUPPORTED"
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194 };
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195
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196 bool DeferredRenderer::create_fbo()
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197 {
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198 unsigned int clamp = GLEW_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
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199
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200 // round the texture size up to the next power of 2
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201 tex_xsz = round_pow2(width);
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202 tex_ysz = round_pow2(height);
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203
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204 if(!glGenFramebuffersEXT) {
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205 fprintf(stderr, "FBO support missing\n");
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206 return false;
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207 }
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208 glGenFramebuffersEXT(1, &fbo);
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209 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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210
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211 glGenTextures(MRT_COUNT, mrt_tex);
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212 for(int i=0; i<MRT_COUNT; i++) {
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213 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
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215 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
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216 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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217 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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218 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
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219
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220 // attach to fbo
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221 GLenum color_att = num_draw_bufs >= MRT_COUNT ? GL_COLOR_ATTACHMENT0 + i : GL_COLOR_ATTACHMENT0;
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222 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, color_att, GL_TEXTURE_2D,
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223 mrt_tex[i], 0);
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224 CHECKGLERR;
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225 }
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226
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227 if(num_draw_bufs >= MRT_COUNT) {
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228 static GLenum draw_bufs[] = {
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229 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
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230 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
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231 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
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232 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
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233 };
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234 glDrawBuffersARB(num_draw_bufs, draw_bufs);
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235 }
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236
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237 glGenRenderbuffersEXT(1, &rbuf_depth);
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238 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
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239 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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240 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
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241
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242 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
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243 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
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244 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
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245 return false;
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246 }
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247 CHECKGLERR;
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248
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249 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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250 return true;
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251 }
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252
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253 static unsigned int load_sdr(const char *vfname, const char *pfname)
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254 {
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255 char vsfile[PATH_MAX], psfile[PATH_MAX];
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256 const char *fname;
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257 unsigned int prog;
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258
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259 if((fname = datafile_path(vfname))) {
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260 strcpy(vsfile, fname);
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261 } else {
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262 vsfile[0] = 0;
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263 }
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264 if((fname = datafile_path(pfname))) {
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265 strcpy(psfile, fname);
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266 } else {
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267 psfile[0] = 0;
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268 }
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269 if(!(prog = create_program_load(vsfile, psfile))) {
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270 fprintf(stderr, "failed to load shader program (%s, %s)\n", vsfile, psfile);
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271 return 0;
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272 }
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273 return prog;
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274 }
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275
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276 static int round_pow2(int x)
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277 {
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278 x--;
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279 x = (x >> 1) | x;
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280 x = (x >> 2) | x;
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281 x = (x >> 4) | x;
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282 x = (x >> 8) | x;
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283 x = (x >> 16) | x;
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284 return x + 1;
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285 }
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286
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287 #ifdef DBG_VIS_MRT
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288 // visualize the MRT buffers
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289 static void draw_deferred_debug()
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290 {
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291 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
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292 glUseProgram(deferred_debug);
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293 glDisable(GL_DEPTH_TEST);
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294
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295 glMatrixMode(GL_PROJECTION);
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296 glPushMatrix();
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297 glLoadIdentity();
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298 glMatrixMode(GL_MODELVIEW);
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299 glPushMatrix();
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300 glLoadIdentity();
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301
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302 for(int i=0; i<MRT_COUNT; i++) {
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303 glActiveTexture(GL_TEXTURE0 + i);
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304 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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305 glEnable(GL_TEXTURE_2D);
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306 }
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307
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308 glBegin(GL_QUADS);
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309 glTexCoord2f(0, 0);
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310 glVertex2f(-1, -1);
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311 glTexCoord2f(1, 0);
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312 glVertex2f(1, -1);
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313 glTexCoord2f(1, 1);
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314 glVertex2f(1, 1);
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315 glTexCoord2f(0, 1);
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316 glVertex2f(-1, 1);
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317 glEnd();
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318
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319 for(int i=0; i<MRT_COUNT; i++) {
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320 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
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321 glDisable(GL_TEXTURE_2D);
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322 }
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323
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324 glMatrixMode(GL_PROJECTION);
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325 glPopMatrix();
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326 glMatrixMode(GL_MODELVIEW);
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327 glPopMatrix();
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328
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329 glUseProgram(0);
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330 glPopAttrib();
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331 }
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332 #endif
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