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