dungeon_crawler

annotate prototype/src/renderer.cc @ 35:d0e93b4d9ec9

normal mapping
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 28 Aug 2012 06:28:22 +0300
parents 0357994effe2
children 84a56fb24850
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@23 8 #include "level.h"
nuclear@15 9 #include "sdr.h"
nuclear@15 10 #include "datapath.h"
nuclear@15 11
nuclear@35 12 #undef DBG_VIS_MRT
nuclear@35 13
nuclear@35 14 #ifdef DBG_VIS_MRT
nuclear@35 15 static void deferred_debug();
nuclear@35 16 #endif
nuclear@18 17
nuclear@17 18 static bool create_fbo(int xsz, int ysz);
nuclear@18 19 static unsigned int load_sdr(const char *vfname, const char *pfname);
nuclear@17 20 static int round_pow2(int x);
nuclear@15 21
nuclear@17 22
nuclear@35 23 #define MRT_COUNT 3
nuclear@17 24 static unsigned int mrt_tex[MRT_COUNT];
nuclear@17 25
nuclear@17 26 static unsigned int mrt_prog;
nuclear@18 27 static unsigned int deferred_omni, deferred_debug;
nuclear@17 28
nuclear@17 29 static unsigned int fbo, rbuf_depth;
nuclear@17 30 static const char *fbstname[] = {
nuclear@17 31 "GL_FRAMEBUFFER_COMPLETE",
nuclear@17 32 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
nuclear@17 33 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
nuclear@17 34 "no such fbo error",
nuclear@17 35 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
nuclear@17 36 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
nuclear@17 37 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
nuclear@17 38 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
nuclear@17 39 "GL_FRAMEBUFFER_UNSUPPORTED"
nuclear@15 40 };
nuclear@15 41
nuclear@17 42 static int fb_xsz, fb_ysz, tex_xsz, tex_ysz;
nuclear@15 43
nuclear@21 44
nuclear@21 45
nuclear@17 46 bool init_renderer(int xsz, int ysz)
nuclear@17 47 {
nuclear@32 48 if(!GLEW_ARB_texture_float) {
nuclear@32 49 fprintf(stderr, "Error: OpenGL implementation doesn't support floating point textures\n");
nuclear@32 50 return false;
nuclear@32 51 }
nuclear@21 52 if(!GLEW_ARB_draw_buffers) {
nuclear@32 53 fprintf(stderr, "Error: OpenGL implementation doesn't support multiple render targets\n");
nuclear@21 54 return false;
nuclear@21 55 }
nuclear@21 56
nuclear@19 57 int max_draw_buf;
nuclear@19 58 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
nuclear@19 59 printf("max draw buffers: %d\n", max_draw_buf);
nuclear@19 60 if(max_draw_buf < MRT_COUNT) {
nuclear@19 61 fprintf(stderr, "OpenGL implementation doesn't support enough draw buffers\n");
nuclear@19 62 return false;
nuclear@19 63 }
nuclear@19 64
nuclear@17 65 if(!create_fbo(xsz, ysz)) {
nuclear@17 66 return false;
nuclear@17 67 }
nuclear@19 68 CHECKGLERR;
nuclear@18 69
nuclear@18 70 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
nuclear@18 71 return false;
nuclear@18 72 }
nuclear@23 73 set_uniform_int(mrt_prog, "tex_dif", 0);
nuclear@23 74 set_uniform_int(mrt_prog, "tex_norm", 1);
nuclear@23 75
nuclear@18 76 if(!(deferred_debug = load_sdr("deferred.v.glsl", "deferred.p.glsl"))) {
nuclear@17 77 return false;
nuclear@17 78 }
nuclear@23 79 for(int i=0; i<MRT_COUNT; i++) {
nuclear@23 80 char uname[32];
nuclear@23 81 sprintf(uname, "mrt%d", i);
nuclear@23 82 set_uniform_int(deferred_debug, uname, i);
nuclear@23 83 }
nuclear@23 84
nuclear@30 85 if(!(deferred_omni = load_sdr("deferred_omni.v.glsl", "deferred_omni.p.glsl"))) {
nuclear@23 86 return false;
nuclear@23 87 }
nuclear@23 88 for(int i=0; i<MRT_COUNT; i++) {
nuclear@23 89 char uname[32];
nuclear@23 90 sprintf(uname, "mrt%d", i);
nuclear@23 91 set_uniform_int(deferred_omni, uname, i);
nuclear@23 92 }
nuclear@17 93 return true;
nuclear@17 94 }
nuclear@17 95
nuclear@17 96 void destroy_renderer()
nuclear@17 97 {
nuclear@17 98 free_program(mrt_prog);
nuclear@17 99 free_program(deferred_omni);
nuclear@17 100
nuclear@17 101 glDeleteTextures(MRT_COUNT, mrt_tex);
nuclear@17 102 glDeleteFramebuffersEXT(1, &fbo);
nuclear@17 103 }
nuclear@17 104
nuclear@33 105 unsigned int get_deferred_shader(void)
nuclear@33 106 {
nuclear@33 107 return deferred_omni;
nuclear@33 108 }
nuclear@33 109
nuclear@35 110 int get_tangent_location(void)
nuclear@35 111 {
nuclear@35 112 return get_attrib_loc(mrt_prog, "attr_tangent");
nuclear@35 113 }
nuclear@35 114
nuclear@23 115 void resize_renderer(int xsz, int ysz)
nuclear@17 116 {
nuclear@23 117 fb_xsz = xsz;
nuclear@23 118 fb_ysz = ysz;
nuclear@18 119
nuclear@23 120 // if we need a bigger rendertarget resize all colorbuffer textures and the depth buffer
nuclear@23 121 if(xsz > tex_xsz || ysz > tex_ysz) {
nuclear@23 122 tex_xsz = round_pow2(xsz);
nuclear@23 123 tex_ysz = round_pow2(ysz);
nuclear@23 124
nuclear@23 125 for(int i=0; i<MRT_COUNT; i++) {
nuclear@23 126 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@32 127 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@23 128 }
nuclear@23 129
nuclear@23 130 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
nuclear@23 131 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
nuclear@23 132 }
nuclear@23 133
nuclear@23 134
nuclear@23 135 // update the texture coordinate scaling factors
nuclear@23 136 float tex_scale_x = (float)fb_xsz / tex_xsz;
nuclear@23 137 float tex_scale_y = (float)fb_ysz / tex_ysz;
nuclear@23 138
nuclear@23 139 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
nuclear@30 140 set_uniform_float2(deferred_omni, "fb_size", fb_xsz, fb_ysz);
nuclear@30 141
nuclear@23 142 set_uniform_float2(deferred_debug, "tex_scale", tex_scale_x, tex_scale_y);
nuclear@23 143 }
nuclear@23 144
nuclear@23 145 void render_deferred(const Level *level)
nuclear@23 146 {
nuclear@18 147 // render into the MRT buffers
nuclear@23 148 glUseProgram(mrt_prog);
nuclear@18 149 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
nuclear@19 150
nuclear@23 151 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@23 152 level->draw();
nuclear@20 153
nuclear@18 154 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@18 155
nuclear@35 156 #ifdef DBG_VIS_MRT
nuclear@35 157 deferred_debug();
nuclear@35 158 #else
nuclear@18 159
nuclear@18 160 // post-process lighting
nuclear@33 161 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
nuclear@18 162
nuclear@30 163 glEnable(GL_BLEND);
nuclear@30 164 glBlendFunc(GL_ONE, GL_ONE);
nuclear@30 165
nuclear@18 166 glDisable(GL_LIGHTING);
nuclear@30 167 glDisable(GL_DEPTH_TEST);
nuclear@33 168 glCullFace(GL_FRONT);
nuclear@18 169
nuclear@23 170 glUseProgram(deferred_omni);
nuclear@19 171 for(int i=0; i<MRT_COUNT; i++) {
nuclear@19 172 glActiveTexture(GL_TEXTURE0 + i);
nuclear@19 173 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@19 174 glEnable(GL_TEXTURE_2D);
nuclear@18 175 }
nuclear@18 176
nuclear@23 177 glDepthMask(0);
nuclear@23 178 level->draw_lights();
nuclear@23 179 glDepthMask(1);
nuclear@18 180
nuclear@19 181 for(int i=0; i<MRT_COUNT; i++) {
nuclear@19 182 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
nuclear@19 183 glDisable(GL_TEXTURE_2D);
nuclear@19 184 }
nuclear@19 185
nuclear@18 186 glUseProgram(0);
nuclear@18 187 glPopAttrib();
nuclear@35 188 #endif // DBG_VIS_MRT
nuclear@17 189 }
nuclear@17 190
nuclear@17 191 static bool create_fbo(int xsz, int ysz)
nuclear@17 192 {
nuclear@35 193 unsigned int clamp = GLEW_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
nuclear@17 194
nuclear@35 195 // round the texture size up to the next power of 2
nuclear@17 196 tex_xsz = round_pow2(xsz);
nuclear@17 197 tex_ysz = round_pow2(ysz);
nuclear@17 198 fb_xsz = xsz;
nuclear@17 199 fb_ysz = ysz;
nuclear@17 200
nuclear@17 201 if(!glGenFramebuffersEXT) {
nuclear@17 202 fprintf(stderr, "FBO support missing\n");
nuclear@17 203 return false;
nuclear@17 204 }
nuclear@17 205 glGenFramebuffersEXT(1, &fbo);
nuclear@18 206 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
nuclear@17 207
nuclear@17 208 glGenTextures(MRT_COUNT, mrt_tex);
nuclear@17 209 for(int i=0; i<MRT_COUNT; i++) {
nuclear@17 210 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@17 211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
nuclear@17 212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
nuclear@17 213 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@17 214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@32 215 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@17 216
nuclear@17 217 // attach to fbo
nuclear@20 218 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
nuclear@20 219 GL_TEXTURE_2D, mrt_tex[i], 0);
nuclear@18 220 CHECKGLERR;
nuclear@17 221 }
nuclear@17 222
nuclear@20 223 static GLenum draw_bufs[] = {
nuclear@20 224 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
nuclear@20 225 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
nuclear@20 226 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
nuclear@20 227 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
nuclear@20 228 };
nuclear@20 229 glDrawBuffersARB(MRT_COUNT, draw_bufs);
nuclear@20 230
nuclear@18 231 glGenRenderbuffersEXT(1, &rbuf_depth);
nuclear@18 232 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
nuclear@18 233 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
nuclear@18 234 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
nuclear@18 235
nuclear@17 236 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
nuclear@17 237 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
nuclear@17 238 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
nuclear@17 239 return false;
nuclear@17 240 }
nuclear@18 241 CHECKGLERR;
nuclear@18 242
nuclear@18 243 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@17 244 return true;
nuclear@17 245 }
nuclear@17 246
nuclear@18 247 static unsigned int load_sdr(const char *vfname, const char *pfname)
nuclear@15 248 {
nuclear@15 249 char vsfile[PATH_MAX], psfile[PATH_MAX];
nuclear@15 250 const char *fname;
nuclear@18 251 unsigned int prog;
nuclear@15 252
nuclear@18 253 if((fname = datafile_path(vfname))) {
nuclear@17 254 strcpy(vsfile, fname);
nuclear@17 255 } else {
nuclear@17 256 vsfile[0] = 0;
nuclear@17 257 }
nuclear@18 258 if((fname = datafile_path(pfname))) {
nuclear@17 259 strcpy(psfile, fname);
nuclear@17 260 } else {
nuclear@17 261 psfile[0] = 0;
nuclear@17 262 }
nuclear@18 263 if(!(prog = create_program_load(vsfile, psfile))) {
nuclear@18 264 fprintf(stderr, "failed to load shader program (%s, %s)\n", vsfile, psfile);
nuclear@18 265 return 0;
nuclear@15 266 }
nuclear@18 267 return prog;
nuclear@15 268 }
nuclear@15 269
nuclear@17 270 static int round_pow2(int x)
nuclear@15 271 {
nuclear@17 272 x--;
nuclear@17 273 x = (x >> 1) | x;
nuclear@17 274 x = (x >> 2) | x;
nuclear@17 275 x = (x >> 4) | x;
nuclear@17 276 x = (x >> 8) | x;
nuclear@17 277 x = (x >> 16) | x;
nuclear@17 278 return x + 1;
nuclear@15 279 }
nuclear@35 280
nuclear@35 281 #ifdef DBG_VIS_MRT
nuclear@35 282 // visualize the MRT buffers
nuclear@35 283 static void deferred_debug()
nuclear@35 284 {
nuclear@35 285 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
nuclear@35 286 glUseProgram(deferred_debug);
nuclear@35 287 glDisable(GL_DEPTH_TEST);
nuclear@35 288
nuclear@35 289 glMatrixMode(GL_PROJECTION);
nuclear@35 290 glPushMatrix();
nuclear@35 291 glLoadIdentity();
nuclear@35 292 glMatrixMode(GL_MODELVIEW);
nuclear@35 293 glPushMatrix();
nuclear@35 294 glLoadIdentity();
nuclear@35 295
nuclear@35 296 for(int i=0; i<MRT_COUNT; i++) {
nuclear@35 297 glActiveTexture(GL_TEXTURE0 + i);
nuclear@35 298 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
nuclear@35 299 glEnable(GL_TEXTURE_2D);
nuclear@35 300 }
nuclear@35 301
nuclear@35 302 glBegin(GL_QUADS);
nuclear@35 303 glTexCoord2f(0, 0);
nuclear@35 304 glVertex2f(-1, -1);
nuclear@35 305 glTexCoord2f(1, 0);
nuclear@35 306 glVertex2f(1, -1);
nuclear@35 307 glTexCoord2f(1, 1);
nuclear@35 308 glVertex2f(1, 1);
nuclear@35 309 glTexCoord2f(0, 1);
nuclear@35 310 glVertex2f(-1, 1);
nuclear@35 311 glEnd();
nuclear@35 312
nuclear@35 313 for(int i=0; i<MRT_COUNT; i++) {
nuclear@35 314 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
nuclear@35 315 glDisable(GL_TEXTURE_2D);
nuclear@35 316 }
nuclear@35 317
nuclear@35 318 glMatrixMode(GL_PROJECTION);
nuclear@35 319 glPopMatrix();
nuclear@35 320 glMatrixMode(GL_MODELVIEW);
nuclear@35 321 glPopMatrix();
nuclear@35 322
nuclear@35 323 glUseProgram(0);
nuclear@35 324 glPopAttrib();
nuclear@35 325 }
nuclear@35 326 #endif