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nuclear@15
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1 #include <stdio.h>
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nuclear@15
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2 #include <stdlib.h>
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nuclear@15
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3 #include <string.h>
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nuclear@15
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4 #include <limits.h>
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nuclear@18
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5 #include <assert.h>
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nuclear@15
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6 #include "opengl.h"
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nuclear@15
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7 #include "renderer.h"
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nuclear@23
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8 #include "level.h"
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nuclear@15
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9 #include "sdr.h"
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nuclear@15
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10 #include "datapath.h"
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nuclear@15
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11
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nuclear@18
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12
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nuclear@17
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13 static bool create_fbo(int xsz, int ysz);
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nuclear@18
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14 static unsigned int load_sdr(const char *vfname, const char *pfname);
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nuclear@17
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15 static int round_pow2(int x);
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nuclear@15
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16
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nuclear@17
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17
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nuclear@19
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18 #define MRT_COUNT 4
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nuclear@17
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19 static unsigned int mrt_tex[MRT_COUNT];
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20
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nuclear@17
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21 static unsigned int mrt_prog;
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nuclear@18
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22 static unsigned int deferred_omni, deferred_debug;
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nuclear@17
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23
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nuclear@17
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24 static unsigned int fbo, rbuf_depth;
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nuclear@17
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25 static const char *fbstname[] = {
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nuclear@17
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26 "GL_FRAMEBUFFER_COMPLETE",
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nuclear@17
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27 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
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nuclear@17
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28 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
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nuclear@17
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29 "no such fbo error",
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nuclear@17
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30 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
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31 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
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32 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
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33 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
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34 "GL_FRAMEBUFFER_UNSUPPORTED"
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nuclear@15
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35 };
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nuclear@15
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36
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nuclear@17
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37 static int fb_xsz, fb_ysz, tex_xsz, tex_ysz;
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38
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nuclear@21
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39
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nuclear@21
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40
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nuclear@17
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41 bool init_renderer(int xsz, int ysz)
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nuclear@17
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42 {
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nuclear@21
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43 if(!GLEW_ARB_draw_buffers) {
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nuclear@21
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44 fprintf(stderr, "OpenGL implementation doesn't support multiple render targets\n");
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nuclear@21
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45 return false;
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nuclear@21
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46 }
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nuclear@21
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47
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nuclear@19
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48 int max_draw_buf;
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nuclear@19
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49 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
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nuclear@19
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50 printf("max draw buffers: %d\n", max_draw_buf);
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nuclear@19
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51 if(max_draw_buf < MRT_COUNT) {
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nuclear@19
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52 fprintf(stderr, "OpenGL implementation doesn't support enough draw buffers\n");
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nuclear@19
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53 return false;
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nuclear@19
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54 }
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55
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nuclear@17
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56 if(!create_fbo(xsz, ysz)) {
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nuclear@17
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57 return false;
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58 }
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nuclear@19
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59 CHECKGLERR;
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nuclear@18
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60
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nuclear@18
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61 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
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nuclear@18
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62 return false;
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nuclear@18
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63 }
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nuclear@23
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64 set_uniform_int(mrt_prog, "tex_dif", 0);
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65 set_uniform_int(mrt_prog, "tex_norm", 1);
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66
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67 if(!(deferred_debug = load_sdr("deferred.v.glsl", "deferred.p.glsl"))) {
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68 return false;
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69 }
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nuclear@23
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70 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@23
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71 char uname[32];
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nuclear@23
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72 sprintf(uname, "mrt%d", i);
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73 set_uniform_int(deferred_debug, uname, i);
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nuclear@23
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74 }
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75
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76 if(!(deferred_omni = load_sdr("deferred.v.glsl", "deferred_omni.p.glsl"))) {
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nuclear@23
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77 return false;
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nuclear@23
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78 }
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nuclear@23
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79 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@23
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80 char uname[32];
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nuclear@23
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81 sprintf(uname, "mrt%d", i);
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nuclear@23
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82 set_uniform_int(deferred_omni, uname, i);
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83 }
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nuclear@17
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84 return true;
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nuclear@17
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85 }
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86
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nuclear@17
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87 void destroy_renderer()
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nuclear@17
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88 {
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nuclear@17
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89 free_program(mrt_prog);
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90 free_program(deferred_omni);
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91
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92 glDeleteTextures(MRT_COUNT, mrt_tex);
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93 glDeleteFramebuffersEXT(1, &fbo);
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94 }
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nuclear@17
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95
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nuclear@23
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96 void resize_renderer(int xsz, int ysz)
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nuclear@17
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97 {
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98 fb_xsz = xsz;
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99 fb_ysz = ysz;
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nuclear@18
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100
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nuclear@23
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101 // if we need a bigger rendertarget resize all colorbuffer textures and the depth buffer
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102 if(xsz > tex_xsz || ysz > tex_ysz) {
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103 tex_xsz = round_pow2(xsz);
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nuclear@23
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104 tex_ysz = round_pow2(ysz);
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105
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nuclear@23
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106 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@23
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107 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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108 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA,
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109 GL_UNSIGNED_BYTE, 0);
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110 }
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111
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112 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
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113 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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114 }
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115
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116
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117 // update the texture coordinate scaling factors
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118 float tex_scale_x = (float)fb_xsz / tex_xsz;
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119 float tex_scale_y = (float)fb_ysz / tex_ysz;
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120
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121 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
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122 set_uniform_float2(deferred_debug, "tex_scale", tex_scale_x, tex_scale_y);
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123 }
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124
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nuclear@23
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125 void render_deferred(const Level *level)
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126 {
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nuclear@23
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127 glClearColor(0.4, 0.2, 0.1, 0.0);
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128 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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129 glPushAttrib(GL_ENABLE_BIT);
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130 glDisable(GL_LIGHTING);
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131 level->draw_lights();
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132 glPopAttrib();
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133 #if 0
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134 // render into the MRT buffers
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135 glUseProgram(mrt_prog);
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136 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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137
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138 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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139 level->draw();
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nuclear@20
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140
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141 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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142
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143
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144 // post-process lighting
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145 glPushAttrib(GL_ENABLE_BIT);
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146
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147 glDisable(GL_LIGHTING);
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148 glDisable(GL_DEPTH_TEST);
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149
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150 glUseProgram(deferred_omni);
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nuclear@19
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151 for(int i=0; i<MRT_COUNT; i++) {
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152 glActiveTexture(GL_TEXTURE0 + i);
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153 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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154 glEnable(GL_TEXTURE_2D);
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nuclear@18
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155 }
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156
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nuclear@23
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157 glDepthMask(0);
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nuclear@23
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158 level->draw_lights();
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nuclear@23
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159 glDepthMask(1);
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nuclear@18
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160
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161 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@19
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162 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
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nuclear@19
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163 glDisable(GL_TEXTURE_2D);
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nuclear@19
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164 }
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165
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nuclear@18
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166 glUseProgram(0);
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nuclear@18
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167 glPopAttrib();
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nuclear@23
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168 #endif
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nuclear@17
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169 }
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nuclear@17
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170
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nuclear@17
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171 static bool create_fbo(int xsz, int ysz)
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nuclear@17
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172 {
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nuclear@17
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173 unsigned int clamp = GL_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
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174
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nuclear@17
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175 tex_xsz = round_pow2(xsz);
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176 tex_ysz = round_pow2(ysz);
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177 fb_xsz = xsz;
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178 fb_ysz = ysz;
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179
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nuclear@17
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180 if(!glGenFramebuffersEXT) {
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181 fprintf(stderr, "FBO support missing\n");
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182 return false;
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nuclear@17
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183 }
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nuclear@17
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184 glGenFramebuffersEXT(1, &fbo);
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185 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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186
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nuclear@17
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187 glGenTextures(MRT_COUNT, mrt_tex);
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188 for(int i=0; i<MRT_COUNT; i++) {
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189 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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190 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
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191 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
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192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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194 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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195
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196 // attach to fbo
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nuclear@20
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197 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
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198 GL_TEXTURE_2D, mrt_tex[i], 0);
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nuclear@18
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199 CHECKGLERR;
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nuclear@17
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200 }
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nuclear@17
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201
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nuclear@20
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202 static GLenum draw_bufs[] = {
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nuclear@20
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203 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
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204 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
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205 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
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206 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
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nuclear@20
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207 };
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nuclear@20
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208 glDrawBuffersARB(MRT_COUNT, draw_bufs);
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nuclear@20
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209
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nuclear@18
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210 glGenRenderbuffersEXT(1, &rbuf_depth);
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nuclear@18
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211 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
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nuclear@18
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212 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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nuclear@18
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213 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
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nuclear@18
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214
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nuclear@17
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215 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
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nuclear@17
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216 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
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217 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
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218 return false;
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nuclear@17
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219 }
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nuclear@18
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220 CHECKGLERR;
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nuclear@18
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221
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nuclear@18
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222 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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nuclear@17
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223 return true;
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nuclear@17
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224 }
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nuclear@17
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225
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nuclear@18
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226 static unsigned int load_sdr(const char *vfname, const char *pfname)
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nuclear@15
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227 {
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nuclear@15
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228 char vsfile[PATH_MAX], psfile[PATH_MAX];
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nuclear@15
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229 const char *fname;
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nuclear@18
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230 unsigned int prog;
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nuclear@15
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231
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nuclear@18
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232 if((fname = datafile_path(vfname))) {
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nuclear@17
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233 strcpy(vsfile, fname);
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nuclear@17
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234 } else {
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nuclear@17
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235 vsfile[0] = 0;
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nuclear@17
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236 }
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nuclear@18
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237 if((fname = datafile_path(pfname))) {
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nuclear@17
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238 strcpy(psfile, fname);
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nuclear@17
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239 } else {
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nuclear@17
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240 psfile[0] = 0;
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nuclear@17
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241 }
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nuclear@18
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242 if(!(prog = create_program_load(vsfile, psfile))) {
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nuclear@18
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243 fprintf(stderr, "failed to load shader program (%s, %s)\n", vsfile, psfile);
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nuclear@18
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244 return 0;
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nuclear@15
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245 }
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nuclear@18
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246 return prog;
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nuclear@15
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247 }
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nuclear@15
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248
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nuclear@17
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249 static int round_pow2(int x)
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nuclear@15
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250 {
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nuclear@17
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251 x--;
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nuclear@17
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252 x = (x >> 1) | x;
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nuclear@17
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253 x = (x >> 2) | x;
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nuclear@17
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254 x = (x >> 4) | x;
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nuclear@17
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255 x = (x >> 8) | x;
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nuclear@17
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256 x = (x >> 16) | x;
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nuclear@17
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257 return x + 1;
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nuclear@15
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258 }
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