dungeon_crawler

view prototype/src/renderer.cc @ 32:0cd55268eaf4

AAAAaaaarghhhh... forgot to request floating point pixel format for MRT textures...
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 28 Aug 2012 02:18:19 +0300
parents 938a6a155c94
children 0357994effe2
line source
1 #include <stdio.h>
2 #include <stdlib.h>
3 #include <string.h>
4 #include <limits.h>
5 #include <assert.h>
6 #include "opengl.h"
7 #include "renderer.h"
8 #include "level.h"
9 #include "sdr.h"
10 #include "datapath.h"
13 static bool create_fbo(int xsz, int ysz);
14 static unsigned int load_sdr(const char *vfname, const char *pfname);
15 static int round_pow2(int x);
18 #define MRT_COUNT 4
19 static unsigned int mrt_tex[MRT_COUNT];
21 static unsigned int mrt_prog;
22 static unsigned int deferred_omni, deferred_debug;
24 static unsigned int fbo, rbuf_depth;
25 static const char *fbstname[] = {
26 "GL_FRAMEBUFFER_COMPLETE",
27 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
28 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
29 "no such fbo error",
30 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
31 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
32 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
33 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
34 "GL_FRAMEBUFFER_UNSUPPORTED"
35 };
37 static int fb_xsz, fb_ysz, tex_xsz, tex_ysz;
41 bool init_renderer(int xsz, int ysz)
42 {
43 if(!GLEW_ARB_texture_float) {
44 fprintf(stderr, "Error: OpenGL implementation doesn't support floating point textures\n");
45 return false;
46 }
47 if(!GLEW_ARB_draw_buffers) {
48 fprintf(stderr, "Error: OpenGL implementation doesn't support multiple render targets\n");
49 return false;
50 }
52 int max_draw_buf;
53 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
54 printf("max draw buffers: %d\n", max_draw_buf);
55 if(max_draw_buf < MRT_COUNT) {
56 fprintf(stderr, "OpenGL implementation doesn't support enough draw buffers\n");
57 return false;
58 }
60 if(!create_fbo(xsz, ysz)) {
61 return false;
62 }
63 CHECKGLERR;
65 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
66 return false;
67 }
68 set_uniform_int(mrt_prog, "tex_dif", 0);
69 set_uniform_int(mrt_prog, "tex_norm", 1);
71 if(!(deferred_debug = load_sdr("deferred.v.glsl", "deferred.p.glsl"))) {
72 return false;
73 }
74 for(int i=0; i<MRT_COUNT; i++) {
75 char uname[32];
76 sprintf(uname, "mrt%d", i);
77 set_uniform_int(deferred_debug, uname, i);
78 }
80 if(!(deferred_omni = load_sdr("deferred_omni.v.glsl", "deferred_omni.p.glsl"))) {
81 return false;
82 }
83 for(int i=0; i<MRT_COUNT; i++) {
84 char uname[32];
85 sprintf(uname, "mrt%d", i);
86 set_uniform_int(deferred_omni, uname, i);
87 }
88 return true;
89 }
91 void destroy_renderer()
92 {
93 free_program(mrt_prog);
94 free_program(deferred_omni);
96 glDeleteTextures(MRT_COUNT, mrt_tex);
97 glDeleteFramebuffersEXT(1, &fbo);
98 }
100 void resize_renderer(int xsz, int ysz)
101 {
102 fb_xsz = xsz;
103 fb_ysz = ysz;
105 // if we need a bigger rendertarget resize all colorbuffer textures and the depth buffer
106 if(xsz > tex_xsz || ysz > tex_ysz) {
107 tex_xsz = round_pow2(xsz);
108 tex_ysz = round_pow2(ysz);
110 for(int i=0; i<MRT_COUNT; i++) {
111 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
112 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
113 }
115 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
116 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
117 }
120 // update the texture coordinate scaling factors
121 float tex_scale_x = (float)fb_xsz / tex_xsz;
122 float tex_scale_y = (float)fb_ysz / tex_ysz;
124 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
125 set_uniform_float2(deferred_omni, "fb_size", fb_xsz, fb_ysz);
127 set_uniform_float2(deferred_debug, "tex_scale", tex_scale_x, tex_scale_y);
128 }
130 void render_deferred(const Level *level)
131 {
132 // render into the MRT buffers
133 glUseProgram(mrt_prog);
134 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
136 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
137 level->draw();
139 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
142 // post-process lighting
143 glPushAttrib(GL_ENABLE_BIT);
145 glEnable(GL_BLEND);
146 glBlendFunc(GL_ONE, GL_ONE);
148 glDisable(GL_LIGHTING);
149 glDisable(GL_CULL_FACE);
150 glDisable(GL_DEPTH_TEST);
152 glUseProgram(deferred_omni);
153 for(int i=0; i<MRT_COUNT; i++) {
154 glActiveTexture(GL_TEXTURE0 + i);
155 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
156 glEnable(GL_TEXTURE_2D);
157 }
159 glDepthMask(0);
160 level->draw_lights();
161 glDepthMask(1);
163 for(int i=0; i<MRT_COUNT; i++) {
164 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
165 glDisable(GL_TEXTURE_2D);
166 }
168 glUseProgram(0);
169 glPopAttrib();
170 }
172 static bool create_fbo(int xsz, int ysz)
173 {
174 unsigned int clamp = GL_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
176 tex_xsz = round_pow2(xsz);
177 tex_ysz = round_pow2(ysz);
178 fb_xsz = xsz;
179 fb_ysz = ysz;
181 if(!glGenFramebuffersEXT) {
182 fprintf(stderr, "FBO support missing\n");
183 return false;
184 }
185 glGenFramebuffersEXT(1, &fbo);
186 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
188 glGenTextures(MRT_COUNT, mrt_tex);
189 for(int i=0; i<MRT_COUNT; i++) {
190 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
191 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
194 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
195 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
197 // attach to fbo
198 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
199 GL_TEXTURE_2D, mrt_tex[i], 0);
200 CHECKGLERR;
201 }
203 static GLenum draw_bufs[] = {
204 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
205 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
206 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
207 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
208 };
209 glDrawBuffersARB(MRT_COUNT, draw_bufs);
211 glGenRenderbuffersEXT(1, &rbuf_depth);
212 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
213 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
214 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
216 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
217 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
218 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
219 return false;
220 }
221 CHECKGLERR;
223 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
224 return true;
225 }
227 static unsigned int load_sdr(const char *vfname, const char *pfname)
228 {
229 char vsfile[PATH_MAX], psfile[PATH_MAX];
230 const char *fname;
231 unsigned int prog;
233 if((fname = datafile_path(vfname))) {
234 strcpy(vsfile, fname);
235 } else {
236 vsfile[0] = 0;
237 }
238 if((fname = datafile_path(pfname))) {
239 strcpy(psfile, fname);
240 } else {
241 psfile[0] = 0;
242 }
243 if(!(prog = create_program_load(vsfile, psfile))) {
244 fprintf(stderr, "failed to load shader program (%s, %s)\n", vsfile, psfile);
245 return 0;
246 }
247 return prog;
248 }
250 static int round_pow2(int x)
251 {
252 x--;
253 x = (x >> 1) | x;
254 x = (x >> 2) | x;
255 x = (x >> 4) | x;
256 x = (x >> 8) | x;
257 x = (x >> 16) | x;
258 return x + 1;
259 }