dungeon_crawler

view prototype/src/renderer_deferred.cc @ 63:7f52d6310317

fixed design issue with datafile_path
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 02 Oct 2012 04:52:59 +0300
parents f71381c9e245
children fc2b3d06d07c
line source
1 #include <stdio.h>
2 #include <stdlib.h>
3 #include <string.h>
4 #include <limits.h>
5 #include "opengl.h"
6 #include "renderer_deferred.h"
7 #include "level.h"
8 #include "sdr.h"
9 #include "datapath.h"
11 static unsigned int load_sdr(const char *vfname, const char *pfname);
12 static int round_pow2(int x);
14 DeferredRenderer::DeferredRenderer()
15 {
16 fbo = rbuf_depth = 0;
17 for(int i=0; i<MRT_COUNT; i++) {
18 mrt_tex[i] = 0;
19 }
20 tex_xsz = tex_ysz = 0;
22 mrt_prog = deferred_debug = deferred_omni = 0;
24 curr_prog = 0;
25 num_draw_bufs = 1;
26 }
28 DeferredRenderer::~DeferredRenderer()
29 {
30 if(mrt_prog) {
31 free_program(mrt_prog);
32 }
33 if(deferred_omni) {
34 free_program(deferred_omni);
35 }
36 if(deferred_debug) {
37 free_program(deferred_debug);
38 }
40 if(mrt_tex[0]) {
41 glDeleteTextures(MRT_COUNT, mrt_tex);
42 }
43 if(fbo) {
44 glDeleteFramebuffersEXT(1, &fbo);
45 }
46 }
48 bool DeferredRenderer::init(int xsz, int ysz)
49 {
50 width = xsz;
51 height = ysz;
53 if(!GLEW_ARB_texture_float) {
54 fprintf(stderr, "%s: error: no floating point texture support\n", __func__);
55 return false;
56 }
57 if(!GLEW_ARB_draw_buffers) {
58 fprintf(stderr, "%s: error: no multiple render target support\n", __func__);
59 return false;
60 }
62 int max_draw_buf;
63 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
64 printf("max draw buffers: %d\n", max_draw_buf);
65 if(max_draw_buf < MRT_COUNT) {
66 fprintf(stderr, "%s: error: not enough draw buffers (%d), %d required\n", __func__, max_draw_buf, MRT_COUNT);
67 return false;
68 }
69 num_draw_bufs = MRT_COUNT;
71 if(!create_fbo()) {
72 return false;
73 }
75 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
76 return false;
77 }
78 set_uniform_int(mrt_prog, "tex_dif", 0);
79 set_uniform_int(mrt_prog, "tex_norm", 1);
81 if(!(deferred_omni = load_sdr("deferred_omni.v.glsl", "deferred_omni.p.glsl"))) {
82 return false;
83 }
84 for(int i=0; i<MRT_COUNT; i++) {
85 char uname[32];
86 sprintf(uname, "mrt%d", i);
87 set_uniform_int(deferred_omni, uname, i);
88 }
90 rend = this;
91 return true;
92 }
94 int DeferredRenderer::get_tangent_location() const
95 {
96 return get_attrib_loc(mrt_prog, "attr_tangent");
97 }
99 unsigned int DeferredRenderer::get_current_program() const
100 {
101 return curr_prog;
102 }
104 void DeferredRenderer::resize(int xsz, int ysz)
105 {
106 width = xsz;
107 height = ysz;
109 // if we need a bigger rendertarget ...
110 if(xsz > tex_xsz || ysz > tex_ysz) {
111 tex_xsz = round_pow2(xsz);
112 tex_ysz = round_pow2(ysz);
114 // ... resize all the color buffers
115 for(int i=0; i<MRT_COUNT; i++) {
116 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
117 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
118 }
120 // ... resize the depth buffer
121 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
122 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
123 }
125 // update the texture coordinate scaling factors
126 float tex_scale_x = (float)width / tex_xsz;
127 float tex_scale_y = (float)height / tex_ysz;
129 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
130 set_uniform_float2(deferred_omni, "fb_size", width, height);
131 }
133 void DeferredRenderer::render(const Level *level) const
134 {
135 render_pre(level);
137 // render into the MRT buffers
138 glUseProgram(mrt_prog);
139 curr_prog = mrt_prog;
141 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
143 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
144 level->draw();
145 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
147 // post-process lighting
148 light_pass(level);
150 glUseProgram(0);
151 curr_prog = 0;
153 render_post(level);
154 }
156 void DeferredRenderer::light_pass(const Level *level) const
157 {
158 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
160 glEnable(GL_BLEND);
161 glBlendFunc(GL_ONE, GL_ONE);
163 glDisable(GL_LIGHTING);
164 glDisable(GL_DEPTH_TEST);
165 glCullFace(GL_FRONT);
167 glUseProgram(deferred_omni);
168 curr_prog = deferred_omni;
170 for(int i=0; i<MRT_COUNT; i++) {
171 glActiveTexture(GL_TEXTURE0 + i);
172 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
173 glEnable(GL_TEXTURE_2D);
174 }
176 glDepthMask(0);
177 level->draw_lights();
178 glDepthMask(1);
180 for(int i=0; i<MRT_COUNT; i++) {
181 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
182 glDisable(GL_TEXTURE_2D);
183 }
185 glPopAttrib();
186 }
188 static const char *fbstname[] = {
189 "GL_FRAMEBUFFER_COMPLETE",
190 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
191 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
192 "no such fbo error",
193 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
194 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
195 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
196 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
197 "GL_FRAMEBUFFER_UNSUPPORTED"
198 };
200 bool DeferredRenderer::create_fbo()
201 {
202 unsigned int clamp = GLEW_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
204 // round the texture size up to the next power of 2
205 tex_xsz = round_pow2(width);
206 tex_ysz = round_pow2(height);
208 if(!glGenFramebuffersEXT) {
209 fprintf(stderr, "FBO support missing\n");
210 return false;
211 }
212 glGenFramebuffersEXT(1, &fbo);
213 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
215 glGenTextures(MRT_COUNT, mrt_tex);
216 for(int i=0; i<MRT_COUNT; i++) {
217 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
218 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
219 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
220 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
222 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
224 // attach to fbo
225 GLenum color_att = GL_COLOR_ATTACHMENT0 + (num_draw_bufs == MRT_COUNT ? i : 0);
226 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, color_att, GL_TEXTURE_2D, mrt_tex[i], 0);
227 CHECKGLERR;
228 }
230 if(num_draw_bufs == MRT_COUNT) {
231 static GLenum draw_bufs[] = {
232 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
233 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
234 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
235 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
236 };
237 glDrawBuffersARB(num_draw_bufs, draw_bufs);
238 }
240 glGenRenderbuffersEXT(1, &rbuf_depth);
241 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
242 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
243 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
245 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
246 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
247 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
248 return false;
249 }
250 CHECKGLERR;
252 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
253 return true;
254 }
256 static unsigned int load_sdr(const char *vfname, const char *pfname)
257 {
258 unsigned int prog;
260 std::string vsfile = datafile_path(vfname);
261 std::string psfile = datafile_path(pfname);
263 const char *vs = vsfile.empty() ? 0 : vsfile.c_str();
264 const char *ps = psfile.empty() ? 0 : psfile.c_str();
266 if(!(prog = create_program_load(vs, ps))) {
267 fprintf(stderr, "failed to load shader program (%s, %s)\n", vs, ps);
268 return 0;
269 }
270 return prog;
271 }
273 static int round_pow2(int x)
274 {
275 x--;
276 x = (x >> 1) | x;
277 x = (x >> 2) | x;
278 x = (x >> 4) | x;
279 x = (x >> 8) | x;
280 x = (x >> 16) | x;
281 return x + 1;
282 }
284 #ifdef DBG_VIS_MRT
285 // visualize the MRT buffers
286 static void draw_deferred_debug()
287 {
288 glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
289 glUseProgram(deferred_debug);
290 glDisable(GL_DEPTH_TEST);
292 glMatrixMode(GL_PROJECTION);
293 glPushMatrix();
294 glLoadIdentity();
295 glMatrixMode(GL_MODELVIEW);
296 glPushMatrix();
297 glLoadIdentity();
299 for(int i=0; i<MRT_COUNT; i++) {
300 glActiveTexture(GL_TEXTURE0 + i);
301 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
302 glEnable(GL_TEXTURE_2D);
303 }
305 glBegin(GL_QUADS);
306 glTexCoord2f(0, 0);
307 glVertex2f(-1, -1);
308 glTexCoord2f(1, 0);
309 glVertex2f(1, -1);
310 glTexCoord2f(1, 1);
311 glVertex2f(1, 1);
312 glTexCoord2f(0, 1);
313 glVertex2f(-1, 1);
314 glEnd();
316 for(int i=0; i<MRT_COUNT; i++) {
317 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
318 glDisable(GL_TEXTURE_2D);
319 }
321 glMatrixMode(GL_PROJECTION);
322 glPopMatrix();
323 glMatrixMode(GL_MODELVIEW);
324 glPopMatrix();
326 glUseProgram(0);
327 glPopAttrib();
328 }
329 #endif