Supermodel/Src/Graphics/New3D/R3DFrameBuffers.cpp

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#include "R3DFrameBuffers.h"
#include "Mat4.h"
#define countof(a) (sizeof(a)/sizeof(*(a)))
namespace New3D {
R3DFrameBuffers::R3DFrameBuffers()
{
m_frameBufferID = 0;
m_renderBufferID = 0;
m_frameBufferIDCopy = 0;
m_renderBufferIDCopy = 0;
m_width = 0;
m_height = 0;
for (auto &i : m_texIDs) {
i = 0;
}
m_lastLayer = Layer::none;
AllocShaderTrans();
AllocShaderBase();
AllocShaderWipe();
FBVertex vertices[4];
vertices[0].Set(-1,-1, 0, 0);
vertices[1].Set(-1, 1, 0, 1);
vertices[2].Set( 1,-1, 1, 0);
vertices[3].Set( 1, 1, 1, 1);
m_vbo.Create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(vertices), vertices);
}
R3DFrameBuffers::~R3DFrameBuffers()
{
DestroyFBO();
m_shaderTrans.UnloadShaders();
m_shaderBase.UnloadShaders();
m_shaderWipe.UnloadShaders();
m_vbo.Destroy();
}
bool R3DFrameBuffers::CreateFBO(int width, int height)
{
m_width = width;
m_height = height;
m_texIDs[0] = CreateTexture(width, height); // colour buffer
m_texIDs[1] = CreateTexture(width, height); // trans layer1
m_texIDs[2] = CreateTexture(width, height); // trans layer2
glGenFramebuffers(1, &m_frameBufferID);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
// colour attachments
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texIDs[0], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_texIDs[1], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_texIDs[2], 0);
// depth/stencil attachment
glGenRenderbuffers(1, &m_renderBufferID);
glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferID);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferID);
// check setup was successful
auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0); //created R3DFrameBuffers now disable it
CreateFBODepthCopy(width, height);
return (fboStatus == GL_FRAMEBUFFER_COMPLETE);
}
bool R3DFrameBuffers::CreateFBODepthCopy(int width, int height)
{
glGenFramebuffers(1, &m_frameBufferIDCopy);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferIDCopy);
glGenRenderbuffers(1, &m_renderBufferIDCopy);
glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferIDCopy);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferIDCopy);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferIDCopy);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// check setup was successful
auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
return (fboStatus == GL_FRAMEBUFFER_COMPLETE);
}
void R3DFrameBuffers::StoreDepth()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferID);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_frameBufferIDCopy);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
void R3DFrameBuffers::RestoreDepth()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferIDCopy);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_frameBufferID);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
void R3DFrameBuffers::DestroyFBO()
{
if (m_frameBufferID) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteRenderbuffers(1, &m_renderBufferID);
glDeleteFramebuffers(1, &m_frameBufferID);
}
if (m_frameBufferIDCopy) {
glDeleteRenderbuffers(1, &m_renderBufferIDCopy);
glDeleteFramebuffers(1, &m_frameBufferIDCopy);
}
for (auto &i : m_texIDs) {
if (i) {
glDeleteTextures(1, &i);
i = 0;
}
}
m_frameBufferID = 0;
m_renderBufferID = 0;
m_frameBufferIDCopy = 0;
m_renderBufferIDCopy = 0;
m_width = 0;
m_height = 0;
}
GLuint R3DFrameBuffers::CreateTexture(int width, int height)
{
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
return texId;
}
void R3DFrameBuffers::BindTexture(Layer layer)
{
glBindTexture(GL_TEXTURE_2D, m_texIDs[(int)layer]);
}
void R3DFrameBuffers::SetFBO(Layer layer)
{
if (m_lastLayer == layer) {
return;
}
switch (layer)
{
case Layer::colour:
case Layer::trans1:
case Layer::trans2:
{
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 + (GLenum)layer };
glDrawBuffers(countof(buffers), buffers);
break;
}
case Layer::trans12:
{
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
GLenum buffers[] = { GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(countof(buffers), buffers);
break;
}
case Layer::all:
{
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(countof(buffers), buffers);
break;
}
case Layer::none:
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
break;
}
}
m_lastLayer = layer;
}
void R3DFrameBuffers::AllocShaderBase()
{
const char *vertexShader = R"glsl(
// inputs
attribute vec3 inVertex;
attribute vec2 inTexCoord;
// outputs
varying vec2 fsTexCoord;
void main(void)
{
fsTexCoord = inTexCoord;
gl_Position = vec4(inVertex,1.0);
}
)glsl";
const char *fragmentShader = R"glsl(
uniform sampler2D tex1; // base tex
varying vec2 fsTexCoord;
void main()
{
vec4 colBase = texture2D( tex1, fsTexCoord);
if(colBase.a < 1.0) discard;
gl_FragColor = colBase;
}
)glsl";
m_shaderBase.LoadShaders(vertexShader, fragmentShader);
m_shaderBase.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
m_shaderBase.attribLoc[0] = m_shaderTrans.GetAttributeLocation("inVertex");
m_shaderBase.attribLoc[1] = m_shaderTrans.GetAttributeLocation("inTexCoord");
}
void R3DFrameBuffers::AllocShaderTrans()
{
const char *vertexShader = R"glsl(
// inputs
attribute vec3 inVertex;
attribute vec2 inTexCoord;
// outputs
varying vec2 fsTexCoord;
void main(void)
{
fsTexCoord = inTexCoord;
gl_Position = vec4(inVertex,1.0);
}
)glsl";
const char *fragmentShader = R"glsl(
uniform sampler2D tex1; // trans layer 1
uniform sampler2D tex2; // trans layer 2
varying vec2 fsTexCoord;
void main()
{
vec4 colTrans1 = texture2D( tex1, fsTexCoord);
vec4 colTrans2 = texture2D( tex2, fsTexCoord);
if(colTrans1.a+colTrans2.a > 0.0) {
vec3 col1 = (colTrans1.rgb * colTrans1.a) / ( colTrans1.a + colTrans2.a); // this is my best guess at the blending between the layers
vec3 col2 = (colTrans2.rgb * colTrans2.a) / ( colTrans1.a + colTrans2.a);
colTrans1 = vec4(col1+col2,colTrans1.a+colTrans2.a);
}
gl_FragColor = colTrans1;
}
)glsl";
m_shaderTrans.LoadShaders(vertexShader, fragmentShader);
m_shaderTrans.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
m_shaderTrans.uniformLoc[1] = m_shaderTrans.GetUniformLocation("tex2");
m_shaderTrans.attribLoc[0] = m_shaderTrans.GetAttributeLocation("inVertex");
m_shaderTrans.attribLoc[1] = m_shaderTrans.GetAttributeLocation("inTexCoord");
}
void R3DFrameBuffers::AllocShaderWipe()
{
const char *vertexShader = R"glsl(
// inputs
attribute vec3 inVertex;
attribute vec2 inTexCoord;
// outputs
varying vec2 fsTexCoord;
void main(void)
{
fsTexCoord = inTexCoord;
gl_Position = vec4(inVertex,1.0);
}
)glsl";
const char *fragmentShader = R"glsl(
uniform sampler2D texColor; // base colour layer
varying vec2 fsTexCoord;
void main()
{
vec4 colBase = texture2D( texColor, fsTexCoord);
if(colBase.a == 0.0) {
discard; // no colour pixels have been written
}
gl_FragData[0] = vec4(0.0); // wipe these parts of the alpha buffer
gl_FragData[1] = vec4(0.0); // since they have been overwritten by the next priority layer
}
)glsl";
m_shaderWipe.LoadShaders(vertexShader, fragmentShader);
m_shaderWipe.uniformLoc[0] = m_shaderTrans.GetUniformLocation("texColor");
m_shaderWipe.attribLoc[0] = m_shaderTrans.GetAttributeLocation("inVertex");
m_shaderWipe.attribLoc[1] = m_shaderTrans.GetAttributeLocation("inTexCoord");
}
void R3DFrameBuffers::Draw()
{
SetFBO (Layer::none); // make sure to draw on the back buffer
glViewport (0, 0, m_width, m_height); // cover the entire screen
glDisable (GL_DEPTH_TEST); // disable depth testing / writing
glDisable (GL_CULL_FACE);
glDisable (GL_BLEND);
for (int i = 0; i < countof(m_texIDs); i++) { // bind our textures to correct texture units
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
}
glActiveTexture (GL_TEXTURE0);
m_vbo.Bind (true);
DrawBaseLayer ();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
DrawAlphaLayer ();
glDisable (GL_BLEND);
m_vbo.Bind (false);
}
void R3DFrameBuffers::CompositeBaseLayer()
{
SetFBO(Layer::none); // make sure to draw on the back buffer
glViewport(0, 0, m_width, m_height); // cover the entire screen
glDisable(GL_DEPTH_TEST); // disable depth testing / writing
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
for (int i = 0; i < countof(m_texIDs); i++) { // bind our textures to correct texture units
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
}
glActiveTexture(GL_TEXTURE0);
m_vbo.Bind(true);
DrawBaseLayer();
m_vbo.Bind(false);
}
void R3DFrameBuffers::CompositeAlphaLayer()
{
SetFBO(Layer::none); // make sure to draw on the back buffer
glViewport(0, 0, m_width, m_height); // cover the entire screen
glDisable(GL_DEPTH_TEST); // disable depth testing / writing
glDisable(GL_CULL_FACE);
for (int i = 0; i < countof(m_texIDs); i++) { // bind our textures to correct texture units
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
}
glActiveTexture(GL_TEXTURE0);
m_vbo.Bind(true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
DrawAlphaLayer();
glDisable(GL_BLEND);
m_vbo.Bind(false);
}
void R3DFrameBuffers::DrawOverTransLayers()
{
SetFBO(Layer::trans12); // need to write to both layers
glViewport (0, 0, m_width, m_height); // cover the entire screen
glDisable (GL_DEPTH_TEST); // disable depth testing / writing
glDisable (GL_CULL_FACE);
glDisable (GL_BLEND);
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, m_texIDs[0]);
m_vbo.Bind(true);
m_shaderWipe.EnableShader();
glUniform1i(m_shaderWipe.uniformLoc[0], 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(m_shaderWipe.attribLoc[0], 3, GL_FLOAT, GL_FALSE, sizeof(FBVertex), (void*)offsetof(FBVertex, verts));
glVertexAttribPointer(m_shaderWipe.attribLoc[1], 2, GL_FLOAT, GL_FALSE, sizeof(FBVertex), (void*)offsetof(FBVertex, texCoords));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
m_shaderWipe.DisableShader();
m_vbo.Bind(false);
}
void R3DFrameBuffers::DrawBaseLayer()
{
m_shaderBase.EnableShader();
glUniform1i(m_shaderTrans.uniformLoc[0], 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(m_shaderTrans.attribLoc[0], 3, GL_FLOAT, GL_FALSE, sizeof(FBVertex), (void*)offsetof(FBVertex, verts));
glVertexAttribPointer(m_shaderTrans.attribLoc[1], 2, GL_FLOAT, GL_FALSE, sizeof(FBVertex), (void*)offsetof(FBVertex, texCoords));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
m_shaderBase.DisableShader();
}
void R3DFrameBuffers::DrawAlphaLayer()
{
m_shaderTrans.EnableShader();
glUniform1i(m_shaderTrans.uniformLoc[0], 1); // tex unit 1
glUniform1i(m_shaderTrans.uniformLoc[1], 2); // tex unit 2
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(m_shaderTrans.attribLoc[0], 3, GL_FLOAT, GL_FALSE, sizeof(FBVertex), (void*)offsetof(FBVertex, verts));
glVertexAttribPointer(m_shaderTrans.attribLoc[1], 2, GL_FLOAT, GL_FALSE, sizeof(FBVertex), (void*)offsetof(FBVertex, texCoords));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
m_shaderTrans.DisableShader();
}
}