mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-12-01 01:55:40 +00:00
c039d08c03
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it. It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file. Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
344 lines
8.8 KiB
C++
344 lines
8.8 KiB
C++
#include "R3DFrameBuffers.h"
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namespace New3D {
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R3DFrameBuffers::R3DFrameBuffers()
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{
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m_frameBufferID = 0;
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m_renderBufferID = 0;
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m_frameBufferIDCopy = 0;
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m_renderBufferIDCopy = 0;
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m_width = 0;
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m_height = 0;
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m_vao = 0;
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for (auto &i : m_texIDs) {
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i = 0;
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}
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m_lastLayer = Layer::none;
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AllocShaderTrans();
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AllocShaderBase();
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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// no states needed since we do it in the shader
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glBindVertexArray(0);
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}
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R3DFrameBuffers::~R3DFrameBuffers()
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{
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DestroyFBO();
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m_shaderTrans.UnloadShaders();
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m_shaderBase.UnloadShaders();
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if (m_vao) {
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glDeleteVertexArrays(1, &m_vao);
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m_vao = 0;
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}
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}
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bool R3DFrameBuffers::CreateFBO(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_texIDs[0] = CreateTexture(width, height); // colour buffer
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m_texIDs[1] = CreateTexture(width, height); // trans layer1
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m_texIDs[2] = CreateTexture(width, height); // trans layer2
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glGenFramebuffers(1, &m_frameBufferID);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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// colour attachments
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texIDs[0], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_texIDs[1], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_texIDs[2], 0);
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// depth/stencil attachment
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glGenRenderbuffers(1, &m_renderBufferID);
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glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferID);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferID);
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// check setup was successful
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auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, 0); //created R3DFrameBuffers now disable it
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CreateFBODepthCopy(width, height);
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return (fboStatus == GL_FRAMEBUFFER_COMPLETE);
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}
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bool R3DFrameBuffers::CreateFBODepthCopy(int width, int height)
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{
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glGenFramebuffers(1, &m_frameBufferIDCopy);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferIDCopy);
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glGenRenderbuffers(1, &m_renderBufferIDCopy);
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glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferIDCopy);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferIDCopy);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferIDCopy);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// check setup was successful
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auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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return (fboStatus == GL_FRAMEBUFFER_COMPLETE);
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}
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void R3DFrameBuffers::StoreDepth()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferID);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_frameBufferIDCopy);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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void R3DFrameBuffers::RestoreDepth()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferIDCopy);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_frameBufferID);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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void R3DFrameBuffers::DestroyFBO()
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{
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if (m_frameBufferID) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteRenderbuffers(1, &m_renderBufferID);
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glDeleteFramebuffers(1, &m_frameBufferID);
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}
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if (m_frameBufferIDCopy) {
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glDeleteRenderbuffers(1, &m_renderBufferIDCopy);
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glDeleteFramebuffers(1, &m_frameBufferIDCopy);
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}
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for (auto &i : m_texIDs) {
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if (i) {
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glDeleteTextures(1, &i);
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i = 0;
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}
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}
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m_frameBufferID = 0;
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m_renderBufferID = 0;
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m_frameBufferIDCopy = 0;
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m_renderBufferIDCopy = 0;
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m_width = 0;
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m_height = 0;
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}
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GLuint R3DFrameBuffers::CreateTexture(int width, int height)
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{
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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return texId;
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}
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void R3DFrameBuffers::BindTexture(Layer layer)
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{
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glBindTexture(GL_TEXTURE_2D, m_texIDs[(int)layer]);
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}
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void R3DFrameBuffers::SetFBO(Layer layer)
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{
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if (m_lastLayer == layer) {
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return;
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}
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switch (layer)
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{
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case Layer::colour:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers((GLsizei)std::size(buffers), buffers);
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break;
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}
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case Layer::trans1:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_NONE, GL_COLOR_ATTACHMENT1, GL_NONE };
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glDrawBuffers((GLsizei)std::size(buffers), buffers);
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break;
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}
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case Layer::trans2:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers((GLsizei)std::size(buffers), buffers);
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break;
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}
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case Layer::none:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDrawBuffer(GL_BACK);
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break;
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}
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}
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m_lastLayer = layer;
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}
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void R3DFrameBuffers::AllocShaderBase()
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{
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const char *vertexShader = R"glsl(
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#version 410 core
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// outputs
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out vec2 fsTexCoord;
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void main(void)
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{
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const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, -1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0));
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fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
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gl_Position = vertices[gl_VertexID % 4];
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}
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 410 core
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// inputs
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uniform sampler2D tex1; // base tex
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in vec2 fsTexCoord;
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// outputs
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out vec4 fragColor;
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void main()
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{
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fragColor = texture(tex1, fsTexCoord);
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}
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)glsl";
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m_shaderBase.LoadShaders(vertexShader, fragmentShader);
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m_shaderBase.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
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}
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void R3DFrameBuffers::AllocShaderTrans()
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{
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const char *vertexShader = R"glsl(
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#version 410 core
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// outputs
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out vec2 fsTexCoord;
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void main(void)
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{
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const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, -1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0));
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fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
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gl_Position = vertices[gl_VertexID % 4];
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}
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 410 core
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uniform sampler2D tex1; // trans layer 1
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uniform sampler2D tex2; // trans layer 2
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in vec2 fsTexCoord;
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// outputs
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out vec4 fragColor;
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void main()
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{
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vec4 colTrans1 = texture(tex1, fsTexCoord);
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vec4 colTrans2 = texture(tex2, fsTexCoord);
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// if both transparency layers overlap, the result is opaque
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if (colTrans1.a * colTrans2.a > 0.0) {
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vec3 mixCol = mix(colTrans1.rgb, colTrans2.rgb, (colTrans2.a + (1.0 - colTrans1.a)) / 2.0);
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fragColor = vec4(mixCol, 1.0);
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}
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else if (colTrans1.a > 0.0) {
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fragColor = colTrans1;
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}
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else {
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fragColor = colTrans2; // if alpha is zero it will have no effect anyway
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}
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}
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)glsl";
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m_shaderTrans.LoadShaders(vertexShader, fragmentShader);
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m_shaderTrans.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
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m_shaderTrans.uniformLoc[1] = m_shaderTrans.GetUniformLocation("tex2");
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}
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void R3DFrameBuffers::Draw()
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{
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glViewport (0, 0, m_width, m_height); // cover the entire screen
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glDisable (GL_DEPTH_TEST); // disable depth testing / writing
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glDisable (GL_CULL_FACE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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for (int i = 0; i < (int)std::size(m_texIDs); i++) { // bind our textures to correct texture units
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
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}
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glActiveTexture (GL_TEXTURE0);
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glBindVertexArray (m_vao);
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DrawBaseLayer ();
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DrawAlphaLayer ();
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glDisable (GL_BLEND);
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glBindVertexArray (0);
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}
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void R3DFrameBuffers::DrawBaseLayer()
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{
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m_shaderBase.EnableShader();
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glUniform1i(m_shaderBase.uniformLoc[0], 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_shaderBase.DisableShader();
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}
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void R3DFrameBuffers::DrawAlphaLayer()
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{
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m_shaderTrans.EnableShader();
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glUniform1i(m_shaderTrans.uniformLoc[0], 1); // tex unit 1
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glUniform1i(m_shaderTrans.uniformLoc[1], 2); // tex unit 2
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_shaderTrans.DisableShader();
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}
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}
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