Supermodel/Src/Graphics/New3D/R3DFrameBuffers.cpp
2022-11-26 12:58:07 +00:00

473 lines
12 KiB
C++

#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;
m_vao = 0;
for (auto &i : m_texIDs) {
i = 0;
}
m_lastLayer = Layer::none;
AllocShaderTrans();
AllocShaderBase();
AllocShaderWipe();
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
// no states needed since we do it in the shader
glBindVertexArray(0);
}
R3DFrameBuffers::~R3DFrameBuffers()
{
DestroyFBO();
m_shaderTrans.UnloadShaders();
m_shaderBase.UnloadShaders();
m_shaderWipe.UnloadShaders();
if (m_vao) {
glDeleteVertexArrays(1, &m_vao);
m_vao = 0;
}
}
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(
#version 410 core
// outputs
out vec2 fsTexCoord;
void main(void)
{
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0));
fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
gl_Position = vertices[gl_VertexID % 4];
}
)glsl";
const char *fragmentShader = R"glsl(
#version 410 core
// inputs
uniform sampler2D tex1; // base tex
in vec2 fsTexCoord;
// outputs
out vec4 fragColor;
void main()
{
vec4 colBase = texture(tex1, fsTexCoord);
if(colBase.a < 1.0) discard;
fragColor = colBase;
}
)glsl";
m_shaderBase.LoadShaders(vertexShader, fragmentShader);
m_shaderBase.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
}
void R3DFrameBuffers::AllocShaderTrans()
{
const char *vertexShader = R"glsl(
#version 410 core
// outputs
out vec2 fsTexCoord;
void main(void)
{
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0));
fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
gl_Position = vertices[gl_VertexID % 4];
}
)glsl";
const char *fragmentShader = R"glsl(
#version 410 core
uniform sampler2D tex1; // trans layer 1
uniform sampler2D tex2; // trans layer 2
in vec2 fsTexCoord;
// outputs
out vec4 fragColor;
void main()
{
vec4 colTrans1 = texture( tex1, fsTexCoord);
vec4 colTrans2 = texture( tex2, fsTexCoord);
if(colTrans1.a+colTrans2.a > 0.0) {
vec3 col1 = colTrans1.rgb * colTrans1.a;
vec3 col2 = colTrans2.rgb * colTrans2.a;
colTrans1 = vec4((col1+col2) / (colTrans1.a + colTrans2.a), // this is my best guess at the blending between the layers
colTrans1.a+colTrans2.a);
}
fragColor = colTrans1;
}
)glsl";
m_shaderTrans.LoadShaders(vertexShader, fragmentShader);
m_shaderTrans.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
m_shaderTrans.uniformLoc[1] = m_shaderTrans.GetUniformLocation("tex2");
}
void R3DFrameBuffers::AllocShaderWipe()
{
const char *vertexShader = R"glsl(
#version 410 core
// outputs
out vec2 fsTexCoord;
void main(void)
{
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0));
fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
gl_Position = vertices[gl_VertexID % 4];
}
)glsl";
const char *fragmentShader = R"glsl(
#version 410 core
uniform sampler2D texColor; // base colour layer
in vec2 fsTexCoord;
// outputs
layout (location = 0) out vec4 fragColor0;
layout (location = 1) out vec4 fragColor1;
void main()
{
vec4 colBase = texture(texColor, fsTexCoord);
if(colBase.a == 0.0) {
discard; // no colour pixels have been written
}
fragColor0 = vec4(0.0); // wipe these parts of the alpha buffer
fragColor1 = vec4(0.0); // since they have been overwritten by the next priority layer
}
)glsl";
m_shaderWipe.LoadShaders(vertexShader, fragmentShader);
m_shaderWipe.uniformLoc[0] = m_shaderWipe.GetUniformLocation("texColor");
}
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);
glBindVertexArray (m_vao);
DrawBaseLayer ();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
DrawAlphaLayer ();
glDisable (GL_BLEND);
glBindVertexArray (0);
}
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);
glBindVertexArray(m_vao);
DrawBaseLayer();
glBindVertexArray(0);
}
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);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBindVertexArray(m_vao);
DrawAlphaLayer();
glDisable(GL_BLEND);
glBindVertexArray(0);
}
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]);
glBindVertexArray(m_vao);
m_shaderWipe.EnableShader();
glUniform1i(m_shaderWipe.uniformLoc[0], 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_shaderWipe.DisableShader();
glBindVertexArray(0);
}
void R3DFrameBuffers::DrawBaseLayer()
{
m_shaderBase.EnableShader();
glUniform1i(m_shaderTrans.uniformLoc[0], 0); // to do check this
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_shaderTrans.DisableShader();
}
}