Benau ccc83a28f2 Clean up rtts and framebuffers
Use rgba framebuffer for tonemap and later, don't create
unnecessary rtts.
2018-01-28 14:07:03 +08:00

332 lines
15 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013-2015 Lauri Kasanen
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef SERVER_ONLY
#include "graphics/rtts.hpp"
#include "config/user_config.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/frame_buffer_layer.hpp"
#include "utils/log.hpp"
#include <dimension2d.h>
using namespace irr;
static GLuint generateRTT3D(GLenum target, unsigned int w, unsigned int h,
unsigned int d, GLint internalFormat, GLint format,
GLint type, unsigned mipmaplevel = 1)
{
GLuint result;
glGenTextures(1, &result);
glBindTexture(target, result);
if (CVS->isARBTextureStorageUsable())
glTexStorage3D(target, mipmaplevel, internalFormat, w, h, d);
else
glTexImage3D(target, 0, internalFormat, w, h, d, 0, format, type, 0);
return result;
}
static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, GLint format, GLint type, unsigned mipmaplevel = 1)
{
GLuint result;
glGenTextures(1, &result);
glBindTexture(GL_TEXTURE_2D, result);
if (CVS->isARBTextureStorageUsable())
glTexStorage2D(GL_TEXTURE_2D, mipmaplevel, internalFormat, res.Width, res.Height);
else
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, res.Width, res.Height, 0, format, type, 0);
return result;
}
RTT::RTT(unsigned int width, unsigned int height, float rtt_scale,
bool use_default_fbo_only)
{
m_width = (unsigned int)(width * rtt_scale);
m_height = (unsigned int)(height * rtt_scale);
m_shadow_fbo = NULL;
using namespace core;
dimension2du res(m_width, m_height);
const dimension2du half = res/2;
const dimension2du quarter = res/4;
const u16 shadowside = u16(1024 * rtt_scale);
const dimension2du shadowsize0(shadowside, shadowside);
const dimension2du shadowsize1(shadowside / 2, shadowside / 2);
const dimension2du shadowsize2(shadowside / 4, shadowside / 4);
const dimension2du shadowsize3(shadowside / 8, shadowside / 8);
unsigned linear_depth_mip_levels = int(ceilf(log2f( float(max_(res.Width, res.Height)) )));
if (!use_default_fbo_only)
{
m_depth_stencil_tex = generateRTT(res, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
}
// All RTTs are currently RGBA16F mostly with stencil. The four tmp RTTs are the same size
// as the screen, for use in post-processing.
GLint rgba_internal_format = GL_RGBA16F;
GLint rgba_format = GL_BGRA;
GLint red_internal_format = GL_R16F;
GLint red32_internal_format = GL_R32F;
GLint red_format = GL_RED;
GLint rgb_format = GL_BGR;
GLint diffuse_specular_internal_format = GL_R11F_G11F_B10F;
GLint type = GL_FLOAT;
#if defined(USE_GLES2)
if (!CVS->isEXTColorBufferFloatUsable())
{
rgba_internal_format = GL_RGBA8;
rgba_format = GL_RGBA;
red_internal_format = GL_R8;
red32_internal_format = GL_R8;
red_format = GL_RED;
rgb_format = GL_RGB;
diffuse_specular_internal_format = GL_RGBA8;
type = GL_UNSIGNED_BYTE;
}
#endif
if (!CVS->isDeferredEnabled())
{
// RTT is used in only deferred shading which need hdr framebuffer
rgba_internal_format = GL_RGBA8;
type = GL_UNSIGNED_BYTE;
}
if (!use_default_fbo_only)
{
m_render_target_textures[RTT_COLOR] = generateRTT(res, rgba_internal_format, rgba_format, type);
}
if (CVS->isDeferredEnabled())
{
m_render_target_textures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);
m_render_target_textures[RTT_SP_GLOSS] = generateRTT(res, GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
m_render_target_textures[RTT_SP_DIFF_COLOR] = generateRTT(res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
m_render_target_textures[RTT_RGBA_2] = generateRTT(res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
m_render_target_textures[RTT_DIFFUSE] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
m_render_target_textures[RTT_SPECULAR] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
m_render_target_textures[RTT_TMP1] = generateRTT(res, rgba_internal_format, rgba_format, type);
m_render_target_textures[RTT_HALF1] = generateRTT(half, rgba_internal_format, rgba_format, type);
m_render_target_textures[RTT_HALF1_R] = generateRTT(half, red_internal_format, red_format, type);
m_render_target_textures[RTT_HALF2] = generateRTT(half, rgba_internal_format, rgba_format, type);
m_render_target_textures[RTT_DISPLACE] = generateRTT(res, rgba_internal_format, rgba_format, type);
if (UserConfigParams::m_mlaa)
{
m_render_target_textures[RTT_RGBA_3] = generateRTT(res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
}
if (UserConfigParams::m_ssao)
{
m_render_target_textures[RTT_SSAO] = generateRTT(res, red_internal_format, red_format, type);
m_render_target_textures[RTT_LINEAR_DEPTH] = generateRTT(res, red32_internal_format, red_format, type, linear_depth_mip_levels);
m_render_target_textures[RTT_HALF2_R] = generateRTT(half, red_internal_format, red_format, type);
}
if (UserConfigParams::m_light_shaft || UserConfigParams::m_glow)
{
m_render_target_textures[RTT_QUARTER1] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
}
if (UserConfigParams::m_light_shaft)
{
m_render_target_textures[RTT_QUARTER2] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
}
if (UserConfigParams::m_bloom)
{
m_render_target_textures[RTT_BLOOM_1024] = generateRTT(shadowsize0, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_BLOOM_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_TMP_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_LENS_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_BLOOM_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_TMP_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_LENS_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_BLOOM_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_TMP_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
m_render_target_textures[RTT_LENS_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
}
}
std::vector<GLuint> somevector;
if (!use_default_fbo_only)
{
somevector.push_back(m_render_target_textures[RTT_COLOR]);
m_frame_buffers[FBO_COLORS] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
}
if (CVS->isDeferredEnabled())
{
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_NORMAL_AND_DEPTH]);
m_frame_buffers[FBO_NORMAL_AND_DEPTHS] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_SP_DIFF_COLOR]);
somevector.push_back(m_render_target_textures[RTT_NORMAL_AND_DEPTH]);
somevector.push_back(m_render_target_textures[RTT_SP_GLOSS]);
m_frame_buffers[FBO_SP] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_SP_DIFF_COLOR]);
m_frame_buffers[FBO_RGBA_1] = new FrameBuffer(somevector, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_RGBA_2]);
m_frame_buffers[FBO_RGBA_2] = new FrameBuffer(somevector, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_DIFFUSE]);
somevector.push_back(m_render_target_textures[RTT_SPECULAR]);
m_frame_buffers[FBO_COMBINED_DIFFUSE_SPECULAR] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_TMP1]);
m_frame_buffers[FBO_TMP1_WITH_DS] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_HALF1_R]);
m_frame_buffers[FBO_HALF1_R] = new FrameBuffer(somevector, half.Width, half.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_HALF1]);
m_frame_buffers[FBO_HALF1] = new FrameBuffer(somevector, half.Width, half.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_HALF2]);
m_frame_buffers[FBO_HALF2] = new FrameBuffer(somevector, half.Width, half.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_DISPLACE]);
m_frame_buffers[FBO_DISPLACE] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
if (m_render_target_textures[RTT_RGBA_3] != 0)
{
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_RGBA_3]);
m_frame_buffers[FBO_RGBA_3] = new FrameBuffer(somevector, res.Width, res.Height);
}
if (m_render_target_textures[RTT_SSAO] != 0 &&
m_render_target_textures[RTT_LINEAR_DEPTH] != 0 &&
m_render_target_textures[RTT_HALF2_R] != 0)
{
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_SSAO]);
m_frame_buffers[FBO_SSAO] = new FrameBuffer(somevector, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_LINEAR_DEPTH]);
m_frame_buffers[FBO_LINEAR_DEPTH] = new FrameBuffer(somevector, res.Width, res.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_HALF2_R]);
m_frame_buffers[FBO_HALF2_R] = new FrameBuffer(somevector, half.Width, half.Height);
}
if (m_render_target_textures[RTT_QUARTER1] != 0)
{
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_QUARTER1]);
m_frame_buffers[FBO_QUARTER1] = new FrameBuffer(somevector, quarter.Width, quarter.Height);
}
if (m_render_target_textures[RTT_QUARTER2] != 0)
{
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_QUARTER2]);
m_frame_buffers[FBO_QUARTER2] = new FrameBuffer(somevector, quarter.Width, quarter.Height);
}
if (UserConfigParams::m_bloom)
{
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_BLOOM_1024]);
m_frame_buffers[FBO_BLOOM_1024] = new FrameBuffer(somevector, shadowsize0.Width, shadowsize0.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_BLOOM_512]);
m_frame_buffers[FBO_BLOOM_512] = new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_TMP_512]);
m_frame_buffers[FBO_TMP_512] = new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_LENS_512]);
m_frame_buffers[FBO_LENS_512] = new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_BLOOM_256]);
m_frame_buffers[FBO_BLOOM_256] = new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_TMP_256]);
m_frame_buffers[FBO_TMP_256] = new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_LENS_256]);
m_frame_buffers[FBO_LENS_256] = new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_BLOOM_128]);
m_frame_buffers[FBO_BLOOM_128] = new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_TMP_128]);
m_frame_buffers[FBO_TMP_128] = new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height);
somevector.clear();
somevector.push_back(m_render_target_textures[RTT_LENS_128]);
m_frame_buffers[FBO_LENS_128] = new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height);
}
if (CVS->isShadowEnabled())
{
m_shadow_depth_tex = generateRTT3D(GL_TEXTURE_2D_ARRAY, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 1);
somevector.clear();
m_shadow_fbo = new FrameBufferLayer(somevector, m_shadow_depth_tex, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, 4);
}
// Clear this FBO to 1s so that if no SSAO is computed we can still use it.
getFBO(FBO_HALF1_R).bind();
glClearColor(1., 1., 1., 1.);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RTT::~RTT()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteTextures(RTT_COUNT, m_render_target_textures);
for (FrameBuffer* fb : m_frame_buffers)
{
delete fb;
}
glDeleteTextures(1, &m_depth_stencil_tex);
if (CVS->isShadowEnabled())
{
delete m_shadow_fbo;
glDeleteTextures(1, &m_shadow_depth_tex);
}
}
#endif // !SERVER_ONLY