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