Files
stk-code_catmod/src/graphics/rtts.cpp
2017-02-20 21:56:33 +01:00

360 lines
17 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/glwrap.hpp"
#include "graphics/materials.hpp"
#include "utils/log.hpp"
static GLuint generateRTT3D(GLenum target, size_t w, size_t h, size_t 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(size_t width, size_t height)
{
m_width = width;
m_height = height;
m_shadow_FBO = NULL;
m_RH_FBO = NULL;
m_RSM = NULL;
m_RH_FBO = NULL;
using namespace video;
using namespace core;
dimension2du res(int(width * UserConfigParams::m_scale_rtts_factor),
int(height * UserConfigParams::m_scale_rtts_factor) );
const dimension2du half = res/2;
const dimension2du quarter = res/4;
const dimension2du eighth = res/8;
const u16 shadowside = u16(1024 * UserConfigParams::m_scale_rtts_factor);
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)) )));
DepthStencilTexture = 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;
GLint srgb_internal_format = GL_SRGB8_ALPHA8;
#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;
}
srgb_internal_format = GL_RGBA8;
#endif
RenderTargetTextures[RTT_TMP1] = generateRTT(res, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_TMP2] = generateRTT(res, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_TMP3] = generateRTT(res, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_TMP4] = generateRTT(res, red_internal_format, red_format, type);
RenderTargetTextures[RTT_LINEAR_DEPTH] = generateRTT(res, red32_internal_format, red_format, type, linear_depth_mip_levels);
RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, rgba_internal_format, GL_RGBA, type);
RenderTargetTextures[RTT_COLOR] = generateRTT(res, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, srgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_MLAA_TMP] = generateRTT(res, srgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_MLAA_BLEND] = generateRTT(res, srgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_SSAO] = generateRTT(res, red_internal_format, red_format, type);
RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
RenderTargetTextures[RTT_SPECULAR] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
RenderTargetTextures[RTT_HALF1] = generateRTT(half, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_QUARTER1] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_EIGHTH1] = generateRTT(eighth, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_HALF1_R] = generateRTT(half, red_internal_format, red_format, type);
RenderTargetTextures[RTT_HALF2] = generateRTT(half, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_QUARTER2] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_EIGHTH2] = generateRTT(eighth, rgba_internal_format, rgba_format, type);
RenderTargetTextures[RTT_HALF2_R] = generateRTT(half, red_internal_format, red_format, type);
RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, rgba_internal_format, rgb_format, type);
#if !defined(USE_GLES2)
RenderTargetTextures[RTT_SCALAR_1024] = generateRTT(shadowsize0, red32_internal_format, red_format, type);
#endif
RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_BLOOM_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_TMP_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_LENS_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_BLOOM_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
RenderTargetTextures[RTT_LENS_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
std::vector<GLuint> somevector;
somevector.push_back(RenderTargetTextures[RTT_SSAO]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_NORMAL_AND_DEPTH]);
FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_DIFFUSE]);
somevector.push_back(RenderTargetTextures[RTT_SPECULAR]);
FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_COLOR]);
FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_DIFFUSE]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_SPECULAR]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_MLAA_COLORS]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_MLAA_BLEND]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_MLAA_TMP]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP1]);
FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP2]);
FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP4]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LINEAR_DEPTH]);
FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_HALF1]);
FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_HALF1_R]);
FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_HALF2]);
FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_HALF2_R]);
FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_QUARTER1]);
FrameBuffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_QUARTER2]);
FrameBuffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_EIGHTH1]);
FrameBuffers.push_back(new FrameBuffer(somevector, eighth.Width, eighth.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_EIGHTH2]);
FrameBuffers.push_back(new FrameBuffer(somevector, eighth.Width, eighth.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_DISPLACE]);
FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_BLOOM_1024]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize0.Width, shadowsize0.Height));
somevector.clear();
#if !defined(USE_GLES2)
somevector.push_back(RenderTargetTextures[RTT_SCALAR_1024]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize0.Width, shadowsize0.Height));
somevector.clear();
#endif
somevector.push_back(RenderTargetTextures[RTT_BLOOM_512]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_512]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LENS_512]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_BLOOM_256]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_256]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LENS_256]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_BLOOM_128]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_128]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LENS_128]);
FrameBuffers.push_back(new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height));
if (CVS->isShadowEnabled())
{
shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, 4, GL_R32F, GL_RED, GL_FLOAT, 10);
shadowDepthTex = 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();
somevector.push_back(shadowColorTex);
m_shadow_FBO = new FrameBuffer(somevector, shadowDepthTex, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, true);
}
if (CVS->isGlobalIlluminationEnabled())
{
//Todo : use "normal" shadowtex
RSM_Color = generateRTT(shadowsize0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE);
RSM_Normal = generateRTT(shadowsize0, GL_RGB16F, GL_RGB, GL_FLOAT);
RSM_Depth = generateRTT(shadowsize0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
somevector.clear();
somevector.push_back(RSM_Color);
somevector.push_back(RSM_Normal);
m_RSM = new FrameBuffer(somevector, RSM_Depth, shadowsize0.Width, shadowsize0.Height, true);
RH_Red = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RH_Green = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RH_Blue = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
somevector.clear();
somevector.push_back(RH_Red);
somevector.push_back(RH_Green);
somevector.push_back(RH_Blue);
m_RH_FBO = new FrameBuffer(somevector, 32, 16, true);
}
// 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);
getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
glClearColor(.5, .5, .5, .5);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#if !defined(USE_GLES2)
if (CVS->isAZDOEnabled())
{
uint64_t handle =
glGetTextureSamplerHandleARB(getRenderTarget(RTT_DIFFUSE),
ObjectPass2Shader::getInstance()->m_sampler_ids[0]);
glMakeTextureHandleResidentARB(handle);
m_prefilled_handles.push_back(handle);
handle =
glGetTextureSamplerHandleARB(getRenderTarget(RTT_SPECULAR),
ObjectPass2Shader::getInstance()->m_sampler_ids[1]);
glMakeTextureHandleResidentARB(handle);
m_prefilled_handles.push_back(handle);
handle =
glGetTextureSamplerHandleARB(getRenderTarget(RTT_HALF1_R),
ObjectPass2Shader::getInstance()->m_sampler_ids[2]);
glMakeTextureHandleResidentARB(handle);
m_prefilled_handles.push_back(handle);
handle =
glGetTextureSamplerHandleARB(getDepthStencilTexture(),
ObjectPass2Shader::getInstance()->m_sampler_ids[3]);
glMakeTextureHandleResidentARB(handle);
m_prefilled_handles.push_back(handle);
}
#endif
}
RTT::~RTT()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#if !defined(USE_GLES2)
if (CVS->isAZDOEnabled())
{
for (uint64_t& handle : m_prefilled_handles)
glMakeTextureHandleNonResidentARB(handle);
}
#endif
glDeleteTextures(RTT_COUNT, RenderTargetTextures);
glDeleteTextures(1, &DepthStencilTexture);
if (CVS->isShadowEnabled())
{
delete m_shadow_FBO;
glDeleteTextures(1, &shadowColorTex);
glDeleteTextures(1, &shadowDepthTex);
}
if (CVS->isGlobalIlluminationEnabled())
{
delete m_RH_FBO;
delete m_RSM;
glDeleteTextures(1, &RSM_Color);
glDeleteTextures(1, &RSM_Normal);
glDeleteTextures(1, &RSM_Depth);
glDeleteTextures(1, &RH_Red);
glDeleteTextures(1, &RH_Green);
glDeleteTextures(1, &RH_Blue);
}
}
#endif // !SERVER_ONLY