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  • 2 weeks later...

work in progress.

 

 

 

/*
===========================================================================
Copyright © 2006 Kirk Barnes
Copyright © 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code 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 2 of the License,
or (at your option) any later version.

XreaL source code 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_fbo.c
#include "tr_local.h"

idFrameBuffer FrameBufferCache;

/*
==============
R_ListFBOMem_f
==============
*/
static void R_ListFBOMem_f( const idCmdArgs &args ) {
FrameBufferCache.FBO_List();
}

/*
============
FBO_Create
============
*/
FBO_t *idFrameBuffer::FBO_Create( const char *name, int width, int height ) {
FBO_t *fbo;
if( strlen( name ) >= MAX_PATH ) {
common->Error( "FBO_Create: \"%s\" is too long", name );
}
if( width <= 0 || width > glConfig.maxRenderbufferSize ) {
common->Error( "FBO_Create: bad uploadWidth %i", width );
}
if( height <= 0 || height > glConfig.maxRenderbufferSize ) {
common->Error( "FBO_Create: bad uploadHeight %i", height );
}
if( globalImages->numActiveFrameBufferImages == MAX_FRAMEBUFFERS ) {
common->Error( "FBO_Create: MAX_FBAMEBUFFERS hit" );
}
for( int index = 0; index < globalImages->numActiveFrameBufferImages; index++ ) {
fbo = globalImages->frameBufferObjects[index] = Mem_Alloc( sizeof( *fbo ) );
strncpy( fbo->name, name, sizeof( fbo->name ) );
fbo->index = index; // should this be incremented in a for loop ?
fbo->width = width;
fbo->height = height;
glGenFramebuffersEXT( 1, &fbo->frameBuffer );
}
return fbo;
}

/*
============
FBO_CreateBuffer
============
*/
void idFrameBuffer::FBO_CreateBuffer( FBO_t *fbo, int format, int index, int multisample ) {
uint32_t *pRenderBuffer;
GLenum attachment;
bool absent;
switch( format ) {
case GL_RGB:
case GL_RGBA:
case GL_RGB8:
case GL_RGBA8:
case GL_RGB16F_ARB:
case GL_RGBA16F_ARB:
case GL_RGB32F_ARB:
case GL_RGBA32F_ARB:
fbo->colorFormat = format;
pRenderBuffer = &fbo->colorBuffers[index];
attachment = GL_COLOR_ATTACHMENT0_EXT + index;
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
fbo->depthFormat = format;
pRenderBuffer = &fbo->depthBuffer;
attachment = GL_DEPTH_ATTACHMENT_EXT;
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
fbo->stencilFormat = format;
pRenderBuffer = &fbo->stencilBuffer;
attachment = GL_STENCIL_ATTACHMENT_EXT;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
fbo->packedDepthStencilFormat = format;
pRenderBuffer = &fbo->packedDepthStencilBuffer;
attachment = 0; // special for stencil and depth
break;
default:
common->Printf( "FBO_CreateBuffer: invalid format %d\n", format );
return;
}
absent = *pRenderBuffer == 0;
if( absent ) {
glGenRenderbuffersEXT( 1, pRenderBuffer );
}
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, *pRenderBuffer );
if( multisample && glConfig.framebufferMultisample ) {
glRenderbufferStorageMultisampleEXT( GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height );
} else {
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height );
}
if( absent ) {
if( attachment == 0 ) {
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer );
} else {
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer );
}
}
}

/*
=================
FBO_AttachTexture1D
=================
*/
void idFrameBuffer::FBO_AttachTexture1D( int texId, int index ) {
if( index < 0 || index >= glConfig.maxColorAttachments ) {
common->Printf( "R_AttachFBOTexture1D: invalid attachment index %i\n", index );
return;
}
glFramebufferTexture1DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0 );
}

/*
=================
FBO_AttachTexture2D
=================
*/
void idFrameBuffer::FBO_AttachTexture2D( int target, int texId, int index ) {
if( target != GL_TEXTURE_2D && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB ) ) {
common->Printf( "R_AttachFBOTexture2D: invalid target %i\n", target );
return;
}
if( index < 0 || index >= glConfig.maxColorAttachments ) {
common->Printf( "R_AttachFBOTexture2D: invalid attachment index %i\n", index );
return;
}
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0 );
}

/*
=================
FBO_AttachTexture3D
=================
*/
void idFrameBuffer::FBO_AttachTexture3D( int texId, int index, int zOffset ) {
if( index < 0 || index >= glConfig.maxColorAttachments ) {
common->Printf( "R_AttachFBOTexture3D: invalid attachment index %i\n", index );
return;
}
glFramebufferTexture3DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset );
}

/*
=================
FBO_AttachTextureDepth
=================
*/
void idFrameBuffer::FBO_AttachTextureDepth( int texId ) {
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0 );
}

/*
=================
FBO_AttachTexturePackedDepthStencil
=================
*/
void idFrameBuffer::FBO_AttachTexturePackedDepthStencil( int texId ) {
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0 );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0 );
}

/*
============
FBO_AttachTextureImage
============
*/
void idFrameBuffer::FBO_AttachTextureImage( idImage *img, int index ) {
if( !backEnd.glState.currentFBO ) {
common->Printf( "FBO: attempted to attach a texture image with no FBO bound!\n" );
return;
}
FBO_AttachTexture2D( GL_TEXTURE_2D, img->texnum, index );
backEnd.glState.currentFBO->colorImage[index] = img;
}

/*
============
FBO_Bind
============
*/
void idFrameBuffer::FBO_Bind( FBO_t *fbo ) {
if( backEnd.glState.currentFBO == fbo ) {
return;
}
if( !fbo ) {
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
backEnd.glState.currentFBO = NULL;
return;
}
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->frameBuffer );
backEnd.glState.currentFBO = fbo;
}

/*
=============
FBO_CheckFrameBuffer
=============
*/
bool idFrameBuffer::FBO_CheckFrameBuffer( const FBO_t *fbo ) {
int code;
int id;
glGetIntegerv( GL_FRAMEBUFFER_BINDING_EXT, &id );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->frameBuffer );
code = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( code == GL_FRAMEBUFFER_COMPLETE_EXT ) {
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, id );
return true;
}
// an error occured
switch( code ) {
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Unsupported framebuffer format\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete attachment\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, missing attachment\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, attached images must have same dimensions\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, attached images must have same format\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name );
break;
default:
common->Warning( "FBO_CheckFrameBuffer: (%s) unknown error 0x%X\n", fbo->name, code );
break;
}
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, id );
return false;
}

/*
============
FBO_Init
============
*/
void idFrameBuffer::FBO_Init( void ) {
int i;
int hdrFormat, multisample;
cmdSystem->AddCommand( "ListFBOMem", R_ListFBOMem_f, CMD_FL_RENDERER, "lists Objects Allocated in FrameBufferCache Cache" );
common->Printf( "------- FBO_Init -------\n" );
if( !glConfig.framebufferObject ) {
return;
}
globalImages->numActiveFrameBufferImages = 0;
GL_CheckErrors();
hdrFormat = GL_RGBA8;
if( r_hdr->integer && glConfig.framebufferObject && glConfig.textureFloat ) {
hdrFormat = GL_RGBA16F_ARB;
}
glGetIntegerv( GL_MAX_SAMPLES_EXT, &multisample );
if( r_ext_framebuffer_multisample->integer < multisample ) {
multisample = r_ext_framebuffer_multisample->integer;
}
if( multisample < 2 || !glConfig.framebufferBlit ) {
multisample = 0;
}
if( multisample != r_ext_framebuffer_multisample->integer ) {
ri.Cvar_SetValue( "r_ext_framebuffer_multisample", ( float )multisample );
}
// only create a render FBO if we need to resolve MSAA or do HDR
// otherwise just render straight to the screen (tr.renderFbo = NULL)
if( multisample && glConfig.framebufferMultisample ) {
globalImages->renderFbo = FBO_Create( "_render", globalImages->renderDepthImage->uploadWidth, globalImages->renderDepthImage->uploadHeight );
FBO_Bind( globalImages->renderFbo );
FBO_CreateBuffer( globalImages->renderFbo, hdrFormat, 0, multisample );
FBO_CreateBuffer( globalImages->renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample );
FBO_CheckFrameBuffer( globalImages->renderFbo );
globalImages->msaaResolveFbo = FBO_Create( "_msaaResolve", globalImages->renderDepthImage->uploadWidth, globalImages->renderDepthImage->uploadHeight );
FBO_Bind( globalImages->msaaResolveFbo );
FBO_AttachTextureImage( globalImages->renderImage, 0 );
FBO_AttachTextureDepth( globalImages->renderDepthImage->texnum );
FBO_CheckFrameBuffer( globalImages->msaaResolveFbo );
} else if( r_hdr->integer ) {
globalImages->renderFbo = FBO_Create( "_render", globalImages->renderDepthImage->uploadWidth, globalImages->renderDepthImage->uploadHeight );
FBO_Bind( globalImages->renderFbo );
FBO_AttachTextureImage( globalImages->renderImage, 0 );
FBO_AttachTextureDepth( globalImages->renderDepthImage->texnum );
FBO_CheckFrameBuffer( globalImages->renderFbo );
}
// clear render buffer
// this fixes the corrupt screen bug with r_hdr 1 on older hardware
if( globalImages->renderFbo ) {
FBO_Bind( globalImages->renderFbo );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
FBO_Bind( NULL );
}
if( r_drawSunRays->integer ) {
globalImages->sunRaysFbo = FBO_Create( "_sunRays", globalImages->renderDepthImage->uploadWidth, globalImages->renderDepthImage->uploadHeight );
FBO_Bind( globalImages->sunRaysFbo );
FBO_AttachTextureImage( globalImages->sunRaysImage, 0 );
FBO_AttachTextureDepth( globalImages->renderDepthImage->texnum );
FBO_CheckFrameBuffer( globalImages->sunRaysFbo );
}
// FIXME: Don't use separate color/depth buffers for a shadow buffer
if( MAX_DRAWN_PSHADOWS && globalImages->pshadowMaps[0] ) {
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++ ) {
globalImages->pshadowFbos = FBO_Create( va( "_shadowmap%d", i ), globalImages->pshadowMaps->uploadWidth, globalImages->pshadowMaps->uploadHeight );
FBO_Bind( globalImages->pshadowFbos );
FBO_AttachTextureImage( globalImages->pshadowMaps, 0 );
FBO_CreateBuffer( globalImages->pshadowFbos, GL_DEPTH_COMPONENT24_ARB, 0, 0 );
FBO_CheckFrameBuffer( globalImages->pshadowFbos );
}
}
if( globalImages->sunShadowDepthImage[0] ) {
for( i = 0; i < 4; i++ ) {
globalImages->sunShadowFbo = FBO_Create( "_sunshadowmap", globalImages->sunShadowDepthImage->uploadWidth, globalImages->sunShadowDepthImage->uploadHeight );
FBO_Bind( globalImages->sunShadowFbo );
glDrawBuffer( GL_NONE );
glReadBuffer( GL_NONE );
FBO_AttachTextureDepth( globalImages->sunShadowDepthImage->texnum );
FBO_CheckFrameBuffer( globalImages->sunShadowFbo );
}
globalImages->screenShadowFbo = FBO_Create( "_screenshadow", globalImages->screenShadowImage->uploadWidth, globalImages->screenShadowImage->uploadHeight );
FBO_Bind( globalImages->screenShadowFbo );
FBO_AttachTextureImage( globalImages->screenShadowImage, 0 );
FBO_CheckFrameBuffer( globalImages->screenShadowFbo );
}
for( i = 0; i < 2; i++ ) {
globalImages->textureScratchFbo = FBO_Create( va( "_texturescratch%d", i ), globalImages->textureScratchImage->uploadWidth, globalImages->textureScratchImage->uploadHeight );
FBO_Bind( globalImages->textureScratchFbo );
FBO_AttachTextureImage( globalImages->textureScratchImage, 0 );
FBO_CheckFrameBuffer( globalImages->textureScratchFbo );
}
{
globalImages->calcLevelsFbo = FBO_Create( "_calclevels", globalImages->calcLevelsImage->uploadWidth, globalImages->calcLevelsImage->uploadHeight );
FBO_Bind( globalImages->calcLevelsFbo );
FBO_AttachTextureImage( globalImages->calcLevelsImage, 0 );
FBO_CheckFrameBuffer( globalImages->calcLevelsFbo );
}
{
globalImages->targetLevelsFbo = FBO_Create( "_targetlevels", globalImages->targetLevelsImage->uploadWidth, globalImages->targetLevelsImage->uploadHeight );
FBO_Bind( globalImages->targetLevelsFbo );
FBO_AttachTextureImage( globalImages->targetLevelsImage, 0 );
FBO_CheckFrameBuffer( globalImages->targetLevelsFbo );
}
for( i = 0; i < 2; i++ ) {
globalImages->quarterFbo = FBO_Create( va( "_quarter%d", i ), globalImages->quarterImage->uploadWidth, globalImages->quarterImage->uploadHeight );
FBO_Bind( globalImages->quarterFbo );
FBO_AttachTextureImage( globalImages->quarterImage, 0 );
FBO_CheckFrameBuffer( globalImages->quarterFbo );
}
if( r_ssao->integer ) {
globalImages->hdrDepthFbo = FBO_Create( "_hdrDepth", globalImages->hdrDepthImage->uploadWidth, globalImages->hdrDepthImage->uploadHeight );
FBO_Bind( globalImages->hdrDepthFbo );
FBO_AttachTextureImage( globalImages->hdrDepthImage, 0 );
FBO_CheckFrameBuffer( globalImages->hdrDepthFbo );
globalImages->screenSsaoFbo = FBO_Create( "_screenssao", globalImages->screenSsaoImage->uploadWidth, globalImages->screenSsaoImage->uploadHeight );
FBO_Bind( globalImages->screenSsaoFbo );
FBO_AttachTextureImage( globalImages->screenSsaoImage, 0 );
FBO_CheckFrameBuffer( globalImages->screenSsaoFbo );
}
if( globalImages->renderCubeImage ) {
globalImages->renderCubeFbo = FBO_Create( "_renderCubeFbo", globalImages->renderCubeImage->uploadWidth, globalImages->renderCubeImage->uploadHeight );
FBO_Bind( globalImages->renderCubeFbo );
FBO_AttachTexture2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, globalImages->renderCubeImage->texnum, 0 );
backEnd.glState.currentFBO->colorImage[0] = globalImages->renderCubeImage;
FBO_CreateBuffer( globalImages->renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0 );
FBO_CheckFrameBuffer( globalImages->renderCubeFbo );
}
GL_CheckErrors();
FBO_Bind( NULL );
}

/*
============
FBO_Shutdown
============
*/
void idFrameBuffer::FBO_Shutdown( void ) {
int i, j;
FBO_t *fbo;
common->Printf( "------- FBO_Shutdown -------\n" );
if( !glConfig.framebufferObject ) {
return;
}
FBO_Bind( NULL );
for( i = 0; i < globalImages->numActiveFrameBufferImages; i++ ) {
fbo = globalImages->frameBufferObjects;
for( j = 0; j < glConfig.maxColorAttachments; j++ ) {
if( fbo->colorBuffers[j] ) {
glDeleteRenderbuffersEXT( 1, &fbo->colorBuffers[j] );
}
}
if( fbo->depthBuffer ) {
glDeleteRenderbuffersEXT( 1, &fbo->depthBuffer );
}
if( fbo->stencilBuffer ) {
glDeleteRenderbuffersEXT( 1, &fbo->stencilBuffer );
}
if( fbo->frameBuffer ) {
glDeleteFramebuffersEXT( 1, &fbo->frameBuffer );
}
Mem_Free(fbo);
fbo = NULL;
}
}

/*
============
R_FBOList_f
============
*/
void idFrameBuffer::FBO_List( void ) {
int i;
FBO_t *fbo;
if( !glConfig.framebufferObject ) {
common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
return;
}
common->Printf( " size name\n" );
common->Printf( "----------------------------------------------------------\n" );
for( i = 0; i < globalImages->numActiveFrameBufferImages; i++ ) {
fbo = globalImages->frameBufferObjects;
common->Printf( " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name );
}
common->Printf( " %i FBOs\n", globalImages->numActiveFrameBufferImages );
}

 

 

Still needs interfaces for ARB shading since the xreal code was GLSL based it does not quite fit with the above.

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I know this is way out of my league but out of curiosity what does the code do?

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  • 2 weeks later...

Ok it compiles now, so my code cant be all wrong even though im pretty novice when it comes to C++ :)

 

Next step implement some effect that uses the frambuffer code so it can be tested, if anyone want to chime in and help with the effort they are welcome.

 

Funny thing idtech4 has a function with a rather presumptious name implying that it uses framebuffers allready, it does not but it does use texture generating.

Could be fun moving those parts to real framebuffers to see what gains if any it could accomplish.

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screenshots would really make this thread a lot more awesome. I can't wait for crysis graphics in TDM.

 

lol?

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Nothing to show yet im afraid :) so far only the basic code for the framework has been done.

 

but below is the code if anyone wants to toy with it.

 

 

 

/*
===========================================================================
Copyright © 2006 Kirk Barnes
Copyright © 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code 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 2 of the License,
or (at your option) any later version.

XreaL source code 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_fbo.c
#include "tr_local.h"

#define MAX_QPATH 256 // max length of a game pathname

idFrameBuffer FrameBufferCache;

/*
==============
R_ListFBOMem_f
==============
*/
static void R_ListFBOMem_f( const idCmdArgs &args ) {
FrameBufferCache.FBO_List();
}

/*
============
FBO_Create
============
*/
FBO_t *idFrameBuffer::FBO_Create( const char *name, int width, int height ) {
FBO_t *fbo;
if( strlen( name ) >= MAX_QPATH ) {
common->Error( "FBO_Create: \"%s\" is too long", name );
}
if( width <= 0 || width > glConfig.maxRenderbufferSize ) {
common->Error( "FBO_Create: bad uploadWidth %i", width );
}
if( height <= 0 || height > glConfig.maxRenderbufferSize ) {
common->Error( "FBO_Create: bad uploadHeight %i", height );
}
if( globalImages->numActiveFrameBufferImages == MAX_FRAMEBUFFERS ) {
common->Error( "FBO_Create: MAX_FBAMEBUFFERS hit" );
}
// Use C++ allocation eg. new / delete;
for( int index = 0; index < globalImages->numActiveFrameBufferImages; index++ ) {
fbo = globalImages->frameBufferObjects[index] = new FBO_t[sizeof( *fbo )];
strncpy( fbo->name, name, sizeof( fbo->name ) );
fbo->index = index; // should this be incremented in a for loop ?
fbo->width = width;
fbo->height = height;
glGenFramebuffersEXT( 1, &fbo->frameBuffer );
}
return fbo;
}

/*
============
FBO_CreateBuffer
============
*/
void idFrameBuffer::FBO_CreateBuffer( FBO_t *fbo, int format, int index, int multisample ) {
uint32_t *pRenderBuffer;
GLenum attachment;
bool absent;
switch( format ) {
case GL_RGB:
case GL_RGBA:
case GL_RGB8:
case GL_RGBA8:
case GL_RGB16F_ARB:
case GL_RGBA16F_ARB:
case GL_RGB32F_ARB:
case GL_RGBA32F_ARB:
fbo->colorFormat = format;
pRenderBuffer = &fbo->colorBuffers[index];
attachment = GL_COLOR_ATTACHMENT0_EXT + index;
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
fbo->depthFormat = format;
pRenderBuffer = &fbo->depthBuffer;
attachment = GL_DEPTH_ATTACHMENT_EXT;
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
fbo->stencilFormat = format;
pRenderBuffer = &fbo->stencilBuffer;
attachment = GL_STENCIL_ATTACHMENT_EXT;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
fbo->packedDepthStencilFormat = format;
pRenderBuffer = &fbo->packedDepthStencilBuffer;
attachment = 0; // special for stencil and depth
break;
default:
common->Printf( "FBO_CreateBuffer: invalid format %d\n", format );
return;
}
absent = *pRenderBuffer == 0;
if( absent ) {
glGenRenderbuffersEXT( 1, pRenderBuffer );
}
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, *pRenderBuffer );
if( multisample && glConfig.framebufferMultisample ) {
glRenderbufferStorageMultisampleEXT( GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height );
} else {
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height );
}
if( absent ) {
if( attachment == 0 ) {
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer );
} else {
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer );
}
}
}

/*
=================
FBO_AttachTexture1D
=================
*/
void idFrameBuffer::FBO_AttachTexture1D( int texId, int index ) {
if( index < 0 || index >= glConfig.maxColorAttachments ) {
common->Printf( "R_AttachFBOTexture1D: invalid attachment index %i\n", index );
return;
}
glFramebufferTexture1DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0 );
}

/*
=================
FBO_AttachTexture2D
=================
*/
void idFrameBuffer::FBO_AttachTexture2D( int target, int texId, int index ) {
if( target != GL_TEXTURE_2D && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB ) ) {
common->Printf( "R_AttachFBOTexture2D: invalid target %i\n", target );
return;
}
if( index < 0 || index >= glConfig.maxColorAttachments ) {
common->Printf( "R_AttachFBOTexture2D: invalid attachment index %i\n", index );
return;
}
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0 );
}

/*
=================
FBO_AttachTexture3D
=================
*/
void idFrameBuffer::FBO_AttachTexture3D( int texId, int index, int zOffset ) {
if( index < 0 || index >= glConfig.maxColorAttachments ) {
common->Printf( "R_AttachFBOTexture3D: invalid attachment index %i\n", index );
return;
}
glFramebufferTexture3DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset );
}

/*
=================
FBO_AttachTextureDepth
=================
*/
void idFrameBuffer::FBO_AttachTextureDepth( int texId ) {
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0 );
}

/*
=================
FBO_AttachTexturePackedDepthStencil
=================
*/
void idFrameBuffer::FBO_AttachTexturePackedDepthStencil( int texId ) {
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0 );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0 );
}

/*
============
FBO_AttachTextureImage
============
*/
void idFrameBuffer::FBO_AttachTextureImage( idImage *img, int index ) {
if( !backEnd.glState.currentFBO ) {
common->Printf( "FBO: attempted to attach a texture image with no FBO bound!\n" );
return;
}
FBO_AttachTexture2D( GL_TEXTURE_2D, img->texnum, index );
backEnd.glState.currentFBO->colorImage[index] = img;
}

/*
============
FBO_Blit
============
*/
void idFrameBuffer::FBO_Blit(FBO_t *src, int srcBox[4], FBO_t *dst, int dstBox[4], int buffers, int filter) {
int srcBoxFinal[4], dstBoxFinal[4];
GLuint srcFb, dstFb;
// Nope ?!?
if (!glConfig.framebufferBlit) {
return;
}
srcFb = src ? src->frameBuffer : 0;
dstFb = dst ? dst->frameBuffer : 0;
if (!srcBox) {
if (src) {
srcBoxFinal[0] = 0;
srcBoxFinal[1] = 0;
srcBoxFinal[2] = src->width;
srcBoxFinal[3] = src->height;
} else {
srcBoxFinal[0] = 0;
srcBoxFinal[1] = 0;
srcBoxFinal[2] = glConfig.vidWidth;
srcBoxFinal[3] = glConfig.vidHeight;
}
} else {
srcBoxFinal[0] = srcBox[0];
srcBoxFinal[1] = srcBox[1];
srcBoxFinal[2] = srcBox[0] + srcBox[2];
srcBoxFinal[3] = srcBox[1] + srcBox[3];
}
if (!dstBox) {
if (dst) {
dstBoxFinal[0] = 0;
dstBoxFinal[1] = 0;
dstBoxFinal[2] = dst->width;
dstBoxFinal[3] = dst->height;
} else {
dstBoxFinal[0] = 0;
dstBoxFinal[1] = 0;
dstBoxFinal[2] = glConfig.vidWidth;
dstBoxFinal[3] = glConfig.vidHeight;
}
} else {
dstBoxFinal[0] = dstBox[0];
dstBoxFinal[1] = dstBox[1];
dstBoxFinal[2] = dstBox[0] + dstBox[2];
dstBoxFinal[3] = dstBox[1] + dstBox[3];
}
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, srcFb);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
glBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3], dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3], buffers, filter);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
backEnd.glState.currentFBO = NULL;
}

/*
============
FBO_Bind
============
*/
void idFrameBuffer::FBO_Bind( FBO_t *fbo ) {
if( backEnd.glState.currentFBO == fbo ) {
return;
}
if( !fbo ) {
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
backEnd.glState.currentFBO = NULL;
return;
}
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->frameBuffer );
backEnd.glState.currentFBO = fbo;
}

/*
=============
FBO_CheckFrameBuffer
=============
*/
bool idFrameBuffer::FBO_CheckFrameBuffer( const FBO_t *fbo ) {
int code;
int id;
glGetIntegerv( GL_FRAMEBUFFER_BINDING_EXT, &id );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->frameBuffer );
code = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( code == GL_FRAMEBUFFER_COMPLETE_EXT ) {
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, id );
return true;
}
// an error occured
switch( code ) {
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Unsupported framebuffer format\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete attachment\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, missing attachment\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, attached images must have same dimensions\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, attached images must have same format\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
common->Warning( "FBO_CheckFrameBuffer: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name );
break;
default:
common->Warning( "FBO_CheckFrameBuffer: (%s) unknown error 0x%X\n", fbo->name, code );
break;
}
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, id );
return false;
}

/*
============
FBO_Init
============
*/
void idFrameBuffer::FBO_Init( void ) {
int i;
int multisample;
cmdSystem->AddCommand( "ListFBOMem", R_ListFBOMem_f, CMD_FL_RENDERER, "lists Objects Allocated in FrameBufferCache Cache" );
common->Printf( "------- FBO_Init -------\n" );
if( !glConfig.framebufferObject ) {
return;
}
globalImages->numActiveFrameBufferImages = 0;
GL_CheckErrors();
glGetIntegerv( GL_MAX_SAMPLES_EXT, &multisample );
if( r_ext_framebuffer_multisample.GetInteger() < multisample ) {
multisample = r_ext_framebuffer_multisample.GetInteger();
}
if( multisample < 2 || !glConfig.framebufferBlit ) {
multisample = 0;
}
if( multisample != r_ext_framebuffer_multisample.GetInteger() ) {
r_ext_framebuffer_multisample.SetInteger( multisample );
}
// only create a render FBO if we need to resolve MSAA or do HDR
// otherwise just render straight to the screen (tr.renderFbo = NULL)
if( multisample && glConfig.framebufferMultisample ) {
globalImages->renderFbo = FBO_Create( "_render", globalImages->renderDepthImage->uploadWidth, globalImages->renderDepthImage->uploadHeight );
FBO_Bind( globalImages->renderFbo );
FBO_CreateBuffer( globalImages->renderFbo, GL_RGBA8, 0, multisample );
FBO_CreateBuffer( globalImages->renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample );
FBO_CheckFrameBuffer( globalImages->renderFbo );
globalImages->msaaResolveFbo = FBO_Create( "_msaaResolve", globalImages->renderDepthImage->uploadWidth, globalImages->renderDepthImage->uploadHeight );
FBO_Bind( globalImages->msaaResolveFbo );
FBO_AttachTextureImage( globalImages->renderImage, 0 );
FBO_AttachTextureDepth( globalImages->renderDepthImage->texnum );
FBO_CheckFrameBuffer( globalImages->msaaResolveFbo );
}
// clear render buffer
// this fixes the corrupt screen bug with r_hdr 1 on older hardware
if( globalImages->renderFbo ) {
FBO_Bind( globalImages->renderFbo );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
FBO_Bind( NULL );
}
for( i = 0; i < 2; i++ ) {
globalImages->textureScratchFbo = FBO_Create( va( "_texturescratch%d", i ), globalImages->textureScratchImage->uploadWidth, globalImages->textureScratchImage->uploadHeight );
FBO_Bind( globalImages->textureScratchFbo );
FBO_AttachTextureImage( globalImages->textureScratchImage, 0 );
FBO_CheckFrameBuffer( globalImages->textureScratchFbo );
}
{
globalImages->calcLevelsFbo = FBO_Create( "_calclevels", globalImages->calcLevelsImage->uploadWidth, globalImages->calcLevelsImage->uploadHeight );
FBO_Bind( globalImages->calcLevelsFbo );
FBO_AttachTextureImage( globalImages->calcLevelsImage, 0 );
FBO_CheckFrameBuffer( globalImages->calcLevelsFbo );
}
{
globalImages->targetLevelsFbo = FBO_Create( "_targetlevels", globalImages->targetLevelsImage->uploadWidth, globalImages->targetLevelsImage->uploadHeight );
FBO_Bind( globalImages->targetLevelsFbo );
FBO_AttachTextureImage( globalImages->targetLevelsImage, 0 );
FBO_CheckFrameBuffer( globalImages->targetLevelsFbo );
}
for( i = 0; i < 2; i++ ) {
globalImages->quarterFbo = FBO_Create( va( "_quarter%d", i ), globalImages->quarterImage->uploadWidth, globalImages->quarterImage->uploadHeight );
FBO_Bind( globalImages->quarterFbo );
FBO_AttachTextureImage( globalImages->quarterImage, 0 );
FBO_CheckFrameBuffer( globalImages->quarterFbo );
}
if( globalImages->renderCubeImage ) {
globalImages->renderCubeFbo = FBO_Create( "_renderCubeFbo", globalImages->renderCubeImage->uploadWidth, globalImages->renderCubeImage->uploadHeight );
FBO_Bind( globalImages->renderCubeFbo );
FBO_AttachTexture2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, globalImages->renderCubeImage->texnum, 0 );
backEnd.glState.currentFBO->colorImage[0] = globalImages->renderCubeImage;
FBO_CreateBuffer( globalImages->renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0 );
FBO_CheckFrameBuffer( globalImages->renderCubeFbo );
}
GL_CheckErrors();
FBO_Bind( NULL );
}

/*
============
FBO_Shutdown
============
*/
void idFrameBuffer::FBO_Shutdown( void ) {
int i, j;
FBO_t *fbo;
common->Printf( "------- FBO_Shutdown -------\n" );
if( !glConfig.framebufferObject ) {
return;
}
FBO_Bind( NULL );
for( i = 0; i < globalImages->numActiveFrameBufferImages; i++ ) {
fbo = globalImages->frameBufferObjects;
for( j = 0; j < glConfig.maxColorAttachments; j++ ) {
if( fbo->colorBuffers[j] ) {
glDeleteRenderbuffersEXT( 1, &fbo->colorBuffers[j] );
}
}
if( fbo->depthBuffer ) {
glDeleteRenderbuffersEXT( 1, &fbo->depthBuffer );
}
if( fbo->stencilBuffer ) {
glDeleteRenderbuffersEXT( 1, &fbo->stencilBuffer );
}
if( fbo->frameBuffer ) {
glDeleteFramebuffersEXT( 1, &fbo->frameBuffer );
}
delete[] fbo;
fbo = NULL;
}
}

/*
============
FBO_List
============
*/
void idFrameBuffer::FBO_List( void ) {
int i;
FBO_t *fbo;
if( !glConfig.framebufferObject ) {
common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
return;
}
common->Printf( " size name\n" );
common->Printf( "----------------------------------------------------------\n" );
for( i = 0; i < globalImages->numActiveFrameBufferImages; i++ ) {
fbo = globalImages->frameBufferObjects;
common->Printf( " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name );
}
common->Printf( " %i FBOs\n", globalImages->numActiveFrameBufferImages );
}

 

 

and the header

 

 

 

/*
===========================================================================
Copyright © 2010 James Canete (use.less01@gmail.com)

This file is part of Quake III Arena source code.

Quake III Arena source code 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 2 of the License,
or (at your option) any later version.

Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_fbo.h

#ifndef __TR_FBO_H__
#define __TR_FBO_H__

typedef struct FBO_s {
char name[256];

int index;

uint32_t frameBuffer;

uint32_t colorBuffers[16];
int colorFormat;
idImage *colorImage[16];

uint32_t depthBuffer;
int depthFormat;

uint32_t stencilBuffer;
int stencilFormat;

uint32_t packedDepthStencilBuffer;
int packedDepthStencilFormat;

int width;
int height;
} FBO_t;

class idFrameBuffer {
public:
void FBO_Init();
void FBO_Shutdown();

bool FBO_CheckFrameBuffer( const FBO_t *fbo );
FBO_t *FBO_Create( const char *name, int width, int height );
void FBO_CreateBuffer( FBO_t *fbo, int format, int index, int multisample );

void FBO_AttachTexture1D( int texId, int index );
void FBO_AttachTexture2D( int target, int texId, int index );
void FBO_AttachTexture3D( int texId, int index, int zOffset );
void FBO_AttachTextureDepth( int texId );
void FBO_AttachTexturePackedDepthStencil( int texId );
void FBO_AttachTextureImage( idImage *img, int index );

void FBO_Blit( FBO_t *src, int srcBox[4], FBO_t *dst, int dstBox[4], int buffers, int filter );

void FBO_Bind( FBO_t *fbo );
void FBO_List( void );
};

extern idFrameBuffer FrameBufferCache;

#endif

 

 

also need some support functions in other parts of the idtech4 source code to determine if framebuffers are avaliable and to hook into the idImage class.

 

Ill upload an experimental branch of my own engine to github soon for people to hack at ;) feel free to change things as you see fit for darkmod.

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