FGLRenderBuffers::~FGLRenderBuffers() { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearShadowMap(); DeleteTexture(mDitherTexture); }
FGLRenderBuffers::~FGLRenderBuffers() { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearBloom(); ClearExposureLevels(); }
void FGLRenderBuffers::CreatePipeline(int width, int height) { ClearPipeline(); ClearEyeBuffers(); for (int i = 0; i < NumPipelineTextures; i++) { mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height); mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]); } }
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight) { if (width <= 0 || height <= 0) I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height); int samples = clamp((int)gl_multisample, 0, mMaxSamples); bool needsSceneTextures = (gl_ssao != 0); GLint activeTex; GLint textureBinding; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); if (width != mWidth || height != mHeight) CreatePipeline(width, height); if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures) CreateScene(width, height, samples, needsSceneTextures); mWidth = width; mHeight = height; mSamples = samples; mSceneUsesTextures = needsSceneTextures; mSceneWidth = sceneWidth; mSceneHeight = sceneHeight; glBindTexture(GL_TEXTURE_2D, textureBinding); glActiveTexture(activeTex); glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); if (FailedCreate) { ClearScene(); ClearPipeline(); ClearEyeBuffers(); mWidth = 0; mHeight = 0; mSamples = 0; mSceneWidth = 0; mSceneHeight = 0; I_FatalError("Unable to create render buffers."); } }
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight) { if (gl_renderbuffers != BuffersActive) { if (BuffersActive) glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); BuffersActive = gl_renderbuffers; GLRenderer->mShaderManager->ResetFixedColormap(); } if (!IsEnabled()) return false; if (width <= 0 || height <= 0) I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height); int samples = clamp((int)gl_multisample, 0, mMaxSamples); bool needsSceneTextures = (gl_ssao != 0); GLint activeTex; GLint textureBinding; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); if (width != mWidth || height != mHeight) CreatePipeline(width, height); if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures) CreateScene(width, height, samples, needsSceneTextures); mWidth = width; mHeight = height; mSamples = samples; mSceneUsesTextures = needsSceneTextures; // Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight) { CreateBloom(sceneWidth, sceneHeight); CreateExposureLevels(sceneWidth, sceneHeight); CreateAmbientOcclusion(sceneWidth, sceneHeight); mSceneWidth = sceneWidth; mSceneHeight = sceneHeight; } glBindTexture(GL_TEXTURE_2D, textureBinding); glActiveTexture(activeTex); glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); if (FailedCreate) { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearBloom(); ClearExposureLevels(); mWidth = 0; mHeight = 0; mSamples = 0; mSceneWidth = 0; mSceneHeight = 0; } return !FailedCreate; }