void CLOSTexture::InterpolateLOS() { if (CRenderer::IsInitialised() && !g_Renderer.m_Options.m_SmoothLOS) return; if (m_Dirty) { RecomputeTexture(0); m_Dirty = false; } GLint originalFBO; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO); pglBindFramebufferEXT(GL_FRAMEBUFFER, m_smoothFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, whichTex ? m_TextureSmooth2 : m_TextureSmooth1, 0); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"LOS framebuffer object incomplete: 0x%04X", status); } m_smoothShader->BeginPass(); CShaderProgramPtr shader = m_smoothShader->GetShader(); shader->Bind(); shader->BindTexture("losTex1", m_Texture); shader->BindTexture("losTex2", whichTex ? m_TextureSmooth1 : m_TextureSmooth2); shader->Uniform("delta", (float)g_Renderer.GetTimeManager().GetFrameDelta() * 4.0f, 0.0f, 0.0f, 0.0f); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, m_TextureSize, m_TextureSize); glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); glTexCoord2f(1.0, 1.0); glVertex2f(1,1); glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); glEnd(); glPopAttrib(); shader->Unbind(); m_smoothShader->EndPass(); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, originalFBO); whichTex = !whichTex; }
////////////////////////////////////////////////////////////////////////// // Create the shadow map void ShadowMapInternals::CreateTexture() { // Cleanup if (Texture) { glDeleteTextures(1, &Texture); Texture = 0; } if (DummyTexture) { glDeleteTextures(1, &DummyTexture); DummyTexture = 0; } if (Framebuffer) { pglDeleteFramebuffersEXT(1, &Framebuffer); Framebuffer = 0; } pglGenFramebuffersEXT(1, &Framebuffer); if (g_Renderer.m_ShadowMapSize != 0) { // non-default option to override the size Width = Height = g_Renderer.m_ShadowMapSize; } else { // get shadow map size as next power of two up from view width and height Width = (int)round_up_to_pow2((unsigned)g_Renderer.GetWidth()); Height = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight()); } // Clamp to the maximum texture size Width = std::min(Width, (int)ogl_max_tex_size); Height = std::min(Height, (int)ogl_max_tex_size); // Since we're using a framebuffer object, the whole texture is available EffectiveWidth = Width; EffectiveHeight = Height; const char* formatname; switch(DepthTextureBits) { case 16: formatname = "DEPTH_COMPONENT16"; break; case 24: formatname = "DEPTH_COMPONENT24"; break; case 32: formatname = "DEPTH_COMPONENT32"; break; default: formatname = "DEPTH_COMPONENT"; break; } LOGMESSAGE(L"Creating shadow texture (size %dx%d) (format = %hs)", Width, Height, formatname); if (g_Renderer.m_Options.m_ShadowAlphaFix) { glGenTextures(1, &DummyTexture); g_Renderer.BindTexture(0, DummyTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } glGenTextures(1, &Texture); g_Renderer.BindTexture(0, Texture); GLenum format; switch(DepthTextureBits) { case 16: format = GL_DEPTH_COMPONENT16; break; case 24: format = GL_DEPTH_COMPONENT24; break; case 32: format = GL_DEPTH_COMPONENT32; break; default: format = GL_DEPTH_COMPONENT; break; } glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); // set texture parameters glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // bind to framebuffer object glBindTexture(GL_TEXTURE_2D, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0); if (g_Renderer.m_Options.m_ShadowAlphaFix) { pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0); } else { glDrawBuffer(GL_NONE); } glReadBuffer(GL_NONE); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"Framebuffer object incomplete: %04d", status); // Disable shadow rendering (but let the user try again if they want) g_Renderer.m_Options.m_Shadows = false; } FilterOffsets[0] = -0.4f/Width; FilterOffsets[1] = 1.0f/Height; FilterOffsets[2] = -1.0f/Width; FilterOffsets[3] = -0.4f/Height; FilterOffsets[4] = 0.4f/Width; FilterOffsets[5] = -1.0f/Height; FilterOffsets[6] = 1.0f/Width; FilterOffsets[7] = 0.4f/Height; }
/////////////////////////////////////////////////////////////////// // Progressive load of water textures int WaterManager::LoadWaterTextures() { // TODO: this doesn't need to be progressive-loading any more // (since texture loading is async now) wchar_t pathname[PATH_MAX]; // Load diffuse grayscale images (for non-fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_WaterTexture[i] = texture; } if (!g_Renderer.GetCapabilities().m_PrettyWater) { // Enable rendering, now that we've succeeded this far m_RenderWater = true; return 0; } #if CONFIG2_GLES #warning Fix WaterManager::LoadWaterTextures on GLES #else // Load normalmaps (for fancy water) for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i) { swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), (int)i+1); CTextureProperties textureProps(pathname); textureProps.SetWrap(GL_REPEAT); textureProps.SetMaxAnisotropy(4); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_NormalMap[i] = texture; } // Load CoastalWaves { CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png"); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_WaveTex = texture; } // Load Foam { CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png"); textureProps.SetWrap(GL_REPEAT); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); texture->Prefetch(); m_FoamTex = texture; } // Use screen-sized textures for minimum artifacts. m_RefTextureSize = g_Renderer.GetHeight(); m_RefTextureSize = round_up_to_pow2(m_RefTextureSize); // Create reflection texture glGenTextures(1, &m_ReflectionTexture); glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // Create refraction texture glGenTextures(1, &m_RefractionTexture); glBindTexture(GL_TEXTURE_2D, m_RefractionTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // Create depth textures glGenTextures(1, &m_ReflFboDepthTexture); glBindTexture(GL_TEXTURE_2D, m_ReflFboDepthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); glGenTextures(1, &m_RefrFboDepthTexture); glBindTexture(GL_TEXTURE_2D, m_RefrFboDepthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); // Create the Fancy Effects texture glGenTextures(1, &m_FancyTextureNormal); glBindTexture(GL_TEXTURE_2D, m_FancyTextureNormal); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glGenTextures(1, &m_FancyTextureOther); glBindTexture(GL_TEXTURE_2D, m_FancyTextureOther); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glGenTextures(1, &m_FancyTextureDepth); glBindTexture(GL_TEXTURE_2D, m_FancyTextureDepth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); Resize(); // Create the water framebuffers GLint currentFbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, ¤tFbo); m_ReflectionFbo = 0; pglGenFramebuffersEXT(1, &m_ReflectionFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ReflectionFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ReflectionTexture, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_ReflFboDepthTexture, 0); ogl_WarnIfError(); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING("Reflection framebuffer object incomplete: 0x%04X", status); g_Renderer.m_Options.m_WaterReflection = false; } m_RefractionFbo = 0; pglGenFramebuffersEXT(1, &m_RefractionFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_RefractionFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_RefractionTexture, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_RefrFboDepthTexture, 0); ogl_WarnIfError(); status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING("Refraction framebuffer object incomplete: 0x%04X", status); g_Renderer.m_Options.m_WaterRefraction = false; } pglGenFramebuffersEXT(1, &m_FancyEffectsFBO); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FancyTextureNormal, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_FancyTextureOther, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_FancyTextureDepth, 0); ogl_WarnIfError(); status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING("Fancy Effects framebuffer object incomplete: 0x%04X", status); g_Renderer.m_Options.m_WaterRefraction = false; } pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, currentFbo); // Enable rendering, now that we've succeeded this far m_RenderWater = true; #endif return 0; }
////////////////////////////////////////////////////////////////////////// // Create the shadow map void ShadowMapInternals::CreateTexture() { // Cleanup if (Texture) { glDeleteTextures(1, &Texture); Texture = 0; } if (DummyTexture) { glDeleteTextures(1, &DummyTexture); DummyTexture = 0; } if (Framebuffer) { pglDeleteFramebuffersEXT(1, &Framebuffer); Framebuffer = 0; } pglGenFramebuffersEXT(1, &Framebuffer); if (g_Renderer.m_ShadowMapSize != 0) { // non-default option to override the size Width = Height = g_Renderer.m_ShadowMapSize; } else { // get shadow map size as next power of two up from view width/height Width = Height = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight())); } // Clamp to the maximum texture size Width = std::min(Width, (int)ogl_max_tex_size); Height = std::min(Height, (int)ogl_max_tex_size); // Since we're using a framebuffer object, the whole texture is available EffectiveWidth = Width; EffectiveHeight = Height; const char* formatname; switch(DepthTextureBits) { case 16: formatname = "DEPTH_COMPONENT16"; break; case 24: formatname = "DEPTH_COMPONENT24"; break; case 32: formatname = "DEPTH_COMPONENT32"; break; default: formatname = "DEPTH_COMPONENT"; break; } LOGMESSAGE(L"Creating shadow texture (size %dx%d) (format = %hs)", Width, Height, formatname); if (g_Renderer.m_Options.m_ShadowAlphaFix) { glGenTextures(1, &DummyTexture); g_Renderer.BindTexture(0, DummyTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } glGenTextures(1, &Texture); g_Renderer.BindTexture(0, Texture); GLenum format; #if CONFIG2_GLES format = GL_DEPTH_COMPONENT; #else switch (DepthTextureBits) { case 16: format = GL_DEPTH_COMPONENT16; break; case 24: format = GL_DEPTH_COMPONENT24; break; case 32: format = GL_DEPTH_COMPONENT32; break; default: format = GL_DEPTH_COMPONENT; break; } #endif glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); // GLES requires type == UNSIGNED_SHORT or UNSIGNED_INT // set texture parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #if CONFIG2_GLES // GLES doesn't do depth comparisons, so treat it as a // basic unfiltered depth texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #else // Enable automatic depth comparisons glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); // Use GL_LINEAR to trigger automatic PCF on some devices glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif ogl_WarnIfError(); // bind to framebuffer object glBindTexture(GL_TEXTURE_2D, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0); if (g_Renderer.m_Options.m_ShadowAlphaFix) { pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0); } else { #if CONFIG2_GLES #warning TODO: figure out whether the glDrawBuffer/glReadBuffer stuff is needed, since it is not supported by GLES #else glDrawBuffer(GL_NONE); #endif } #if !CONFIG2_GLES glReadBuffer(GL_NONE); #endif ogl_WarnIfError(); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"Framebuffer object incomplete: 0x%04X", status); // Disable shadow rendering (but let the user try again if they want) g_Renderer.m_Options.m_Shadows = false; } }
void CPostprocManager::RecreateBuffers() { Cleanup(); m_Width = g_Renderer.GetWidth(); m_Height = g_Renderer.GetHeight(); #define GEN_BUFFER_RGBA(name, w, h) \ glGenTextures(1, (GLuint*)&name); \ glBindTexture(GL_TEXTURE_2D, name); \ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, \ GL_UNSIGNED_BYTE, 0); \ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); \ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); \ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); \ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Two fullscreen ping-pong textures. GEN_BUFFER_RGBA(m_ColourTex1, m_Width, m_Height); GEN_BUFFER_RGBA(m_ColourTex2, m_Width, m_Height); // Textures for several blur sizes. It would be possible to reuse // m_BlurTex2b, thus avoiding the need for m_BlurTex4b and m_BlurTex8b, though given // that these are fairly small it's probably not worth complicating the coordinates passed // to the blur helper functions. GEN_BUFFER_RGBA(m_BlurTex2a, m_Width / 2, m_Height / 2); GEN_BUFFER_RGBA(m_BlurTex2b, m_Width / 2, m_Height / 2); GEN_BUFFER_RGBA(m_BlurTex4a, m_Width / 4, m_Height / 4); GEN_BUFFER_RGBA(m_BlurTex4b, m_Width / 4, m_Height / 4); GEN_BUFFER_RGBA(m_BlurTex8a, m_Width / 8, m_Height / 8); GEN_BUFFER_RGBA(m_BlurTex8b, m_Width / 8, m_Height / 8); #undef GEN_BUFFER_RGBA // Allocate the Depth/Stencil texture. glGenTextures(1, (GLuint*)&m_DepthTex); glBindTexture(GL_TEXTURE_2D, m_DepthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, m_Width, m_Height, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); // Set up the framebuffers with some initial textures. pglGenFramebuffersEXT(1, &m_PingFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex1, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"Framebuffer object incomplete (A): 0x%04X", status); } pglGenFramebuffersEXT(1, &m_PongFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex2, 0); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"Framebuffer object incomplete (B): 0x%04X", status); } pglGenFramebuffersEXT(1, &m_BloomFbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo); /*pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_BloomTex1, 0); status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"Framebuffer object incomplete (B): 0x%04X", status); }*/ pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); }