示例#1
0
void R_BindFBO(FBO_t *fbo)
{
	if (!fbo)
	{
		R_BindNullFBO();
		return;
	}

	Ren_LogComment("--- R_BindFBO( %s ) ---\n", fbo->name);

	if (glState.currentFBO != fbo)
	{
		glBindFramebuffer(GL_FRAMEBUFFER, fbo->frameBuffer);

		/*
		   if(fbo->colorBuffers[0])
		   {
		   glBindRenderbuffer(GL_RENDERBUFFER, fbo->colorBuffers[0]);
		   }
		 */

		/*
		   if(fbo->depthBuffer)
		   {
		   glBindRenderbuffer(GL_RENDERBUFFER, fbo->depthBuffer);
		   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->depthBuffer);
		   }
		 */

		glState.currentFBO = fbo;
	}
}
示例#2
0
/*
============
R_ShutdownFBOs
============
*/
void R_ShutdownFBOs( void )
{
	int   i, j;
	FBO_t *fbo;

	ri.Printf( PRINT_DEVELOPER, "------- R_ShutdownFBOs -------\n" );

#if !defined( USE_D3D10 )

	if ( !glConfig2.framebufferObjectAvailable )
	{
		return;
	}

#endif

	R_BindNullFBO();

	for ( i = 0; i < tr.numFBOs; i++ )
	{
		fbo = tr.fbos[ i ];

#if defined( USE_D3D10 )
		// TODO
#else

		for ( j = 0; j < glConfig2.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 );
		}

#endif
	}
}
示例#3
0
void R_ShutdownFBOs(void)
{
	int   i, j;
	FBO_t *fbo;

	Ren_Developer("------- R_ShutdownFBOs -------\n");

	if (!glConfig2.framebufferObjectAvailable)
	{
		return;
	}

	R_BindNullFBO();

	for (i = 0; i < tr.numFBOs; i++)
	{
		fbo = tr.fbos[i];

		for (j = 0; j < glConfig2.maxColorAttachments; j++)
		{
			if (fbo->colorBuffers[j].buffer)
			{
				glDeleteRenderbuffers(1, &fbo->colorBuffers[j].buffer);
			}
		}

		if (fbo->depthBuffer.buffer)
		{
			glDeleteRenderbuffers(1, &fbo->depthBuffer.buffer);
		}

		if (fbo->stencilBuffer.buffer)
		{
			glDeleteRenderbuffers(1, &fbo->stencilBuffer.buffer);
		}

		if (fbo->frameBuffer)
		{
			glDeleteFramebuffers(1, &fbo->frameBuffer);
		}
	}
}
示例#4
0
/*
============
R_BindFBO
============
*/
void R_BindFBO( FBO_t *fbo )
{
#if defined( USE_D3D10 )
	// TODO
#else

	if ( !fbo )
	{
		R_BindNullFBO();
		return;
	}

	if ( r_logFile->integer )
	{
		// don't just call LogComment, or we will get a call to va() every frame!
		GLimp_LogComment( va( "--- R_BindFBO( %s ) ---\n", fbo->name ) );
	}

	if ( glState.currentFBO != fbo )
	{
		glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->frameBuffer );

		/*
		   if(fbo->colorBuffers[0])
		   {
		   glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]);
		   }
		 */

		/*
		   if(fbo->depthBuffer)
		   {
		   glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer);
		   glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer);
		   }
		 */

		glState.currentFBO = fbo;
	}

#endif
}
示例#5
0
	/*
	================
	RB_SetGL2D
	================
	*/
	static void RB_SetGL2D( void )
	{
		matrix_t proj;

		GLimp_LogComment( "--- RB_SetGL2D ---\n" );

#if defined( USE_D3D10 )
		// TODO
#else

		// disable offscreen rendering
		if ( glConfig.framebufferObjectAvailable )
		{
			R_BindNullFBO();
		}

#endif

		backEnd.projection2D = qtrue;

#if defined( USE_D3D10 )
		// TODO
#else
		// set 2D virtual screen size
		GL_Viewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
		GL_Scissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );

		MatrixOrthogonalProjection( proj, 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
		GL_LoadProjectionMatrix( proj );
		GL_LoadModelViewMatrix( matrixIdentity );

		GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

		qglDisable( GL_CULL_FACE );
		qglDisable( GL_CLIP_PLANE0 );
#endif

		// set time for 2D shaders
		backEnd.refdef.time = ri.Milliseconds();
		backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
	}
示例#6
0
/*
============
R_BindFBO
============
*/
void R_BindFBO( FBO_t *fbo )
{
	if ( !fbo )
	{
		R_BindNullFBO();
		return;
	}

	if ( r_logFile->integer )
	{
		// don't just call LogComment, or we will get a call to va() every frame!
		GLimp_LogComment( va( "--- R_BindFBO( %s ) ---\n", fbo->name ) );
	}

	if ( glState.currentFBO != fbo )
	{
		glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo->frameBuffer );

		glState.currentFBO = fbo;
	}
}
示例#7
0
/*
================
Tess_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void Tess_StageIteratorSky( void )
{
	// log this call
	if ( r_logFile->integer )
	{
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va
		                  ( "--- Tess_StageIteratorSky( %s, %i vertices, %i triangles ) ---\n", tess.surfaceShader->name,
		                    tess.numVertexes, tess.numIndexes / 3 ) );
	}

	if ( r_fastsky->integer )
	{
		return;
	}

	// trebor: HACK why does this happen with cg_draw2D 0 ?
	if ( tess.stageIteratorFunc2 == NULL )
	{
		//tess.stageIteratorFunc2 = Tess_StageIteratorGeneric;
		ri.Error( ERR_FATAL, "tess.stageIteratorFunc == NULL" );
	}

	GL_Cull(CT_TWO_SIDED);

	if ( tess.stageIteratorFunc2 == &Tess_StageIteratorDepthFill )
	{
		// go through all the polygons and project them onto
		// the sky box to see which blocks on each side need
		// to be drawn
		Tess_ClipSkyPolygons();

		// generate the vertexes for all the clouds, which will be drawn
		// by the generic shader routine
		BuildCloudData();

		if ( tess.numVertexes || tess.multiDrawPrimitives )
		{
			tess.stageIteratorFunc2();
		}
	}
	else
	{
		if ( tess.stageIteratorFunc2 == &Tess_StageIteratorGBuffer )
		{
			R_BindFBO( tr.geometricRenderFBO );
		}

		// go through all the polygons and project them onto
		// the sky box to see which blocks on each side need
		// to be drawn
		Tess_ClipSkyPolygons();

		// r_showSky will let all the sky blocks be drawn in
		// front of everything to allow developers to see how
		// much sky is getting sucked in

		if ( r_showSky->integer )
		{
			glDepthRange( 0.0, 0.0 );
		}
		else
		{
			glDepthRange( 1.0, 1.0 );
		}

		// draw the outer skybox
		if ( tess.surfaceShader->sky.outerbox && tess.surfaceShader->sky.outerbox != tr.blackCubeImage )
		{
#if 1
			R_BindVBO( tess.vbo );
			R_BindIBO( tess.ibo );

			gl_skyboxShader->BindProgram();

			gl_skyboxShader->SetUniform_ViewOrigin( backEnd.viewParms.orientation.origin );  // in world space

			gl_skyboxShader->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix );
			gl_skyboxShader->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[ glState.stackIndex ] );

			gl_skyboxShader->SetRequiredVertexPointers();

			// bind u_ColorMap
			GL_SelectTexture( 0 );
			GL_Bind( tess.surfaceShader->sky.outerbox );

			DrawSkyBox( tess.surfaceShader );
#endif
		}

		// generate the vertexes for all the clouds, which will be drawn
		// by the generic shader routine
		BuildCloudData();

		if ( tess.numVertexes || tess.multiDrawPrimitives )
		{
			tess.stageIteratorFunc2();
		}

		// Tr3B: TODO draw the inner skybox?

		if ( tess.stageIteratorFunc2 == Tess_StageIteratorGBuffer )
		{
			R_BindNullFBO();
		}

		if ( tess.stageIteratorFunc2 != Tess_StageIteratorDepthFill )
		{
			// back to standard depth range
			glDepthRange( 0.0, 1.0 );

			// note that sky was drawn so we will draw a sun later
			backEnd.skyRenderedThisView = qtrue;
		}
	}
}
示例#8
0
/*
============
R_InitFBOs
============
*/
void R_InitFBOs( void )
{
	int i;
	int width, height;

	ri.Printf( PRINT_DEVELOPER, "------- R_InitFBOs -------\n" );

	if ( !glConfig2.framebufferObjectAvailable )
	{
		return;
	}

	tr.numFBOs = 0;

	GL_CheckErrors();

	// make sure the render thread is stopped
	R_SyncRenderThread();

	if ( glConfig2.textureNPOTAvailable )
	{
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
	}
	else
	{
		width = NearestPowerOfTwo( glConfig.vidWidth );
		height = NearestPowerOfTwo( glConfig.vidHeight );
	}

	if ( glConfig2.framebufferBlitAvailable )
	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		tr.occlusionRenderFBO = R_CreateFBO( "_occlusionRender", width, height );
		R_BindFBO( tr.occlusionRenderFBO );

		if ( glConfig.hardwareType == GLHW_ATI_DX10 )
		{
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT16 );
		}
		else if ( glConfig.hardwareType == GLHW_NV_DX10 )
		{
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}
		else if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			R_CreateFBOPackedDepthStencilBuffer( tr.occlusionRenderFBO, GL_DEPTH24_STENCIL8_EXT );
		}
		else
		{
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.occlusionRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.occlusionRenderFBO );
	}

	if ( r_shadows->integer >= SHADOWING_ESM16 && glConfig2.textureFloatAvailable )
	{
		// shadowMap FBOs for shadow mapping offscreen rendering
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = shadowMapResolutions[ i ];

			tr.shadowMapFBO[ i ] = R_CreateFBO( va( "_shadowMap%d", i ), width, height );
			R_BindFBO( tr.shadowMapFBO[ i ] );
			R_AttachFBOTexture2D( GL_TEXTURE_2D,
					      tr.shadowMapFBOImage[ i ]->texnum,
					      0 );

			R_CreateFBODepthBuffer( tr.shadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			R_CheckFBO( tr.shadowMapFBO[ i ] );
		}

		// sun requires different resolutions
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = sunShadowMapResolutions[ i ];

			tr.sunShadowMapFBO[ i ] = R_CreateFBO( va( "_sunShadowMap%d", i ), width, height );
			R_BindFBO( tr.sunShadowMapFBO[ i ] );
			R_AttachFBOTexture2D( GL_TEXTURE_2D,
					      tr.sunShadowMapFBOImage[ i ]->texnum,
					      0 );

			R_CreateFBODepthBuffer( tr.sunShadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			if ( r_shadows->integer == SHADOWING_EVSM32 && r_evsmPostProcess->integer )
			{
				R_AttachFBOTextureDepth( tr.sunShadowMapFBOImage[ i ]->texnum );

				/*
				Since we don't have a color attachment, the framebuffer will be considered incomplete.
				Consequently, we must inform the driver that we do not wish to render to the color buffer.
				We do this with a call to set the draw-buffer and read-buffer to GL_NONE:
				*/
				glDrawBuffer( GL_NONE );
				glReadBuffer( GL_NONE );
			}

			R_CheckFBO( tr.sunShadowMapFBO[ i ] );
		}
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		// portalRender FBO for portals, mirrors, water, cameras et cetera
		tr.portalRenderFBO = R_CreateFBO( "_portalRender", width, height );
		R_BindFBO( tr.portalRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.portalRenderImage->texnum, 0 );

		R_CheckFBO( tr.portalRenderFBO );
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.downScaleFBO_quarter = R_CreateFBO( "_downScale_quarter", width, height );
		R_BindFBO( tr.downScaleFBO_quarter );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_quarter->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_quarter );

		tr.downScaleFBO_64x64 = R_CreateFBO( "_downScale_64x64", 64, 64 );
		R_BindFBO( tr.downScaleFBO_64x64 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_64x64->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_64x64 );

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.contrastRenderFBO = R_CreateFBO( "_contrastRender", width, height );
		R_BindFBO( tr.contrastRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.contrastRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.contrastRenderFBO );

		for ( i = 0; i < 2; i++ )
		{
			tr.bloomRenderFBO[ i ] = R_CreateFBO( va( "_bloomRender%d", i ), width, height );
			R_BindFBO( tr.bloomRenderFBO[ i ] );

			R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.bloomRenderFBOImage[ i ]->texnum, 0 );

			R_CheckFBO( tr.bloomRenderFBO[ i ] );
		}
	}

	GL_CheckErrors();

	R_BindNullFBO();
}
示例#9
0
void R_InitFBOs(void)
{
	int i;
	int width, height;

	Ren_Developer("------- R_InitFBOs -------\n");

	if (!glConfig2.framebufferObjectAvailable)
	{
		return;
	}

	R_CheckDefaultBuffer();

	tr.numFBOs = 0;

	GL_CheckErrors();

	// make sure the render thread is stopped
	R_IssuePendingRenderCommands();

	{
		// forward shading
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth);
			height = NearestPowerOfTwo(glConfig.vidHeight);
		}

		// deferredRender FBO for the HDR or LDR context
		tr.deferredRenderFBO = R_CreateFBO("_deferredRender", width, height);
		R_BindFBO(tr.deferredRenderFBO);

		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.deferredRenderFBO, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.deferredRenderFBO, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.deferredRenderFBOImage->texnum, 0);

		R_CreateFBODepthBuffer(tr.deferredRenderFBO, GL_DEPTH_COMPONENT24_ARB);
		R_AttachFBOTextureDepth(tr.depthRenderImage->texnum);

		R_CheckFBO(tr.deferredRenderFBO);
	}

	if (glConfig2.framebufferBlitAvailable)
	{
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth);
			height = NearestPowerOfTwo(glConfig.vidHeight);
		}

		tr.occlusionRenderFBO = R_CreateFBO("_occlusionRender", width, height);
		R_BindFBO(tr.occlusionRenderFBO);

#if 0
		if (glConfig2.framebufferPackedDepthStencilAvailable)
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA32F_ARB, 0);
			R_CreateFBOPackedDepthStencilBuffer(tr.occlusionRenderFBO, GL_DEPTH24_STENCIL8);
		}
		else
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_RGBA, 0);
			R_CreateFBODepthBuffer(tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24);
		}
#else
		R_CreateFBODepthBuffer(tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24);
#endif

		R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_RGBA, 0);
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.occlusionRenderFBOImage->texnum, 0);

		R_CheckFBO(tr.occlusionRenderFBO);
	}

	if (r_shadows->integer >= SHADOWING_ESM16 && glConfig2.textureFloatAvailable)
	{
		// shadowMap FBOs for shadow mapping offscreen rendering
		for (i = 0; i < MAX_SHADOWMAPS; i++)
		{
			width = height = shadowMapResolutions[i];

			tr.shadowMapFBO[i] = R_CreateFBO(va("_shadowMap%d", i), width, height);
			R_BindFBO(tr.shadowMapFBO[i]);


			if (r_shadows->integer == SHADOWING_ESM32)
			{
				R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_VSM32)
			{
				R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_LUMINANCE_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_EVSM32)
			{
				if (r_evsmPostProcess->integer)
				{
					R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_ALPHA32F_ARB, 0);
				}
				else
				{
					R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_RGBA32F_ARB, 0);
				}
			}
			else
			{
				R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_RGBA16F_ARB, 0);
			}

			R_CreateFBODepthBuffer(tr.shadowMapFBO[i], GL_DEPTH_COMPONENT24_ARB);

			R_CheckFBO(tr.shadowMapFBO[i]);
		}

		// sun requires different resolutions
		for (i = 0; i < MAX_SHADOWMAPS; i++)
		{
			width = height = sunShadowMapResolutions[i];

			tr.sunShadowMapFBO[i] = R_CreateFBO(va("_sunShadowMap%d", i), width, height);
			R_BindFBO(tr.sunShadowMapFBO[i]);

			if (r_shadows->integer == SHADOWING_ESM32)
			{
				R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_VSM32)
			{
				R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_LUMINANCE_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_EVSM32)
			{
				if (!r_evsmPostProcess->integer)
				{
					R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_RGBA32F_ARB, 0);
				}
			}
			else
			{
				R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_RGBA16F_ARB, 0);
			}

			R_CreateFBODepthBuffer(tr.sunShadowMapFBO[i], GL_DEPTH_COMPONENT24_ARB);

			if (r_shadows->integer == SHADOWING_EVSM32 && r_evsmPostProcess->integer)
			{
				R_AttachFBOTextureDepth(tr.sunShadowMapFBOImage[i]->texnum);

				/*
				Since we don't have a color attachment the framebuffer will be considered incomplete.
				Consequently, we must inform the driver that we do not wish to render to the color buffer.
				We do this with a call to set the draw-buffer and read-buffer to GL_NONE:
				*/
				glDrawBuffer(GL_NONE);
				glReadBuffer(GL_NONE);
			}

			R_CheckFBO(tr.sunShadowMapFBO[i]);
		}
	}

	{
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth);
			height = NearestPowerOfTwo(glConfig.vidHeight);
		}

		// portalRender FBO for portals, mirrors, water, cameras et cetera
		tr.portalRenderFBO = R_CreateFBO("_portalRender", width, height);
		R_BindFBO(tr.portalRenderFBO);

		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.portalRenderFBO, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.portalRenderFBO, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.portalRenderImage->texnum, 0);

		R_CheckFBO(tr.portalRenderFBO);
	}


	{
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth * 0.25f);
			height = NearestPowerOfTwo(glConfig.vidHeight * 0.25f);
		}

		tr.downScaleFBO_quarter = R_CreateFBO("_downScale_quarter", width, height);
		R_BindFBO(tr.downScaleFBO_quarter);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_quarter, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_quarter, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_quarter->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_quarter);


		tr.downScaleFBO_64x64 = R_CreateFBO("_downScale_64x64", 64, 64);
		R_BindFBO(tr.downScaleFBO_64x64);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_64x64, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_64x64, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_64x64->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_64x64);

#if 0
		tr.downScaleFBO_16x16 = R_CreateFBO("_downScale_16x16", 16, 16);
		R_BindFBO(tr.downScaleFBO_16x16);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_16x16, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_16x16, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_16x16->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_16x16);


		tr.downScaleFBO_4x4 = R_CreateFBO("_downScale_4x4", 4, 4);
		R_BindFBO(tr.downScaleFBO_4x4);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_4x4, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_4x4, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_4x4->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_4x4);


		tr.downScaleFBO_1x1 = R_CreateFBO("_downScale_1x1", 1, 1);
		R_BindFBO(tr.downScaleFBO_1x1);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_1x1, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_1x1, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_1x1->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_1x1);
#endif

		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth * 0.25f);
			height = NearestPowerOfTwo(glConfig.vidHeight * 0.25f);
		}

		tr.contrastRenderFBO = R_CreateFBO("_contrastRender", width, height);
		R_BindFBO(tr.contrastRenderFBO);

		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.contrastRenderFBO, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.contrastRenderFBO, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.contrastRenderFBOImage->texnum, 0);

		R_CheckFBO(tr.contrastRenderFBO);


		for (i = 0; i < 2; i++)
		{
			tr.bloomRenderFBO[i] = R_CreateFBO(va("_bloomRender%d", i), width, height);
			R_BindFBO(tr.bloomRenderFBO[i]);

			if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
			{
				R_CreateFBOColorBuffer(tr.bloomRenderFBO[i], GL_RGBA16F_ARB, 0);
			}
			else
			{
				R_CreateFBOColorBuffer(tr.bloomRenderFBO[i], GL_RGBA, 0);
			}
			R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.bloomRenderFBOImage[i]->texnum, 0);

			R_CheckFBO(tr.bloomRenderFBO[i]);
		}
	}

	GL_CheckErrors();

	R_BindNullFBO();
}
示例#10
0
/*
============
R_InitFBOs
============
*/
void R_InitFBOs( void )
{
	int i;
	int width, height;

	ri.Printf( PRINT_DEVELOPER, "------- R_InitFBOs -------\n" );

	if ( !glConfig2.framebufferObjectAvailable )
	{
		return;
	}

	tr.numFBOs = 0;

#if !defined( USE_D3D10 )
	GL_CheckErrors();
#endif

	// make sure the render thread is stopped
	R_SyncRenderThread();

#if defined( USE_D3D10 )
	// TODO
#else

	if ( DS_STANDARD_ENABLED() )
	{
		// geometricRender FBO as G-Buffer for deferred shading
		ri.Printf( PRINT_ALL, "Deferred Shading enabled\n" );

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		tr.geometricRenderFBO = R_CreateFBO( "_geometricRender", width, height );
		R_BindFBO( tr.geometricRenderFBO );

#if 0

		if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			R_AttachFBOTexturePackedDepthStencil( tr.depthRenderImage->texnum );
		}

		else if ( glConfig.hardwareType == GLHW_ATI || glConfig.hardwareType == GLHW_ATI_DX10 ) // || glConfig.hardwareType == GLHW_NV_DX10)
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}
		else
#endif
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}

		// enable all attachments as draw buffers
		//glDrawBuffers(4, geometricRenderTargets);

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredRenderFBOImage->texnum, 0 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredDiffuseFBOImage->texnum, 1 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredNormalFBOImage->texnum, 2 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredSpecularFBOImage->texnum, 3 );

		R_CheckFBO( tr.geometricRenderFBO );
	}
	else
	{
		// forward shading

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		// deferredRender FBO for the HDR or LDR context
		tr.deferredRenderFBO = R_CreateFBO( "_deferredRender", width, height );
		R_BindFBO( tr.deferredRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredRenderFBOImage->texnum, 0 );

#if 0

		if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			R_AttachFBOTexturePackedDepthStencil( tr.depthRenderImage->texnum );
		}
		else if ( glConfig.hardwareType == GLHW_ATI || glConfig.hardwareType == GLHW_ATI_DX10 ) // || glConfig.hardwareType == GLHW_NV_DX10)
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}
		else
#endif
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}

		R_CheckFBO( tr.deferredRenderFBO );
	}

	if ( glConfig2.framebufferBlitAvailable )
	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		tr.occlusionRenderFBO = R_CreateFBO( "_occlusionRender", width, height );
		R_BindFBO( tr.occlusionRenderFBO );

		if ( glConfig.hardwareType == GLHW_ATI_DX10 )
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA16F, 0);
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT16 );
		}
		else if ( glConfig.hardwareType == GLHW_NV_DX10 )
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA32F, 0);
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}
		else if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA32F, 0);
			R_CreateFBOPackedDepthStencilBuffer( tr.occlusionRenderFBO, GL_DEPTH24_STENCIL8_EXT );
		}
		else
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_RGBA, 0);
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.occlusionRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.occlusionRenderFBO );
	}

	if ( r_shadows->integer >= SHADOWING_ESM16 && glConfig2.textureFloatAvailable )
	{
		// shadowMap FBOs for shadow mapping offscreen rendering
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = shadowMapResolutions[ i ];

			tr.shadowMapFBO[ i ] = R_CreateFBO( va( "_shadowMap%d", i ), width, height );
			R_BindFBO( tr.shadowMapFBO[ i ] );

			if ( ( glConfig.driverType == GLDRV_OPENGL3 ) || ( glConfig.hardwareType == GLHW_NV_DX10 || glConfig.hardwareType == GLHW_ATI_DX10 ) )
			{
				if ( r_shadows->integer == SHADOWING_ESM32 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM32 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_LUMINANCE_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_EVSM32 )
				{
					if ( r_evsmPostProcess->integer )
					{
						R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_ALPHA32F_ARB, 0 );
					}
					else
					{
						R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_RGBA32F, 0 );
					}
				}
				else
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}
			else
			{
				if ( r_shadows->integer == SHADOWING_ESM16 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_ALPHA16F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM16 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_LUMINANCE_ALPHA16F_ARB, 0 );
				}
				else
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}

			R_CreateFBODepthBuffer( tr.shadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			R_CheckFBO( tr.shadowMapFBO[ i ] );
		}

		// sun requires different resolutions
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = sunShadowMapResolutions[ i ];

			tr.sunShadowMapFBO[ i ] = R_CreateFBO( va( "_sunShadowMap%d", i ), width, height );
			R_BindFBO( tr.sunShadowMapFBO[ i ] );

			if ( ( glConfig.driverType == GLDRV_OPENGL3 ) || ( glConfig.hardwareType == GLHW_NV_DX10 || glConfig.hardwareType == GLHW_ATI_DX10 ) )
			{
				if ( r_shadows->integer == SHADOWING_ESM32 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM32 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_LUMINANCE_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_EVSM32 )
				{
					if ( !r_evsmPostProcess->integer )
					{
						R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_RGBA32F, 0 );
					}
				}
				else
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}
			else
			{
				if ( r_shadows->integer == SHADOWING_ESM16 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_ALPHA16F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM16 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_LUMINANCE_ALPHA16F_ARB, 0 );
				}
				else
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}

			R_CreateFBODepthBuffer( tr.sunShadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			if ( r_shadows->integer == SHADOWING_EVSM32 && r_evsmPostProcess->integer )
			{
				R_AttachFBOTextureDepth( tr.sunShadowMapFBOImage[ i ]->texnum );

				/*
				Since we don't have a color attachment, the framebuffer will be considered incomplete.
				Consequently, we must inform the driver that we do not wish to render to the color buffer.
				We do this with a call to set the draw-buffer and read-buffer to GL_NONE:
				*/
				glDrawBuffer( GL_NONE );
				glReadBuffer( GL_NONE );
			}

			R_CheckFBO( tr.sunShadowMapFBO[ i ] );
		}
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		// portalRender FBO for portals, mirrors, water, cameras et cetera
		tr.portalRenderFBO = R_CreateFBO( "_portalRender", width, height );
		R_BindFBO( tr.portalRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.portalRenderImage->texnum, 0 );

		R_CheckFBO( tr.portalRenderFBO );
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.downScaleFBO_quarter = R_CreateFBO( "_downScale_quarter", width, height );
		R_BindFBO( tr.downScaleFBO_quarter );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_quarter->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_quarter );

		tr.downScaleFBO_64x64 = R_CreateFBO( "_downScale_64x64", 64, 64 );
		R_BindFBO( tr.downScaleFBO_64x64 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_64x64->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_64x64 );

#if 0
		tr.downScaleFBO_16x16 = R_CreateFBO( "_downScale_16x16", 16, 16 );
		R_BindFBO( tr.downScaleFBO_16x16 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_16x16->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_16x16 );

		tr.downScaleFBO_4x4 = R_CreateFBO( "_downScale_4x4", 4, 4 );
		R_BindFBO( tr.downScaleFBO_4x4 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_4x4->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_4x4 );

		tr.downScaleFBO_1x1 = R_CreateFBO( "_downScale_1x1", 1, 1 );
		R_BindFBO( tr.downScaleFBO_1x1 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_1x1->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_1x1 );
#endif

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.contrastRenderFBO = R_CreateFBO( "_contrastRender", width, height );
		R_BindFBO( tr.contrastRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.contrastRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.contrastRenderFBO );

		for ( i = 0; i < 2; i++ )
		{
			tr.bloomRenderFBO[ i ] = R_CreateFBO( va( "_bloomRender%d", i ), width, height );
			R_BindFBO( tr.bloomRenderFBO[ i ] );

			R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.bloomRenderFBOImage[ i ]->texnum, 0 );

			R_CheckFBO( tr.bloomRenderFBO[ i ] );
		}
	}

	GL_CheckErrors();
#endif // defined(USE_D3D10)

	R_BindNullFBO();
}