Files
korenkonder_ReDIVA/src/CRE/render_texture.cpp
T

207 lines
6.3 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "render_texture.hpp"
#include "render_context.hpp"
#include "texture.hpp"
extern render_context* rctx_ptr;
static uint32_t render_texture_counter;
static int32_t render_texture_init_framebuffer(RenderTexture* rt, int32_t max_level);
static int32_t render_texture_set_framebuffer_texture(RenderTexture* rrt,
GLuint color_texture, int32_t level, GLuint depth_texture, bool stencil);
RenderTexture::RenderTexture() : color_texture(), depth_texture(),
binding(), max_level(), fbos(), depth_rbo(), stencil_rbo() {
}
RenderTexture::~RenderTexture() {
Free();
}
int32_t RenderTexture::Bind(int32_t index) {
if (index < 0 || index > max_level)
return -1;
gl_rend_state.bind_framebuffer(fbos[index]);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return -1;
gl_get_error_print();
return 0;
}
void RenderTexture::Free() {
if (depth_texture) {
texture_release(depth_texture);
depth_texture = 0;
}
if (color_texture) {
texture_release(color_texture);
color_texture = 0;
}
/*if (depth_rbo) {
glDeleteRenderbuffers(1, &depth_rbo);
depth_rbo = 0;
}
if (stencil_rbo) {
glDeleteRenderbuffers(1, &stencil_rbo);
stencil_rbo = 0;
}*/
if (fbos) {
glDeleteFramebuffers(max_level + 1, fbos);
free(fbos);
fbos = 0;
}
max_level = 0;
}
int32_t RenderTexture::Init(int32_t width, int32_t height,
int32_t max_level, GLenum color_format, GLenum depth_format) {
if (max_level < 0)
return -1;
max_level = min_def(max_level, 15);
if (max_level < 0)
return 0;
Free();
GLuint color_texture;
if (color_format) {
this->color_texture = texture_load_tex_2d(texture_id(0x23, render_texture_counter),
color_format, width, height, max_level, 0, 0);
if (!this->color_texture)
return -1;
render_texture_counter++;
color_texture = GetColorTex();
if (color_format == GL_RGBA32F) {
glBindTexture(GL_TEXTURE_2D, color_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
else {
this->color_texture = 0;
color_texture = 0;
}
GLuint depth_texture;
bool stencil;
if (depth_format) {
this->depth_texture = texture_load_tex_2d(texture_id(0x23, render_texture_counter),
depth_format, width, height, 0, 0, 0);
if (!this->depth_texture)
return -1;
render_texture_counter++;
depth_texture = this->GetDepthTex();
stencil = depth_format == GL_DEPTH24_STENCIL8;
}
else {
this->depth_texture = 0;
depth_texture = 0;
stencil = false;
}
this->max_level = max_level;
if (render_texture_init_framebuffer(this, max_level) >= 0)
for (int32_t i = 0; i <= max_level; i++)
if (render_texture_set_framebuffer_texture(this, color_texture, i, depth_texture, stencil) < 0)
return -1;
return 0;
}
/*int32_t RenderTexture::InitDepthRenderbuffer(GLenum internal_format, int32_t width, int32_t height) {
gl_rend_state.bind_framebuffer(fbos[0]);
glGenRenderbuffers(1, &depth_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo);
gl_rend_state.bind_framebuffer(0);
return -(glGetError() != GL_ZERO);
}
int32_t RenderTexture::InitStencilRenderbuffer(GLenum internal_format, int32_t width, int32_t height) {
gl_rend_state.bind_framebuffer(fbos[0]);
glGenRenderbuffers(1, &stencil_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, stencil_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil_rbo);
gl_rend_state.bind_framebuffer(0);
return -(glGetError() != GL_ZERO);
}*/
int32_t RenderTexture::SetColorDepthTextures(GLuint color_texture,
int32_t max_level, GLuint depth_texture, bool stencil) {
int32_t error = 0;
this->max_level = max_level;
if (!fbos)
error = render_texture_init_framebuffer(this, max_level);
render_texture_set_framebuffer_texture(this, color_texture, max_level, depth_texture, stencil);
return error;
}
void render_texture_counter_reset() {
render_texture_counter = 0;
}
static int32_t render_texture_init_framebuffer(RenderTexture* rt, int32_t max_level) {
rt->fbos = force_malloc<GLuint>(max_level + 1LL);
glGenFramebuffers(max_level + 1, rt->fbos);
return -(gl_get_error_print() != GL_ZERO);
}
static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
GLuint color_texture, int32_t level, GLuint depth_texture, bool stencil) {
if (level < 0 || level > rt->max_level)
return -1;
gl_rend_state.bind_framebuffer(rt->fbos[level]);
gl_get_error_print();
if (color_texture) {
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_texture, level);
gl_get_error_print();
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
else {
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
gl_get_error_print();
glDrawBuffer(GL_ZERO);
glReadBuffer(GL_ZERO);
}
gl_get_error_print();
if (!level) {
GLenum attechment = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
if (depth_texture)
glFramebufferTexture(GL_FRAMEBUFFER, attechment, depth_texture, 0);
/*else if (rt->depth_rbo) {
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_rbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attechment, GL_RENDERBUFFER, rt->depth_rbo);
}*/
else
glFramebufferTexture(GL_FRAMEBUFFER, attechment, 0, 0);
gl_get_error_print();
}
int32_t ret = 0;
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
ret = -1;
gl_rend_state.bind_framebuffer(0);
gl_get_error_print();
return ret;
}