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#include "Headers/glFrameBufferObject.h"
#include "Hardware/Video/OpenGL/Headers/glResources.h"
#include "Hardware/Video/OpenGL/Textures/Headers/glSamplerObject.h"

#include "core.h"
#include "Core/Headers/ParamHandler.h"
#include "Hardware/Video/Headers/GFXDevice.h"

bool glFrameBufferObject::Create(GLushort width, GLushort height, GLubyte imageLayers)
{
	_width = width;
	_height = height;
	_imageLayers = imageLayers;
	_clearBufferMask = 0;
	assert(!_attachement.empty());
	bool hasColor = false;
	bool hasDepth = false;
	if(_frameBufferHandle <= 0){
		GLCheck(glGenFramebuffers(1, &_frameBufferHandle));
	}

	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle));
	//For every attachement, be it a color or depth attachement ...
	for_each(TextureAttachements::value_type& it, _attachement){
		//get the slot. This is also the COLOR attachment offset
		U8 slot = it.first;
		//If it changed
		if(_attachementDirty[it.first]){
			//Get the current attachement's descriptor
			TextureDescriptor& texDescriptor = it.second;
			//And get the image formats and data type
			if(_textureType != glTextureTypeTable[texDescriptor._type]){
				ERROR_FN(Locale::get("ERROR_FBO_ATTACHEMENT_DIFFERENT"), (I32)slot);
			}

			GLenum format = glImageFormatTable[texDescriptor._format];
			GLenum internalFormat = glImageFormatTable[texDescriptor._internalFormat];
			GLenum dataType = glDataFormat[texDescriptor._dataType];

			const SamplerDescriptor& sampler = texDescriptor.getSampler();

			//generate a new texture attachement
			if(slot != TextureDescriptor::Depth){
				GLCheck(glGenTextures( 1, &_textureId[slot] ));
				GLCheck(glBindTexture(_textureType, _textureId[slot]));

				hasColor = true;
				//anisotrophic filtering is only added to color attachements
				if (sampler.anisotrophyLevel() > 1 && sampler.generateMipMaps()) {
					if(!glewIsSupported("GL_EXT_texture_filter_anisotropic")){
						ERROR_FN(Locale::get("ERROR_NO_ANISO_SUPPORT"));
					}else{
						U8 anisoLevel = std::min<I32>((I32)sampler.anisotrophyLevel(), ParamHandler::getInstance().getParam<U8>("rendering.anisotropicFilteringLevel"));
						GLCheck(glTexParameteri(_textureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,anisoLevel));
					}
				}
                if(sampler.generateMipMaps()){
				    //(depth doesn't need mipmaps)
				    GLCheck(glTexParameteri(_textureType, GL_TEXTURE_BASE_LEVEL, texDescriptor._mipMinLevel));
				    GLCheck(glTexParameteri(_textureType, GL_TEXTURE_MAX_LEVEL,  texDescriptor._mipMaxLevel));
			    }
			}else{//or a depth texture, depending on the slot
				GLCheck(glGenTextures( 1, &_depthId ));
				GLCheck(glBindTexture(_textureType, _depthId));
				hasDepth = true;
				//depth attachements may need comparison functions
				if(sampler._useRefCompare){
					GLCheck(glTexParameteri(_textureType, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE));
					GLCheck(glTexParameteri(_textureType, GL_TEXTURE_COMPARE_FUNC,  glCompareFuncTable[sampler._cmpFunc]));
					GLCheck(glTexParameteri(_textureType, GL_DEPTH_TEXTURE_MODE, glImageFormatTable[sampler._depthCompareMode]));
				}
			}

			//General texture parameters for either color or depth
			GLCheck(glTexParameterf(_textureType, GL_TEXTURE_MAG_FILTER, glTextureFilterTable[sampler.magFilter()]));
			GLCheck(glTexParameterf(_textureType, GL_TEXTURE_MIN_FILTER, glTextureFilterTable[sampler.minFilter()]));
			GLCheck(glTexParameterf(_textureType, GL_TEXTURE_WRAP_S,     glWrapTable[sampler.wrapU()]));

			//Anything other then a 1D texture, needs a T-wrap mode
			if(_textureType != GL_TEXTURE_1D){
				GLCheck(glTexParameterf(_textureType, GL_TEXTURE_WRAP_T, glWrapTable[sampler.wrapV()]));
			}
			//3D texture types need a R-wrap mode
			if(_textureType == GL_TEXTURE_3D ||  _textureType == GL_TEXTURE_CUBE_MAP || _textureType == GL_TEXTURE_CUBE_MAP_ARRAY) {
				GLCheck(glTexParameterf(_textureType, GL_TEXTURE_WRAP_R, glWrapTable[sampler.wrapW()]));
			}

			//generate empty texture data using each texture type's specific function
			switch(_textureType){
				case GL_TEXTURE_1D:{
					GLCheck(glTexImage1D(GL_TEXTURE_1D,
										 0,
										 internalFormat,
										 _width,
										 0,
										 format,
										 dataType,
										 NULL));
				}break;

				case GL_TEXTURE_2D_MULTISAMPLE:
				case GL_TEXTURE_2D:{
					GLCheck(glTexImage2D(_textureType,
										 0,
										 internalFormat,
										 _width,
										 _height,
										 0,
										 format,
										 dataType,
										 NULL));
				}break;

				case GL_TEXTURE_CUBE_MAP:{
					for(GLubyte j=0; j<6; j++){
							GLCheck(glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+j,
												 0,
												 internalFormat,
												 _width,
												 _height,
												 0,
												 format,
												 dataType,
												 NULL));
						}
				}break;
				case GL_TEXTURE_2D_ARRAY_EXT:
				case GL_TEXTURE_3D:{
					GLCheck(glTexImage3D(_textureType,
										 0,
										 internalFormat,
										 _width,
										 _height,
										 _imageLayers,//Use as depth for GL_TEXTURE_3D
										 0,
										 format,
										 dataType,
										 NULL));
					}break;

				case GL_TEXTURE_CUBE_MAP_ARRAY: {
					assert(false); //not implemented yet
					for(GLubyte j=0; j<6; j++){
						GLCheck(glTexImage3D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+j,
											 0,
											 internalFormat,
											 _width,
											 _height,
											 _imageLayers,
											 0,
											 format,
											 dataType,
											 NULL));
					}
				}break;
			};

            bool depthAttachment = true;
			if(slot != TextureDescriptor::Depth){
                depthAttachment = false;
				//Generate mip maps for color attachements
				if(sampler.generateMipMaps()){
					if(glGenerateMipmap != NULL) GLCheck(glGenerateMipmap(_textureType));
					else 						 ERROR_FN(Locale::get("ERROR_NO_MIP_MAPS"));
				}
            }
            GLenum attachment = depthAttachment ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + slot;
            GLuint textureId  = depthAttachment ? _depthId : _textureId[slot];

			//Attach to frame buffer
			switch(_textureType){
				case GL_TEXTURE_1D:{
				    GLCheck(glFramebufferTexture1D(GL_FRAMEBUFFER,
							                       attachment,
												   GL_TEXTURE_1D,
												   textureId,
												   0));
				}break;

                case GL_TEXTURE_2D_MULTISAMPLE:
				case GL_TEXTURE_2D:
				case GL_TEXTURE_CUBE_MAP: {
				    GLCheck(glFramebufferTexture2D(GL_FRAMEBUFFER,
					                               attachment,
					 					           _textureType,
												   textureId,
												   0));
				}break;

				case GL_TEXTURE_2D_ARRAY_EXT:{
					GLCheck(glFramebufferTextureEXT(GL_FRAMEBUFFER,
													 attachment,
												      textureId,
												      0));
					}break;
				case GL_TEXTURE_3D:
				case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
				/*case GL_TEXTURE_CUBE_MAP_ARRAY:*/{
    				GLCheck(glFramebufferTexture3D(GL_FRAMEBUFFER,
												   attachment,
												   _textureType,
												   textureId,
												   0,
												   0 ));
					}break;
					case GL_TEXTURE_CUBE_MAP_ARRAY: {
						assert(false); ///not implemented yet
					}break;
				};

			//unbind the texture (kinda' late...)
			GLCheck(glBindTexture(_textureType, 0));
		}
	}

	//If we either specify a depth texture or request a depth buffer ...
	if(_useDepthBuffer){
        //generate a render buffer
		GLCheck(glGenRenderbuffers(1, &_depthBufferHandle));
		GLCheck(glBindRenderbuffer(GL_RENDERBUFFER, _depthBufferHandle));
		GLCheck(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, _width, _height));
		//set up render buffer storage, either normal or multisampled if needed
		if(_textureType == GL_TEXTURE_2D_MULTISAMPLE){
			U8 msaaSamples = ParamHandler::getInstance().getParam<U8>("rendering.FSAAsamples",2);
			GLCheck(glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaaSamples, GL_DEPTH_COMPONENT24, _width, _height));
		}else{
			//set up render buffer storage
    		GLCheck(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBufferHandle));
        }
        GLCheck(glBindRenderbuffer(GL_RENDERBUFFER,0));
		hasDepth = true;
    }

	//If color writes are disabled, draw only depth info
    if(_disableColorWrites){
		GLCheck(glDrawBuffer(GL_NONE));
		GLCheck(glReadBuffer(GL_NONE));
		hasColor = false;
	}
	
	if(hasColor)
		_clearBufferMask = _clearBufferMask | GL_COLOR_BUFFER_BIT;
	if(hasDepth)
		_clearBufferMask = _clearBufferMask | GL_DEPTH_BUFFER_BIT;

	checkStatus();

	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
	return true;
}

void glFrameBufferObject::Destroy() {
	Unbind();

	for(U8 i = 0; i < 4; i++){
		if(_textureId[i] > 0){
			GLCheck(glDeleteTextures(1, &_textureId[i]));
			_textureId[i] = 0;
		}
	}

	if(_depthId > 0){
		GLCheck(glDeleteTextures(1, &_depthId));
		_depthId = 0;
	}

	if(_frameBufferHandle > 0){
		GLCheck(glDeleteFramebuffers(1, &_frameBufferHandle));
		_frameBufferHandle = 0;
	}
	if(_depthBufferHandle > 0){
		GLCheck(glDeleteRenderbuffers(1, &_depthBufferHandle));
		_depthBufferHandle = 0;
	}

	_width = _height = 0;
}

void glFrameBufferObject::BlitFrom(FrameBufferObject* inputFBO) const {
	GLCheck(glBindFramebuffer(GL_READ_FRAMEBUFFER, inputFBO->getHandle()));
	GLCheck(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this->_frameBufferHandle));
	GLCheck(glBlitFramebuffer(0, 0, inputFBO->getWidth(), inputFBO->getHeight(), 0, 0, this->_width, this->_height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
}

void glFrameBufferObject::Bind(GLubyte unit, GLubyte texture) const {
	FrameBufferObject::Bind(unit,texture);
    GL_API::setActiveTextureUnit(unit);
	GLCheck(glBindTexture(_textureType, _textureId[texture]));
}

void glFrameBufferObject::Unbind(GLubyte unit) const {
	FrameBufferObject::Unbind(unit);
    GL_API::setActiveTextureUnit(unit);
	GLCheck(glBindTexture(_textureType, 0 ));
}

void glFrameBufferObject::Begin(GLubyte nFace) const {
	assert(nFace<6);
    GL_API::setViewport(vec4<U32>(0,0,_width,_height));
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle));
	if(_textureType == GL_TEXTURE_CUBE_MAP) {
		GLCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X+nFace, _textureId[0], 0));
	}
	GLCheck(glClear(_clearBufferMask));
	GL_API::clearColor( _clearColor );
}

void glFrameBufferObject::End(GLubyte nFace) const {
	assert(nFace<6);
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
	GL_API::restoreViewport();
}

bool glFrameBufferObject::checkStatus() const {
	//Not defined in GLEW
	#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS 0x8CDA
	#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9

    // check FBO status
    GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    switch(status)
    {
    case GL_FRAMEBUFFER_COMPLETE:
        return true;

	case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:{
		ERROR_FN(Locale::get("ERROR_FBO_ATTACHMENT_INCOMPLETE"));
        return false;
											  }
	case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:{
        ERROR_FN(Locale::get("ERROR_FBO_NO_IMAGE"));
        return false;
											  }
	case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:{
        ERROR_FN(Locale::get("ERROR_FBO_DIMENSIONS"));
        return false;
											  }
	case GL_FRAMEBUFFER_INCOMPLETE_FORMATS:{
        ERROR_FN(Locale::get("ERROR_FBO_FORMAT"));
        return false;
										   }
	case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:{
        ERROR_FN(Locale::get("ERROR_FBO_INCOMPLETE_DRAW_BUFFER"));
        return false;
											   }
	case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:{
        ERROR_FN(Locale::get("ERROR_FBO_INCOMPLETE_READ_BUFFER"));
        return false;
											   }
	case GL_FRAMEBUFFER_UNSUPPORTED:{
        ERROR_FN(Locale::get("ERROR_FBO_UNSUPPORTED"));
        return false;
									}
	case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:{
		ERROR_FN(Locale::get("ERROR_FBO_INCOMPLETE_MULTISAMPLE"));
		return false;
												   }
	default:{
		ERROR_FN(Locale::get("ERROR_UNKNOWN"));
        return false;
		}
    };
}

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL/Buffers/FrameBufferObject/glFrameBufferObject.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

123 Diff Diff k1ngp1n picture k1ngp1n Tue 12 Jun, 2012 16:52:41 +0000

[Ionut] [[BR]]
-Split FBO’s in 3: RenderToTexture, RenderToDepth and RenderToDeferred (experimental) [[BR]]

122 k1ngp1n picture k1ngp1n Mon 11 Jun, 2012 14:39:08 +0000

[Ionut] [[BR]]
-Restructured “Hardware” folder to match the rest of the projects header-separation pattern [[BR]]