MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly

This commit is contained in:
Teejoon
2016-03-11 19:05:34 +01:00
parent 0869afd529
commit 1ad087dc75
5 changed files with 237 additions and 57 deletions
+77 -9
View File
@@ -27,15 +27,80 @@ public:
void OnWindowResize();
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTexture() const {
if (m_MSAA){
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT1);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glReadBuffer(GL_BACK);
return m_AntiAliasedTexture;
}
return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTexture() const {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
GLERROR("SceneTexture() 11");
m_FinalPassFrameBuffer->Read();
GLERROR("SceneTexture() 12");
glReadBuffer(GL_COLOR_ATTACHMENT0);
GLERROR("SceneTexture() 13");
m_AntiAliasedFrameBuffer->Draw();
GLERROR("SceneTexture() 14");
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
GLERROR("SceneTexture() 15");
glReadBuffer(GL_BACK);
return m_AntiAliasedTexture;
}
return m_SceneTexture; }
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
GLuint CombinedSceneTexture() const {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
GLuint FullBlurredTexture() const {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
private:
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
@@ -56,18 +121,21 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer* m_FinalPassFrameBuffer = nullptr;
FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
GLuint m_BloomTexture = 0;
GLuint m_SceneTexture = 0;
GLuint m_DepthBuffer = 0;
GLuint m_ShieldBuffer = 0;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_FullBlurredTexture = 0;
GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
unsigned int m_MSAA = 4;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
+22 -7
View File
@@ -7,12 +7,13 @@
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_MipMapLod = 0;
bool m_MultiSampling = false;
private:
};
@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod) { };
: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
~Texture2D();
};
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
{
public:
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
~Texture2DMultiSample();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
: ResourceType(resourceHandle, attachment, 0, multiSampling)
{ };
~RenderBuffer();
@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
: ResourceType(resourceHandle, attachment, 0, false)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
@@ -65,9 +76,13 @@ public:
void Generate();
void Bind();
void Unbind();
void Read();
void Draw();
GLuint GetHandle();
bool MultiSampling() { return m_MultiSampling; };
private:
bool m_MultiSampling = true;
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};
+102 -32
View File
@@ -8,6 +8,9 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -19,6 +22,9 @@ DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
}
void DrawFinalPass::InitializeTextures()
@@ -32,26 +38,78 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
if (m_MSAA) {
CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
if (m_AntiAliasedFrameBuffer == nullptr) {
m_AntiAliasedFrameBuffer = new FrameBuffer();
m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
}
m_AntiAliasedFrameBuffer->Generate();
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
glGenRenderbuffers(1, &m_SceneTexture);
glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glGenRenderbuffers(1, &m_BloomTexture);
glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glGenRenderbuffers(1, &m_ShieldBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_ShieldBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH_COMPONENT32F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
} else {
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
}
if (m_FinalPassFrameBuffer->GetHandle() == 0) {
if (m_MSAA) {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
} else {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
}
}
m_FinalPassFrameBuffer->Generate();
GLERROR("FBO generation");
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
m_ShieldDepthFrameBuffer.Generate();
if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
if (m_MSAA) {
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
} else {
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
}
}
m_ShieldDepthFrameBuffer->Generate();
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -245,14 +303,14 @@ void DrawFinalPass::InitializeShaderPrograms()
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
//Draw shields to stencil
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
delete stateDethp;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -293,16 +351,21 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
GLuint sceneTexture = SceneTexture();
GLERROR("SceneTexture() 1");
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
GLuint sceneTexture = SceneTexture();
GLERROR("SceneTexture() 2");
delete stateSprite;
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
@@ -325,30 +388,37 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_ShieldDepthFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
m_ShieldDepthFrameBuffer.Unbind();
m_FinalPassFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Bind();
GLERROR("Bind HighRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
m_FinalPassFrameBuffer->Unbind();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
}
if (!m_MSAA) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
}
}
InitializeFrameBuffers();
GLERROR("Error changing texture resolutions");
}
+33 -7
View File
@@ -2,12 +2,13 @@
#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_MipMapLod = mipMapLod;
m_MultiSampling = multiSampling;
}
Texture2D::~Texture2D()
@@ -17,6 +18,12 @@ Texture2D::~Texture2D()
}
}
Texture2DMultiSample::~Texture2DMultiSample()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
}
RenderBuffer::~RenderBuffer()
{
@@ -42,6 +49,14 @@ FrameBuffer::~FrameBuffer()
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
//m_MultiSampling is true when initialized
if (m_MultiSampling != resource->m_MultiSampling) {
if (m_MultiSampling == false) {
GLERROR("All renderbuffers is/is not using multisampling");
} else {
m_MultiSampling = false;
}
}
m_Resources.push_back(resource);
}
@@ -55,20 +70,23 @@ void FrameBuffer::Generate()
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D_MULTISAMPLE:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE");
break;
case GL_TEXTURE_2D:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
GLERROR("FrameBuffer generate: GL_RENDERBUFFER");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
break;
}
GLERROR("2");
@@ -77,8 +95,8 @@ void FrameBuffer::Generate()
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = attachments.data();
@@ -89,7 +107,7 @@ void FrameBuffer::Generate()
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
GLERROR("Framebuffer incomplete");
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
exit(EXIT_FAILURE);
}
GLERROR("END");
@@ -110,3 +128,11 @@ GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}
void FrameBuffer::Read() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Draw() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle);
}
@@ -17,8 +17,9 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
glBindTexture(GL_TEXTURE_2D, *texture);
GLERROR("Texture initialization failed 1");
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE);
GLERROR("Texture initialization failed");
}