- reduce the number of direct OpenGL calls done by the post processing steps

This commit is contained in:
Magnus Norddahl 2018-05-10 14:43:34 +02:00
commit 46e2e0b57c
5 changed files with 282 additions and 290 deletions

View file

@ -45,18 +45,6 @@ CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
FGLRenderBuffers::FGLRenderBuffers()
{
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = 0;
mPipelineFB[i] = 0;
}
for (int i = 0; i < NumAmbientRandomTextures; i++)
{
AmbientRandomTexture[i] = 0;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
@ -83,17 +71,17 @@ void FGLRenderBuffers::ClearScene()
DeleteFrameBuffer(mSceneDataFB);
if (mSceneUsesTextures)
{
DeleteTexture(mSceneMultisample);
DeleteTexture(mSceneFog);
DeleteTexture(mSceneNormal);
DeleteTexture(mSceneDepthStencil);
DeleteTexture(mSceneMultisampleTex);
DeleteTexture(mSceneFogTex);
DeleteTexture(mSceneNormalTex);
DeleteTexture(mSceneDepthStencilTex);
}
else
{
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneFog);
DeleteRenderBuffer(mSceneNormal);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneMultisampleBuf);
DeleteRenderBuffer(mSceneFogBuf);
DeleteRenderBuffer(mSceneNormalBuf);
DeleteRenderBuffer(mSceneDepthStencilBuf);
}
}
@ -155,25 +143,25 @@ void FGLRenderBuffers::ClearAmbientOcclusion()
DeleteTexture(AmbientRandomTexture[i]);
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
void FGLRenderBuffers::DeleteTexture(PPTexture &tex)
{
if (handle != 0)
glDeleteTextures(1, &handle);
handle = 0;
if (tex.handle != 0)
glDeleteTextures(1, &tex.handle);
tex.handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
void FGLRenderBuffers::DeleteRenderBuffer(PPRenderBuffer &buf)
{
if (handle != 0)
glDeleteRenderbuffers(1, &handle);
handle = 0;
if (buf.handle != 0)
glDeleteRenderbuffers(1, &buf.handle);
buf.handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
void FGLRenderBuffers::DeleteFrameBuffer(PPFrameBuffer &fb)
{
if (handle != 0)
glDeleteFramebuffers(1, &handle);
handle = 0;
if (fb.handle != 0)
glDeleteFramebuffers(1, &fb.handle);
fb.handle = 0;
}
//==========================================================================
@ -188,7 +176,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
if (gl_renderbuffers != BuffersActive)
{
if (BuffersActive)
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
BuffersActive = gl_renderbuffers;
GLRenderer->mShaderManager->ResetFixedColormap();
}
@ -265,36 +253,36 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool need
{
if (needsSceneTextures)
{
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneFog = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
mSceneNormal = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, 0, mSceneDepthStencil, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneFog, mSceneNormal, mSceneDepthStencil, true);
mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true);
}
else
{
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneDepthStencil, true);
mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
}
}
else
{
if (needsSceneTextures)
{
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFog = Create2DTexture("SceneFog", GL_RGBA8, width, height);
mSceneNormal = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, 0, mSceneDepthStencil, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFog, mSceneNormal, mSceneDepthStencil, false);
mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height);
mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false);
}
else
{
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencil, false);
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf);
}
}
}
@ -452,7 +440,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
while (mEyeFBs.Size() <= unsigned(eye))
{
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
PPTexture texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
mEyeTextures.Push(texture);
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
}
@ -468,12 +456,12 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
PPTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
{
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
PPTexture tex;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D, tex.handle);
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
GLenum dataformat = 0, datatype = 0;
switch (format)
@ -499,18 +487,18 @@ GLuint FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int wi
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);
return handle;
return tex;
}
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
PPTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
PPTexture tex;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle);
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
return handle;
return tex;
}
//==========================================================================
@ -519,27 +507,27 @@ GLuint FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint for
//
//==========================================================================
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
PPRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
{
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
PPRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return handle;
return buf;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
PPRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
{
if (samples <= 1)
return CreateRenderBuffer(name, format, width, height);
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
PPRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return handle;
return buf;
}
//==========================================================================
@ -548,61 +536,71 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int
//
//==========================================================================
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer)
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPTexture colorbuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
PPFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(false, false);
return handle;
return fb;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPTexture colorbuffer, PPRenderBuffer depthstencil)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
PPFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
return fb;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPRenderBuffer colorbuffer, PPRenderBuffer depthstencil)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
PPFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPTexture colorbuffer0, PPTexture colorbuffer1, PPTexture colorbuffer2, PPTexture depthstencil, bool multisample)
{
PPFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
if (multisample)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0);
if (colorbuffer1 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0);
if (colorbuffer2 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
if (colorbuffer1.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
if (colorbuffer2.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0);
if (colorbuffer1 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0);
if (colorbuffer2 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
if (colorbuffer1.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
if (colorbuffer2.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
}
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
return fb;
}
//==========================================================================
@ -683,8 +681,8 @@ void FGLRenderBuffers::BlitSceneToTexture()
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
@ -697,6 +695,13 @@ void FGLRenderBuffers::BlitSceneToTexture()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FGLRenderBuffers::BlitLinear(PPFrameBuffer src, PPFrameBuffer dest, int sx0, int sy0, int sx1, int sy1, int dx0, int dy0, int dx1, int dy1)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, src.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest.handle);
glBlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
//==========================================================================
//
// Eye textures and their frame buffers
@ -707,8 +712,8 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
{
CreateEyeBuffers(eye);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
@ -725,13 +730,13 @@ void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
{
CreateEyeBuffers(eye);
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye]);
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye].handle);
}
void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
{
CreateEyeBuffers(eye);
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye].handle);
}
//==========================================================================
@ -743,14 +748,14 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
void FGLRenderBuffers::BindShadowMapFB()
{
CreateShadowMap();
glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB);
glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB.handle);
}
void FGLRenderBuffers::BindShadowMapTexture(int texunit)
{
CreateShadowMap();
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, mShadowMapTexture);
glBindTexture(GL_TEXTURE_2D, mShadowMapTexture.handle);
}
void FGLRenderBuffers::ClearShadowMap()
@ -762,7 +767,7 @@ void FGLRenderBuffers::ClearShadowMap()
void FGLRenderBuffers::CreateShadowMap()
{
if (mShadowMapTexture != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
if (mShadowMapTexture.handle != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
return;
ClearShadowMap();
@ -796,7 +801,7 @@ void FGLRenderBuffers::CreateShadowMap()
void FGLRenderBuffers::BindSceneFB(bool sceneData)
{
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB : mSceneFB);
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB.handle : mSceneFB.handle);
}
//==========================================================================
@ -809,9 +814,9 @@ void FGLRenderBuffers::BindSceneColorTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisample);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisampleTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0]);
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0].handle);
}
//==========================================================================
@ -824,9 +829,9 @@ void FGLRenderBuffers::BindSceneFogTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFog);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFogTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mSceneFog);
glBindTexture(GL_TEXTURE_2D, mSceneFogTex.handle);
}
//==========================================================================
@ -839,9 +844,9 @@ void FGLRenderBuffers::BindSceneNormalTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormal);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormalTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mSceneNormal);
glBindTexture(GL_TEXTURE_2D, mSceneNormalTex.handle);
}
//==========================================================================
@ -854,9 +859,9 @@ void FGLRenderBuffers::BindSceneDepthTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencilTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil);
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencilTex.handle);
}
//==========================================================================
@ -865,10 +870,9 @@ void FGLRenderBuffers::BindSceneDepthTexture(int index)
//
//==========================================================================
void FGLRenderBuffers::BindCurrentTexture(int index)
void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[mCurrentPipelineTexture]);
mPipelineTexture[mCurrentPipelineTexture].Bind(index, filter, wrap);
}
//==========================================================================
@ -879,7 +883,7 @@ void FGLRenderBuffers::BindCurrentTexture(int index)
void FGLRenderBuffers::BindCurrentFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
mPipelineFB[mCurrentPipelineTexture].Bind();
}
//==========================================================================
@ -891,7 +895,7 @@ void FGLRenderBuffers::BindCurrentFB()
void FGLRenderBuffers::BindNextFB()
{
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]);
mPipelineFB[out].Bind();
}
//==========================================================================
@ -913,7 +917,7 @@ void FGLRenderBuffers::NextTexture()
void FGLRenderBuffers::BindOutputFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
//==========================================================================