Simplify post process buffer handling

This commit is contained in:
Magnus Norddahl 2016-08-04 17:16:49 +02:00
commit 976a78429e
5 changed files with 72 additions and 63 deletions

View file

@ -76,25 +76,26 @@ FGLRenderBuffers::FGLRenderBuffers()
FGLRenderBuffers::~FGLRenderBuffers()
{
ClearScene();
ClearHud();
ClearPipeline();
ClearBloom();
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneTextureFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteTexture(mSceneTexture);
}
void FGLRenderBuffers::ClearHud()
void FGLRenderBuffers::ClearPipeline()
{
DeleteFrameBuffer(mHudFB);
DeleteTexture(mHudTexture);
for (int i = 0; i < NumPipelineTextures; i++)
{
DeleteFrameBuffer(mPipelineFB[i]);
DeleteTexture(mPipelineTexture[i]);
}
}
void FGLRenderBuffers::ClearBloom()
@ -149,8 +150,8 @@ void FGLRenderBuffers::Setup(int width, int height)
}
else if (width > mWidth || height > mHeight)
{
CreatePipeline(width, height);
CreateScene(width, height, samples);
CreateHud(width, height);
CreateBloom(width, height);
mWidth = width;
mHeight = height;
@ -173,9 +174,6 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
ClearScene();
mSceneTexture = Create2DTexture(GetHdrFormat(), width, height);
mSceneTextureFB = CreateFrameBuffer(mSceneTexture);
if (samples > 1)
mSceneMultisample = CreateRenderBuffer(GetHdrFormat(), samples, width, height);
@ -183,26 +181,30 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, samples, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepth, mSceneStencil, samples > 1);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepth, mSceneStencil, samples > 1);
}
else
{
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepthStencil, samples > 1);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
}
}
//==========================================================================
//
// Creates the post-tonemapping-step buffers
// Creates the buffers needed for post processing steps
//
//==========================================================================
void FGLRenderBuffers::CreateHud(int width, int height)
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
ClearHud();
mHudTexture = Create2DTexture(GetHdrFormat(), width, height);
mHudFB = CreateFrameBuffer(mHudTexture);
ClearPipeline();
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = Create2DTexture(GetHdrFormat(), width, height);
mPipelineFB[i] = CreateFrameBuffer(mPipelineTexture[i]);
}
}
//==========================================================================
@ -392,11 +394,13 @@ void FGLRenderBuffers::CheckFrameBufferCompleteness()
void FGLRenderBuffers::BlitSceneToTexture()
{
mCurrentPipelineTexture = 0;
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mSceneTextureFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
@ -415,27 +419,48 @@ void FGLRenderBuffers::BindSceneFB()
//==========================================================================
//
// Makes the scene texture frame buffer active (final 2D texture only)
// Binds the current scene/effect/hud texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneTextureFB()
void FGLRenderBuffers::BindCurrentTexture(int index)
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mPipelineFB[mCurrentPipelineTexture]);
}
//==========================================================================
//
// Makes the 2D/HUD frame buffer active
// Makes the frame buffer for the current texture active
//
//==========================================================================
void FGLRenderBuffers::BindHudFB()
void FGLRenderBuffers::BindCurrentFB()
{
if (gl_tonemap != 0 || gl_lens)
glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
else
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
}
//==========================================================================
//
// Makes the frame buffer for the next texture active
//
//==========================================================================
void FGLRenderBuffers::BindNextFB()
{
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]);
}
//==========================================================================
//
// Next pipeline texture now contains the output
//
//==========================================================================
void FGLRenderBuffers::NextTexture()
{
mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
}
//==========================================================================
@ -449,33 +474,6 @@ void FGLRenderBuffers::BindOutputFB()
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
}
//==========================================================================
//
// Binds the scene frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Binds the 2D/HUD frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindHudTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (gl_tonemap != 0 || gl_lens)
glBindTexture(GL_TEXTURE_2D, mHudTexture);
else
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used