Move canvas depth renderbuffers into GL backend
This commit is contained in:
122
src/canvas.cpp
122
src/canvas.cpp
@@ -135,26 +135,6 @@ GLenum blend_state()
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return static_cast<GLenum>(pp::renderer::gl::blend_state());
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}
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GLenum renderbuffer_target()
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{
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return static_cast<GLenum>(pp::renderer::gl::renderbuffer_target());
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}
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GLenum depth_component24_format()
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{
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return static_cast<GLenum>(pp::renderer::gl::depth_component24_format());
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}
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GLenum framebuffer_target()
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{
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return static_cast<GLenum>(pp::renderer::gl::framebuffer_target());
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}
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GLenum framebuffer_depth_attachment()
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{
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return static_cast<GLenum>(pp::renderer::gl::framebuffer_depth_attachment());
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}
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GLint texture_filter_linear()
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{
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return static_cast<GLint>(pp::renderer::gl::linear_texture_filter());
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@@ -195,6 +175,86 @@ void unbind_texture_2d()
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glBindTexture(texture_2d_target(), 0);
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}
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void gen_opengl_renderbuffers(std::uint32_t count, std::uint32_t* ids) noexcept
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{
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glGenRenderbuffers(static_cast<GLsizei>(count), reinterpret_cast<GLuint*>(ids));
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}
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void delete_opengl_renderbuffers(std::uint32_t count, const std::uint32_t* ids) noexcept
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{
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glDeleteRenderbuffers(static_cast<GLsizei>(count), reinterpret_cast<const GLuint*>(ids));
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}
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void bind_opengl_renderbuffer(std::uint32_t target, std::uint32_t renderbuffer) noexcept
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{
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glBindRenderbuffer(static_cast<GLenum>(target), static_cast<GLuint>(renderbuffer));
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}
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void set_opengl_renderbuffer_storage(
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std::uint32_t target,
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std::uint32_t internal_format,
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std::int32_t width,
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std::int32_t height) noexcept
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{
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glRenderbufferStorage(
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static_cast<GLenum>(target),
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static_cast<GLenum>(internal_format),
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height));
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}
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void attach_opengl_framebuffer_renderbuffer(
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std::uint32_t target,
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std::uint32_t attachment,
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std::uint32_t renderbuffer_target,
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std::uint32_t renderbuffer) noexcept
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{
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glFramebufferRenderbuffer(
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static_cast<GLenum>(target),
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static_cast<GLenum>(attachment),
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static_cast<GLenum>(renderbuffer_target),
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static_cast<GLuint>(renderbuffer));
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}
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GLuint allocate_canvas_depth_renderbuffer(int width, int height)
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{
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const auto result = pp::renderer::gl::allocate_opengl_depth_renderbuffer(
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width,
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height,
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pp::renderer::gl::OpenGlDepthRenderbufferAllocationDispatch {
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.gen_renderbuffers = gen_opengl_renderbuffers,
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.bind_renderbuffer = bind_opengl_renderbuffer,
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.renderbuffer_storage = set_opengl_renderbuffer_storage,
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});
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if (!result.ok()) {
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LOG("OpenGL canvas depth renderbuffer allocation failed: %s", result.status().message);
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return 0U;
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}
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return static_cast<GLuint>(result.value());
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}
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void attach_canvas_depth_renderbuffer(GLuint renderbuffer)
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{
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const auto status = pp::renderer::gl::attach_opengl_depth_renderbuffer(
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static_cast<std::uint32_t>(renderbuffer),
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pp::renderer::gl::OpenGlDepthRenderbufferAttachmentDispatch {
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.framebuffer_renderbuffer = attach_opengl_framebuffer_renderbuffer,
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});
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if (!status.ok())
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LOG("OpenGL canvas depth renderbuffer attachment failed: %s", status.message);
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}
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void delete_canvas_renderbuffer(GLuint renderbuffer)
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{
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const auto status = pp::renderer::gl::delete_opengl_renderbuffer(
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static_cast<std::uint32_t>(renderbuffer),
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pp::renderer::gl::OpenGlRenderbufferDeleteDispatch {
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.delete_renderbuffers = delete_opengl_renderbuffers,
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});
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if (!status.ok())
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LOG("OpenGL canvas renderbuffer delete failed: %s", status.message);
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}
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}
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@@ -2963,29 +3023,25 @@ void Canvas::draw_objects_direct(std::function<void(const glm::mat4& camera, con
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glViewport(0, 0, layer.w, layer.h);
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glDisable(blend_state());
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(renderbuffer_target(), rboID);
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glRenderbufferStorage(renderbuffer_target(), depth_component24_format(), layer.w, layer.h);
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glBindRenderbuffer(renderbuffer_target(), 0);
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GLuint rboID = allocate_canvas_depth_renderbuffer(layer.w, layer.h);
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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for (int i = 0; i < 6; i++)
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{
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glm::mat4 plane_camera = glm::lookAt(glm::vec3(0), m_plane_origin[i], m_plane_tangent[i]);
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layer.rtt(i, frame).bindFramebuffer();
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glFramebufferRenderbuffer(framebuffer_target(), framebuffer_depth_attachment(), renderbuffer_target(), rboID);
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attach_canvas_depth_renderbuffer(rboID);
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observer(plane_camera, proj, i);
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glFramebufferRenderbuffer(framebuffer_target(), framebuffer_depth_attachment(), renderbuffer_target(), 0);
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attach_canvas_depth_renderbuffer(0);
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layer.rtt(i, frame).unbindFramebuffer();
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layer.face(i, frame) = true;
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layer.box(i, frame) = { 0, 0, layer.w, layer.h };
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}
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glDeleteRenderbuffers(1, &rboID);
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delete_canvas_renderbuffer(rboID);
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// restore viewport and clear color states
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blend ? glEnable(blend_state()) : glDisable(blend_state());
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@@ -3010,16 +3066,12 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
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glViewport(0, 0, layer.w, layer.h);
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glDisable(blend_state());
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(renderbuffer_target(), rboID);
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glRenderbufferStorage(renderbuffer_target(), depth_component24_format(), layer.w, layer.h);
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glBindRenderbuffer(renderbuffer_target(), 0);
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GLuint rboID = allocate_canvas_depth_renderbuffer(layer.w, layer.h);
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RTT rtt;
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rtt.create(layer.w, layer.h);
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rtt.bindFramebuffer();
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glFramebufferRenderbuffer(framebuffer_target(), framebuffer_depth_attachment(), renderbuffer_target(), rboID);
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attach_canvas_depth_renderbuffer(rboID);
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rtt.unbindFramebuffer();
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// allocate action to add to history
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@@ -3089,7 +3141,7 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
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ActionManager::add(action);
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}
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glDeleteRenderbuffers(1, &rboID);
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delete_canvas_renderbuffer(rboID);
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rtt.destroy();
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// restore viewport and clear color states
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