279 lines
7.1 KiB
C++
279 lines
7.1 KiB
C++
#include "pch.h"
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#include "log.h"
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#include "rtt.h"
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#include "util.h"
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RTT::RTT()
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{
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fboID = 0;
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rboID = 0;
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w = 0;
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h = 0;
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bound = false;
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}
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RTT::RTT(RTT&& other)
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{
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fboID = other.fboID;
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rboID = other.rboID;
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w = other.w;
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h = other.h;
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bound = other.bound;
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other.fboID = 0;
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other.rboID = 0;
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other.w = 0;
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other.h = 0;
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other.bound = false;
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}
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RTT::~RTT()
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{
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//destroy();
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if (texID || rboID || fboID)
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LOG("RTT not destroyed");
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}
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void RTT::resize(int width, int height)
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{
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RTT new_rtt;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDFboID);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldRFboID);
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new_rtt.create(width, height, -1, int_fmt);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, new_rtt.fboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fboID);
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glBlitFramebuffer(0, 0, w, h, 0, 0, new_rtt.w, new_rtt.h, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDFboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, oldRFboID);
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destroy();
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oldRFboID = 0;
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oldDFboID = 0;
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fboID = new_rtt.fboID;
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rboID = new_rtt.rboID;
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texID = new_rtt.texID;
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int_fmt = new_rtt.int_fmt;
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w = new_rtt.w;
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h = new_rtt.h;
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}
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void RTT::destroy()
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{
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if (rboID)
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{
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glDeleteRenderbuffers(1, &rboID);
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}
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if (texID)
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{
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unbindTexture();
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glDeleteTextures(1, &texID);
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//LOG("TEX rtt destroy %d", texID)
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}
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if (fboID)
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{
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unbindFramebuffer();
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glDeleteFramebuffers(1, &fboID);
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//LOG("RTT DESTROY %d", fboID);
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}
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texID = 0;
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fboID = 0;
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rboID = 0;
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// w = 0;
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// h = 0;
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}
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void RTT::copy(const RTT & source)
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{
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDFboID);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldRFboID);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.fboID);
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glBlitFramebuffer(0, 0, source.w, source.h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDFboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, oldRFboID);
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}
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bool RTT::create(int width, int height, int tex/* = -1*/, GLint internal_format)
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{
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// Destroy any previously created object
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destroy();
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w = width;
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h = height;
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int_fmt = internal_format;
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if (tex == -1)
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{
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glGenTextures(1, &texID);
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//LOG("TEX rtt create %d", texID);
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}
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else
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{
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texID = tex;
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}
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auto ifmt = GL_UNSIGNED_BYTE;
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if (internal_format == GL_RGBA32F) ifmt = GL_FLOAT;
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if (internal_format == GL_RGBA16F) ifmt = GL_HALF_FLOAT;
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glBindTexture(GL_TEXTURE_2D, texID);
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if (tex == -1)
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, ifmt, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create a renderbuffer object to store depth info
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// glGenRenderbuffers(1, &rboID);
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// glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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// glBindRenderbuffer(GL_RENDERBUFFER, 0);
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GLint oldFboID;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldFboID);
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// Create a framebuffer object
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glGenFramebuffers(1, &fboID);
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glBindFramebuffer(GL_FRAMEBUFFER, fboID);
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//LOG("RTT CREATE %d - tex %d", fboID, texID);
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// Attach the texture to FBO color attachment point
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texID, 0);
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// Attach the renderbuffer to depth attachment point
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//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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auto err2str = [](GLenum err) {
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switch (err)
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{
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case GL_FRAMEBUFFER_UNDEFINED: return "GL_FRAMEBUFFER_UNDEFINED";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
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default: return "UNKNOWN";
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}
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};
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// Check FBO status
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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LOG("RTT::create failed because: %s", err2str(status));
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// Switch back to window-system-provided framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, oldFboID);
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oldRFboID = 0;
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oldDFboID = 0;
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return status == GL_FRAMEBUFFER_COMPLETE;
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}
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void RTT::bindFramebuffer()
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{
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#ifdef _DEBUG
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if (bound)
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{
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LOG("framebuffer bound twice!");
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#ifdef _WIN32
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__debugbreak();
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#endif
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}
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#endif // _DEBUG
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bound = true;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDFboID);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldRFboID);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fboID);
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}
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void RTT::unbindFramebuffer()
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{
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if (!bound)
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return;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDFboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, oldRFboID);
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oldRFboID = 0;
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oldDFboID = 0;
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bound = false;
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}
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void RTT::clear(glm::vec4 color)
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{
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glClearColor(color.r, color.g, color.b, color.a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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glm::ivec4 RTT::calc_bounds()
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{
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auto data = std::unique_ptr<glm::u8vec4[]>(reinterpret_cast<glm::u8vec4*>(readTextureData()));
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glm::ivec2 bbmin(w, h);
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glm::ivec2 bbmax(0);
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for (int y = 0; y < h; y++)
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{
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for (int x = 0; x < w; x++)
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{
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if (data[x + y * w].a > 0)
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{
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bbmin = glm::min(bbmin, { x, y });
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bbmax = glm::max(bbmax, { x + 1, y + 1 });
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}
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}
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}
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return { bbmin, bbmax };
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}
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uint8_t* RTT::readTextureData(uint8_t* buffer)
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{
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if (!buffer)
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buffer = createBuffer();
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GLint old;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fboID);
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old);
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return buffer;
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}
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float* RTT::readTextureDataFloat(float* buffer)
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{
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if (!buffer)
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buffer = createBufferFloat();
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GLint old;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fboID);
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glReadPixels(0, 0, w, h, GL_RGBA, GL_FLOAT, buffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old);
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return buffer;
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}
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uint8_t* RTT::createBuffer()
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{
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return new uint8_t[w * h * 4];
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}
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float * RTT::createBufferFloat()
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{
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return new float[w * h * 4];
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}
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void RTT::bindTexture()
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{
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glBindTexture(GL_TEXTURE_2D, texID);
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}
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void RTT::unbindTexture()
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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