layer0/GenericBuffer.cpp (412 lines of code) (raw):
#include <iostream>
#include "GenericBuffer.h"
/***********************************************************************
* RENDERBUFFER
***********************************************************************/
#ifdef PURE_OPENGL_ES_2
const static int rbo_lut[rbo::storage::COUNT] = { GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT16 };
#else
const static int rbo_lut[rbo::storage::COUNT] = { GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT24 };
#endif
void rbo::unbind() { glBindRenderbuffer(GL_RENDERBUFFER, 0); }
void renderBuffer_t::genBuffer() {
glGenRenderbuffers(1, &_id);
glBindRenderbuffer(GL_RENDERBUFFER, _id);
glRenderbufferStorage(GL_RENDERBUFFER, rbo_lut[(int)_storage],
_width,
_height);
glCheckOkay();
}
void renderBuffer_t::freeBuffer() { glDeleteRenderbuffers(1, &_id); }
void renderBuffer_t::bind() const { glBindRenderbuffer(GL_RENDERBUFFER, _id); }
void renderBuffer_t::unbind() const { glBindRenderbuffer(GL_RENDERBUFFER, 0); }
/***********************************************************************
* TEXTURE
***********************************************************************/
const static int tex_lut[tex::max_params] = {
#ifdef PURE_OPENGL_ES_2
GL_TEXTURE_2D, GL_TEXTURE_2D,
GL_TEXTURE_2D, GL_RGBA,
GL_RGBA, GL_RGB,
#else
GL_TEXTURE_1D, GL_TEXTURE_2D,
GL_TEXTURE_3D, GL_RED,
GL_RG, GL_RGB,
#endif
GL_RGBA, GL_UNSIGNED_BYTE,
GL_FLOAT, GL_FLOAT,
GL_NEAREST, GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR,
GL_REPEAT,
#ifdef PURE_OPENGL_ES_2
GL_CLAMP_TO_EDGE,
#else
GL_CLAMP,
#endif
GL_REPEAT, // GL_MIRROR_REPEAT,
#ifdef PURE_OPENGL_ES_2
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
#else
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER,
#endif
GL_CLAMP_TO_EDGE, // GL_MIRROR_CLAMP_TO_EDGE
#ifdef PURE_OPENGL_ES_2
GL_REPLACE, GL_REPLACE
#else
GL_TEXTURE_ENV_MODE, GL_REPLACE
#endif
};
#ifndef GL_R8
#define GL_R8 GL_RGBA
#define GL_RG8 GL_RGBA
#define GL_RGB8 GL_RGB
#define GL_RGBA8 GL_RGBA
#endif
#ifndef GL_R32F
#define GL_R32F GL_R8
#define GL_RG32F GL_RG8
#define GL_RGB32F GL_RGB8
#define GL_RGBA32F GL_RGBA8
#endif
#ifndef GL_R16F
#define GL_R16F GL_R32F
#define GL_RG16F GL_RG32F
#define GL_RGB16F GL_RGB32F
#define GL_RGBA16F GL_RGBA32F
#endif
#ifdef _WEBGL
static int tex_format_internal_byte(tex::format f) {
return tex_lut[(int)f];
};
static int tex_format_internal_float(tex::format f) {
return tex_format_internal_byte(f);
};
static int tex_format_internal_half_float(tex::format f) {
return tex_format_internal_byte(f);
};
#else
static int tex_format_internal_float(tex::format f) {
using namespace tex;
switch (f) {
case format::R:
return GL_R32F;
break;
case format::RG:
return GL_RG32F;
break;
case format::RGB:
return GL_RGB32F;
break;
case format::RGBA:
return GL_RGBA32F;
break;
default:
return GL_RGBA32F;
break;
}
};
static int tex_format_internal_half_float(tex::format f) {
using namespace tex;
switch (f) {
case format::R:
return GL_R16F;
break;
case format::RG:
return GL_RG16F;
break;
case format::RGB:
return GL_RGB16F;
break;
case format::RGBA:
return GL_RGBA16F;
break;
default:
return GL_RGBA16F;
break;
}
};
static int tex_format_internal_byte(tex::format f) {
using namespace tex;
switch (f) {
case format::R:
return GL_R8;
break;
case format::RG:
return GL_RG8;
break;
case format::RGB:
return GL_RGB8;
break;
case format::RGBA:
return GL_RGBA8;
break;
default:
return GL_RGBA8;
break;
}
};
#endif
template <typename T> static int tex_tab(T val) { return tex_lut[(int)val]; }
void tex::env(tex::env_name name, tex::env_param param) {
#ifdef PURE_OPENGL_ES_2
fprintf(stderr,
"No Support for Texture Env\n");
#else
glTexEnvf(GL_TEXTURE_ENV, tex_tab(name), tex_tab(param));
#endif
}
void textureBuffer_t::genBuffer() {
GLenum dim = tex_tab(_dim);
glGenTextures(1, &_id);
glBindTexture(dim, _id);
glTexParameteri(dim, GL_TEXTURE_MAG_FILTER, tex_tab(_sampling[0]));
glTexParameteri(dim, GL_TEXTURE_MIN_FILTER, tex_tab(_sampling[1]));
glTexParameteri(dim, GL_TEXTURE_WRAP_S, tex_tab(_sampling[2]));
if (_sampling[3])
glTexParameteri(dim, GL_TEXTURE_WRAP_T, tex_tab(_sampling[3]));
#ifndef PURE_OPENGL_ES_2
if (_sampling[4])
glTexParameteri(dim, GL_TEXTURE_WRAP_R, tex_tab(_sampling[4]));
#endif
glCheckOkay();
}
void textureBuffer_t::freeBuffer() { glDeleteTextures(1, &_id); }
void textureBuffer_t::texture_data_1D(int width, const void *data) {
#ifdef PURE_OPENGL_ES_2
fprintf(stderr,
"No support for 1D textures\n");
#else
using namespace tex;
_width = width;
bind();
switch ((int)_type) {
case (int)data_type::HALF_FLOAT:
glTexImage1D(GL_TEXTURE_1D, 0, tex_format_internal_half_float(_format), _width, 0,
tex_tab(_format), tex_tab(tex::data_type::FLOAT), data);
break;
case (int)data_type::FLOAT:
glTexImage1D(GL_TEXTURE_1D, 0, tex_format_internal_float(_format), _width, 0,
tex_tab(_format), tex_tab(_type), data);
break;
case (int)data_type::UBYTE:
glTexImage1D(GL_TEXTURE_1D, 0, tex_format_internal_byte(_format), _width, 0,
tex_tab(_format), tex_tab(_type), data);
break;
default:
break;
};
glCheckOkay();
#endif
}
void textureBuffer_t::texture_data_2D(int width, int height, const void *data) {
using namespace tex;
_width = width;
_height = height;
bind();
switch ((int)_type) {
case (int)data_type::HALF_FLOAT:
glTexImage2D(GL_TEXTURE_2D, 0, tex_format_internal_half_float(_format), _width,
_height, 0, tex_tab(_format), tex_tab(tex::data_type::FLOAT), data);
break;
case (int)data_type::FLOAT:
glTexImage2D(GL_TEXTURE_2D, 0, tex_format_internal_float(_format), _width,
_height, 0, tex_tab(_format), tex_tab(_type), data);
break;
case (int)data_type::UBYTE:
glTexImage2D(GL_TEXTURE_2D, 0, tex_format_internal_byte(_format), _width,
_height, 0, tex_tab(_format), tex_tab(_type), data);
break;
default:
break;
}
glCheckOkay();
}
void textureBuffer_t::texture_data_3D(int width, int height, int depth,
const void *data) {
#ifdef PURE_OPENGL_ES_2
fprintf(stderr,
"No support for 3D textures\n");
#else
_width = width;
_height = height;
_depth = depth;
bind();
switch((int)_type) {
case (int)tex::data_type::HALF_FLOAT:
glTexImage3D(GL_TEXTURE_3D, 0, tex_format_internal_half_float(_format), _width,
_height, _depth, 0, tex_tab(_format), tex_tab(tex::data_type::FLOAT), data);
case (int)tex::data_type::FLOAT:
glTexImage3D(GL_TEXTURE_3D, 0, tex_format_internal_float(_format), _width,
_height, _depth, 0, tex_tab(_format), tex_tab(_type), data);
break;
case (int)tex::data_type::UBYTE:
glTexImage3D(GL_TEXTURE_3D, 0, tex_format_internal_byte(_format), _width,
_height, _depth, 0, tex_tab(_format), tex_tab(_type), data);
break;
default:
break;
}
#endif
glCheckOkay();
}
void textureBuffer_t::bind() const { glBindTexture(tex_tab(_dim), _id); }
void textureBuffer_t::unbind() const { glBindTexture(tex_tab(_dim), 0); }
/***********************************************************************
* FRAMEBUFFER
***********************************************************************/
const static int fbo_lut[fbo::attachment::COUNT] = {
GL_COLOR_ATTACHMENT0,
#if defined(PURE_OPENGL_ES_2) && !defined(_WEBGL)
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT0,
#else
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
#endif
GL_DEPTH_ATTACHMENT
};
template <typename T> static int fbo_tab(T val) { return fbo_lut[(int)val]; }
void fbo::unbind() { glBindFramebuffer(GL_FRAMEBUFFER, 0); }
void frameBuffer_t::genBuffer() { glGenFramebuffers(1, &_id); }
void frameBuffer_t::freeBuffer() { glDeleteFramebuffers(1, &_id); }
void frameBuffer_t::attach_texture(textureBuffer_t *texture,
fbo::attachment loc) {
size_t id = texture->get_hash_id();
_attachments.emplace_back(id, loc);
bind();
glFramebufferTexture2D(GL_FRAMEBUFFER, fbo_tab(loc), GL_TEXTURE_2D,//tex_tab(texture->_dim),
texture->_id, 0);
checkStatus();
}
void frameBuffer_t::attach_renderbuffer(renderBuffer_t *renderbuffer,
fbo::attachment loc) {
size_t id = renderbuffer->get_hash_id();
_attachments.emplace_back(id, loc);
bind();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, fbo_tab(loc), GL_RENDERBUFFER,
renderbuffer->_id);
checkStatus();
}
void frameBuffer_t::bind() const {
glBindFramebuffer(GL_FRAMEBUFFER, _id);
}
void frameBuffer_t::checkStatus() {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
printf("Incomplete attachment\n");
break;
#ifndef PURE_OPENGL_ES_2
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
printf("Incomplete dimensions\n");
break;
#endif
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
printf("Incomplete missing attachment\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
printf("Framebuffer combination unsupported\n");
break;
}
}
/***********************************************************************
* RENDERTARGET
***********************************************************************/
renderTarget_t::~renderTarget_t() {
for (auto &t : _textures)
delete t;
if (_fbo)
delete _fbo;
if (_rbo && !_shared_rbo)
delete _rbo;
}
void renderTarget_t::layout(std::vector<rt_layout_t> &&desc,
renderBuffer_t *with_rbo) {
_fbo = new frameBuffer_t();
if (with_rbo) {
_rbo = with_rbo;
_shared_rbo = true;
} else {
_rbo = new renderBuffer_t(_size.x, _size.y, rbo::storage::DEPTH24);
}
for (auto &d : desc) {
if (!d.width)
d.width = _size.x;
if (!d.height)
d.height = _size.y;
tex::data_type type;
switch (d.type) {
case rt_layout_t::UBYTE:
type = tex::data_type::UBYTE;
break;
case rt_layout_t::FLOAT:
type = tex::data_type::FLOAT;
break;
default:
printf("Error: %s:%d\n", __FILE__, __LINE__);
return;
}
tex::format format;
switch (d.nchannels) {
case 1:
format = tex::format::R;
break;
case 2:
format = tex::format::RG;
break;
case 3:
format = tex::format::RGB;
break;
case 4:
format = tex::format::RGBA;
break;
default:
printf("Error: %s:%d\n", __FILE__, __LINE__);
return;
}
_textures.push_back(new textureBuffer_t(
format, type, tex::filter::LINEAR, tex::filter::LINEAR,
tex::wrap::CLAMP, tex::wrap::CLAMP));
auto tex = _textures.back();
tex->texture_data_2D(d.width, d.height, 0);
fbo::attachment loc;
switch (_textures.size()) {
case 1:
loc = fbo::attachment::COLOR0;
break;
case 2:
loc = fbo::attachment::COLOR1;
break;
case 3:
loc = fbo::attachment::COLOR2;
break;
case 4:
loc = fbo::attachment::COLOR3;
break;
default:
loc = fbo::attachment::COLOR0;
// print error
break;
}
_fbo->attach_texture(tex, loc);
}
_fbo->attach_renderbuffer(_rbo, fbo::attachment::DEPTH);
_desc = std::move(desc);
glCheckOkay();
}
void renderTarget_t::resize(ivec2 size) {
_size = size;
if (!_shared_rbo) {
delete _rbo;
_rbo = nullptr;
}
for (auto i : _textures) {
delete i;
}
_textures.clear();
delete _fbo;
std::vector<rt_layout_t> desc;
for (size_t i = 0; i < _desc.size(); ++i) {
desc.emplace_back(_desc[i].nchannels, _desc[i].type, size.x, size.y);
}
layout(std::move(desc), _rbo);
}
void renderTarget_t::bind(bool clear) const {
_fbo->bind();
if (clear) {
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}