1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278
|
/* RenderBuffer.cpp
Copyright (c) 2023 by thewierdnut
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "RenderBuffer.h"
#include "GameData.h"
#include "GameWindow.h"
#include "Logger.h"
#include "Screen.h"
#include "shader/Shader.h"
#include "opengl.h"
namespace {
const Shader *shader;
GLint sizeI = -1;
GLint positionI = -1;
GLint scaleI = -1;
GLint srcpositionI = -1;
GLint srcscaleI = -1;
GLint fadeI = -1;
GLuint vao = -1;
GLuint vbo = -1;
}
// Initialize the shaders.
void RenderBuffer::Init()
{
shader = GameData::Shaders().Get("renderBuffer");
if(!shader->Object())
throw std::runtime_error("Could not find render buffer shader!");
sizeI = shader->Uniform("size");
positionI = shader->Uniform("position");
scaleI = shader->Uniform("scale");
srcpositionI = shader->Uniform("srcposition");
srcscaleI = shader->Uniform("srcscale");
fadeI = shader->Uniform("fade");
// Generate the vertex data for drawing sprites.
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat vertexData[] = {
-.5f, -.5f,
-.5f, .5f,
.5f, -.5f,
.5f, .5f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(shader->Attrib("vert"));
glVertexAttribPointer(shader->Attrib("vert"), 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
// Unbind the VBO and VAO.
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
RenderBuffer::RenderTargetGuard::~RenderTargetGuard()
{
Deactivate();
}
void RenderBuffer::RenderTargetGuard::Deactivate()
{
buffer.Deactivate();
screenGuard.Deactivate();
}
RenderBuffer::RenderTargetGuard::RenderTargetGuard(RenderBuffer &b, int screenWidth, int screenHeight)
: buffer(b), screenGuard(screenWidth, screenHeight)
{
}
// Create a texture of the given size that can be used as a render target.
RenderBuffer::RenderBuffer(const Point &dimensions)
: size(dimensions)
{
// Generate a framebuffer.
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Generate the texture.
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
// Use nearest pixel and no wrapping.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
multiplier = Point(GameWindow::DrawWidth() / Screen::RawWidth(), GameWindow::DrawHeight() / Screen::RawHeight());
// Attach a blank image to the texture.
const Point scaledSize = size * multiplier * Screen::Zoom() / 100.0;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, scaledSize.X(), scaledSize.Y(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Attach the texture to the frame buffer.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texid, 0);
GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, draw_buffers);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
Logger::LogError("Failed to initialize framebuffer for RenderBuffer");
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Default to the current viewport size at the time of construction.
glGetIntegerv(GL_VIEWPORT, lastViewport);
}
// Destructor. Frees the texture and renderbuffers.
RenderBuffer::~RenderBuffer()
{
glDeleteTextures(1, &texid);
glDeleteFramebuffers(1, &framebuffer);
}
// Turn this buffer on as a render target. The render target is restored if
// the Activation object goes out of scope.
RenderBuffer::RenderTargetGuard RenderBuffer::SetTarget()
{
// NOTE: These glGets can cause an unwanted state synchronization that can
// cause performance problems. The only real reason we might want this
// is if we are nesting render buffers. If only one framebuffer is
// enabled at a time, then we can just reset the buffer to 0 when we
// are done.
glGetIntegerv(GL_FRAMEBUFFER_BINDING, reinterpret_cast<int*>(&lastFramebuffer));
glGetIntegerv(GL_VIEWPORT, lastViewport);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
const Point scaledSize = size * multiplier * Screen::Zoom() / 100.0;
glViewport(0, 0, scaledSize.X(), scaledSize.Y());
static const float CLEAR[] = {0, 0, 0, 0};
glClearBufferfv(GL_COLOR, 0, CLEAR);
return RenderTargetGuard(*this, size.X(), size.Y());
}
// Reset the render target and viewport to the original settings.
void RenderBuffer::Deactivate()
{
// Restore the old settings.
glViewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3]);
glBindFramebuffer(GL_FRAMEBUFFER, lastFramebuffer);
}
void RenderBuffer::Draw(const Point &position)
{
Draw(position, size);
}
// Draw the contents of this buffer at the specified position.
void RenderBuffer::Draw(const Point &position, const Point &clipsize, const Point &srcposition)
{
glUseProgram(shader->Object());
glBindVertexArray(vao);
glBindTexture(GL_TEXTURE_2D, texid);
glUniform2f(sizeI, clipsize.X(), clipsize.Y());
glUniform2f(positionI, position.X(), position.Y());
glUniform2f(scaleI, 2.f / Screen::Width(), -2.f / Screen::Height());
glUniform2f(srcpositionI, srcposition.X(), srcposition.Y());
glUniform2f(srcscaleI, 1.f / size.X(), 1.f / size.Y());
glUniform4f(fadeI,
fadePadding[0] / clipsize.Y(),
fadePadding[1] / clipsize.Y(),
fadePadding[2] / clipsize.X(),
fadePadding[3] / clipsize.X()
);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
}
double RenderBuffer::Top() const
{
return -size.Y() / 2;
}
double RenderBuffer::Bottom() const
{
return size.Y() / 2;
}
double RenderBuffer::Left() const
{
return -size.X() / 2;
}
double RenderBuffer::Right() const
{
return size.X() / 2;
}
const Point &RenderBuffer::Dimensions() const
{
return size;
}
double RenderBuffer::Height() const
{
return size.Y();
}
double RenderBuffer::Width() const
{
return size.X();
}
void RenderBuffer::SetFadePadding(float top, float bottom, float left, float right)
{
fadePadding[0] = top;
fadePadding[1] = bottom;
fadePadding[2] = left;
fadePadding[3] = right;
}
|