mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
1602b05a2e
* [graphics] a few optimizations * fullscreen crap * working, other than aspect ratio thing * same behavior as before * fix blackout bug, add more error messages * fix error when 0 size buffer * rm warning * one last 0 size issue
152 lines
5.2 KiB
C++
152 lines
5.2 KiB
C++
#include "opengl_utils.h"
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#include <array>
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#include <cstdio>
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#include "common/util/Assert.h"
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#include "game/graphics/opengl_renderer/BucketRenderer.h"
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FramebufferTexturePair::FramebufferTexturePair(int w, int h, u64 texture_format, int num_levels)
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: m_w(w), m_h(h) {
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m_framebuffers.resize(num_levels);
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glGenFramebuffers(num_levels, m_framebuffers.data());
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glGenTextures(1, &m_texture);
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GLint old_framebuffer;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_framebuffer);
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for (int i = 0; i < num_levels; i++) {
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, num_levels);
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glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, w >> i, h >> i, 0, GL_RGBA, texture_format, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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for (int i = 0; i < num_levels; i++) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[i]);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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// I don't know if we really need to do this. whatever uses this texture should figure it out.
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, m_texture, i);
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GLenum draw_buffers[1] = {GLenum(GL_COLOR_ATTACHMENT0 + i)};
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glDrawBuffers(1, draw_buffers);
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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switch (status) {
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case GL_FRAMEBUFFER_UNDEFINED:
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printf("GL_FRAMEBUFFER_UNDEFINED\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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printf("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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printf("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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printf("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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printf("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n");
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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printf("GL_FRAMEBUFFER_UNSUPPORTED\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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printf("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
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printf("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS\n");
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break;
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}
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ASSERT(false);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, old_framebuffer);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, old_framebuffer);
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}
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FramebufferTexturePair::~FramebufferTexturePair() {
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glDeleteFramebuffers(m_framebuffers.size(), m_framebuffers.data());
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glDeleteTextures(1, &m_texture);
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}
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FramebufferTexturePairContext::FramebufferTexturePairContext(FramebufferTexturePair& fb, int level)
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: m_fb(&fb) {
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glGetIntegerv(GL_VIEWPORT, m_old_viewport);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_old_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb->m_framebuffers[level]);
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glViewport(0, 0, m_fb->m_w, m_fb->m_h);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_fb->m_texture, level);
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}
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void FramebufferTexturePairContext::switch_to(FramebufferTexturePair& fb) {
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if (&fb != m_fb) {
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m_fb = &fb;
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb->m_framebuffers[0]);
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glViewport(0, 0, m_fb->m_w, m_fb->m_h);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_fb->m_texture, 0);
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}
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}
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FramebufferTexturePairContext::~FramebufferTexturePairContext() {
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glViewport(m_old_viewport[0], m_old_viewport[1], m_old_viewport[2], m_old_viewport[3]);
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glBindFramebuffer(GL_FRAMEBUFFER, m_old_framebuffer);
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}
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FullScreenDraw::FullScreenDraw() {
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vertex_buffer);
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glBindVertexArray(m_vao);
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struct Vertex {
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float x, y;
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};
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std::array<Vertex, 4> vertices = {
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Vertex{-1, -1},
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Vertex{-1, 1},
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Vertex{1, -1},
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Vertex{1, 1},
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};
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 4, vertices.data(), GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, // location 0 in the shader
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2, // 2 floats per vert
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(Vertex), //
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nullptr //
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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FullScreenDraw::~FullScreenDraw() {
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glDeleteVertexArrays(1, &m_vao);
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glDeleteBuffers(1, &m_vertex_buffer);
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}
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void FullScreenDraw::draw(const math::Vector4f& color,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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auto& shader = render_state->shaders[ShaderId::SOLID_COLOR];
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shader.activate();
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glUniform4f(glGetUniformLocation(shader.id(), "fragment_color"), color[0], color[1], color[2],
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color[3]);
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prof.add_tri(2);
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prof.add_draw_call();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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