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-rw-r--r--src/engine/rendertarget.h464
1 files changed, 464 insertions, 0 deletions
diff --git a/src/engine/rendertarget.h b/src/engine/rendertarget.h
new file mode 100644
index 0000000..3c93f18
--- /dev/null
+++ b/src/engine/rendertarget.h
@@ -0,0 +1,464 @@
+extern int rtsharefb, rtscissor, blurtile;
+
+struct rendertarget
+{
+ int texw, texh, vieww, viewh;
+ GLenum colorfmt, depthfmt;
+ GLuint rendertex, renderfb, renderdb, blurtex, blurfb, blurdb;
+ int blursize, blurysize;
+ float blursigma;
+ float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1];
+ float bluryweights[MAXBLURRADIUS+1], bluryoffsets[MAXBLURRADIUS+1];
+
+ float scissorx1, scissory1, scissorx2, scissory2;
+#define BLURTILES 32
+#define BLURTILEMASK (0xFFFFFFFFU>>(32-BLURTILES))
+ uint blurtiles[BLURTILES+1];
+
+ bool initialized;
+
+ rendertarget() : texw(0), texh(0), vieww(0), viewh(0), colorfmt(GL_FALSE), depthfmt(GL_FALSE), rendertex(0), renderfb(0), renderdb(0), blurtex(0), blurfb(0), blurdb(0), blursize(0), blurysize(0), blursigma(0), initialized(false)
+ {
+ }
+
+ virtual ~rendertarget() {}
+
+ virtual GLenum attachment() const
+ {
+ return GL_COLOR_ATTACHMENT0;
+ }
+
+ virtual const GLenum *colorformats() const
+ {
+ static const GLenum colorfmts[] = { GL_RGB, GL_RGB8, GL_FALSE };
+ return colorfmts;
+ }
+
+ virtual const GLenum *depthformats() const
+ {
+ static const GLenum depthfmts[] = { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT32, GL_FALSE };
+ return depthfmts;
+ }
+
+ virtual bool depthtest() const { return true; }
+
+ void cleanup(bool fullclean = false)
+ {
+ if(renderfb) { glDeleteFramebuffers_(1, &renderfb); renderfb = 0; }
+ if(renderdb) { glDeleteRenderbuffers_(1, &renderdb); renderdb = 0; }
+ if(rendertex) { glDeleteTextures(1, &rendertex); rendertex = 0; }
+ texw = texh = 0;
+ cleanupblur();
+
+ if(fullclean) colorfmt = depthfmt = GL_FALSE;
+ }
+
+ void cleanupblur()
+ {
+ if(blurfb) { glDeleteFramebuffers_(1, &blurfb); blurfb = 0; }
+ if(blurtex) { glDeleteTextures(1, &blurtex); blurtex = 0; }
+ if(blurdb) { glDeleteRenderbuffers_(1, &blurdb); blurdb = 0; }
+ blursize = blurysize = 0;
+ blursigma = 0.0f;
+ }
+
+ void setupblur()
+ {
+ if(!blurtex) glGenTextures(1, &blurtex);
+ createtexture(blurtex, texw, texh, NULL, 3, 1, colorfmt);
+
+ if(!swaptexs() || rtsharefb) return;
+ if(!blurfb) glGenFramebuffers_(1, &blurfb);
+ glBindFramebuffer_(GL_FRAMEBUFFER, blurfb);
+ glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurtex, 0);
+ if(depthtest())
+ {
+ if(!blurdb) glGenRenderbuffers_(1, &blurdb);
+ glGenRenderbuffers_(1, &blurdb);
+ glBindRenderbuffer_(GL_RENDERBUFFER, blurdb);
+ glRenderbufferStorage_(GL_RENDERBUFFER, depthfmt, texw, texh);
+ glFramebufferRenderbuffer_(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, blurdb);
+ }
+ glBindFramebuffer_(GL_FRAMEBUFFER, 0);
+ }
+
+ void setup(int w, int h)
+ {
+ if(!renderfb) glGenFramebuffers_(1, &renderfb);
+ glBindFramebuffer_(GL_FRAMEBUFFER, renderfb);
+ if(!rendertex) glGenTextures(1, &rendertex);
+
+ GLenum attach = attachment();
+ if(attach == GL_DEPTH_ATTACHMENT)
+ {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
+
+ const GLenum *colorfmts = colorformats();
+ int find = 0;
+ do
+ {
+ createtexture(rendertex, w, h, NULL, 3, filter() ? 1 : 0, colorfmt ? colorfmt : colorfmts[find]);
+ glFramebufferTexture2D_(GL_FRAMEBUFFER, attach, GL_TEXTURE_2D, rendertex, 0);
+ if(glCheckFramebufferStatus_(GL_FRAMEBUFFER)==GL_FRAMEBUFFER_COMPLETE) break;
+ }
+ while(!colorfmt && colorfmts[++find]);
+ if(!colorfmt) colorfmt = colorfmts[find];
+
+ if(attach != GL_DEPTH_ATTACHMENT && depthtest())
+ {
+ if(!renderdb) { glGenRenderbuffers_(1, &renderdb); depthfmt = GL_FALSE; }
+ if(!depthfmt) glBindRenderbuffer_(GL_RENDERBUFFER, renderdb);
+ const GLenum *depthfmts = depthformats();
+ find = 0;
+ do
+ {
+ if(!depthfmt) glRenderbufferStorage_(GL_RENDERBUFFER, depthfmts[find], w, h);
+ glFramebufferRenderbuffer_(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderdb);
+ if(glCheckFramebufferStatus_(GL_FRAMEBUFFER)==GL_FRAMEBUFFER_COMPLETE) break;
+ }
+ while(!depthfmt && depthfmts[++find]);
+ if(!depthfmt) depthfmt = depthfmts[find];
+ }
+
+ glBindFramebuffer_(GL_FRAMEBUFFER, 0);
+
+ texw = w;
+ texh = h;
+ initialized = false;
+ }
+
+ bool addblurtiles(float x1, float y1, float x2, float y2, float blurmargin = 0)
+ {
+ if(x1 >= 1 || y1 >= 1 || x2 <= -1 || y2 <= -1) return false;
+
+ scissorx1 = min(scissorx1, max(x1, -1.0f));
+ scissory1 = min(scissory1, max(y1, -1.0f));
+ scissorx2 = max(scissorx2, min(x2, 1.0f));
+ scissory2 = max(scissory2, min(y2, 1.0f));
+
+ float blurerror = 2.0f*float(2*blursize + blurmargin);
+ int tx1 = max(0, min(BLURTILES - 1, int((x1-blurerror/vieww + 1)/2 * BLURTILES))),
+ ty1 = max(0, min(BLURTILES - 1, int((y1-blurerror/viewh + 1)/2 * BLURTILES))),
+ tx2 = max(0, min(BLURTILES - 1, int((x2+blurerror/vieww + 1)/2 * BLURTILES))),
+ ty2 = max(0, min(BLURTILES - 1, int((y2+blurerror/viewh + 1)/2 * BLURTILES)));
+
+ uint mask = (BLURTILEMASK>>(BLURTILES - (tx2+1))) & (BLURTILEMASK<<tx1);
+ for(int y = ty1; y <= ty2; y++) blurtiles[y] |= mask;
+ return true;
+ }
+
+ bool checkblurtiles(float x1, float y1, float x2, float y2, float blurmargin = 0)
+ {
+ float blurerror = 2.0f*float(2*blursize + blurmargin);
+ if(x2+blurerror/vieww < scissorx1 || y2+blurerror/viewh < scissory1 ||
+ x1-blurerror/vieww > scissorx2 || y1-blurerror/viewh > scissory2)
+ return false;
+
+ if(!blurtile) return true;
+
+ int tx1 = max(0, min(BLURTILES - 1, int((x1 + 1)/2 * BLURTILES))),
+ ty1 = max(0, min(BLURTILES - 1, int((y1 + 1)/2 * BLURTILES))),
+ tx2 = max(0, min(BLURTILES - 1, int((x2 + 1)/2 * BLURTILES))),
+ ty2 = max(0, min(BLURTILES - 1, int((y2 + 1)/2 * BLURTILES)));
+
+ uint mask = (BLURTILEMASK>>(BLURTILES - (tx2+1))) & (BLURTILEMASK<<tx1);
+ for(int y = ty1; y <= ty2; y++) if(blurtiles[y] & mask) return true;
+
+ return false;
+ }
+
+ void rendertiles()
+ {
+ float wscale = vieww/float(texw), hscale = viewh/float(texh);
+ if(blurtile && scissorx1 < scissorx2 && scissory1 < scissory2)
+ {
+ uint tiles[sizeof(blurtiles)/sizeof(uint)];
+ memcpy(tiles, blurtiles, sizeof(blurtiles));
+
+ LOCALPARAMF(screentexcoord0, wscale*0.5f, hscale*0.5f, wscale*0.5f, hscale*0.5f);
+ gle::defvertex(2);
+ gle::begin(GL_QUADS);
+ float tsz = 1.0f/BLURTILES;
+ loop(y, BLURTILES+1)
+ {
+ uint mask = tiles[y];
+ int x = 0;
+ while(mask)
+ {
+ while(!(mask&0xFF)) { mask >>= 8; x += 8; }
+ while(!(mask&1)) { mask >>= 1; x++; }
+ int xstart = x;
+ do { mask >>= 1; x++; } while(mask&1);
+ uint strip = (BLURTILEMASK>>(BLURTILES - x)) & (BLURTILEMASK<<xstart);
+ int yend = y;
+ do { tiles[yend] &= ~strip; yend++; } while((tiles[yend] & strip) == strip);
+ float tx = xstart*tsz,
+ ty = y*tsz,
+ tw = (x-xstart)*tsz,
+ th = (yend-y)*tsz,
+ vx = 2*tx - 1, vy = 2*ty - 1, vw = tw*2, vh = th*2;
+ gle::attribf(vx, vy);
+ gle::attribf(vx+vw, vy);
+ gle::attribf(vx+vw, vy+vh);
+ gle::attribf(vx, vy+vh);
+ }
+ }
+ gle::end();
+ }
+ else
+ {
+ screenquad(wscale, hscale);
+ }
+ }
+
+ void blur(int wantsblursize, float wantsblursigma, int wantsblurysize, int x, int y, int w, int h, bool scissor)
+ {
+ if(!blurtex) setupblur();
+ if(blursize!=wantsblursize || blurysize != wantsblurysize || (wantsblursize && blursigma!=wantsblursigma))
+ {
+ setupblurkernel(wantsblursize, wantsblursigma, blurweights, bluroffsets);
+ if(wantsblurysize != wantsblursize) setupblurkernel(wantsblurysize, wantsblursigma, bluryweights, bluryoffsets);
+ blursize = wantsblursize;
+ blursigma = wantsblursigma;
+ blurysize = wantsblurysize;
+ }
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ if(scissor)
+ {
+ glScissor(x, y, w, h);
+ glEnable(GL_SCISSOR_TEST);
+ }
+
+ loopi(2)
+ {
+ if(i && blurysize != blursize) setblurshader(i, texh, blurysize, bluryweights, bluryoffsets);
+ else setblurshader(i, i ? texh : texw, blursize, blurweights, bluroffsets);
+
+ if(!swaptexs() || rtsharefb) glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, i ? rendertex : blurtex, 0);
+ else glBindFramebuffer_(GL_FRAMEBUFFER, i ? renderfb : blurfb);
+ glBindTexture(GL_TEXTURE_2D, i ? blurtex : rendertex);
+
+ rendertiles();
+ }
+
+ if(scissor) glDisable(GL_SCISSOR_TEST);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ }
+
+ virtual bool swaptexs() const { return false; }
+
+ virtual bool dorender() { return true; }
+
+ virtual bool shouldrender() { return true; }
+
+ virtual void doblur(int blursize, float blursigma, int blurysize)
+ {
+ int sx, sy, sw, sh;
+ bool scissoring = rtscissor && scissorblur(sx, sy, sw, sh) && sw > 0 && sh > 0;
+ if(!scissoring) { sx = sy = 0; sw = vieww; sh = viewh; }
+ blur(blursize, blursigma, blurysize, sx, sy, sw, sh, scissoring);
+ }
+
+ virtual bool scissorrender(int &x, int &y, int &w, int &h)
+ {
+ if(scissorx1 >= scissorx2 || scissory1 >= scissory2)
+ {
+ if(vieww < texw || viewh < texh)
+ {
+ x = y = 0;
+ w = vieww;
+ h = viewh;
+ return true;
+ }
+ return false;
+ }
+ x = max(int(floor((scissorx1+1)/2*vieww)) - 2*blursize, 0);
+ y = max(int(floor((scissory1+1)/2*viewh)) - 2*blursize, 0);
+ w = min(int(ceil((scissorx2+1)/2*vieww)) + 2*blursize, vieww) - x;
+ h = min(int(ceil((scissory2+1)/2*viewh)) + 2*blursize, viewh) - y;
+ return true;
+ }
+
+ virtual bool scissorblur(int &x, int &y, int &w, int &h)
+ {
+ if(scissorx1 >= scissorx2 || scissory1 >= scissory2)
+ {
+ if(vieww < texw || viewh < texh)
+ {
+ x = y = 0;
+ w = vieww;
+ h = viewh;
+ return true;
+ }
+ return false;
+ }
+ x = max(int(floor((scissorx1+1)/2*vieww)), 0);
+ y = max(int(floor((scissory1+1)/2*viewh)), 0);
+ w = min(int(ceil((scissorx2+1)/2*vieww)), vieww) - x;
+ h = min(int(ceil((scissory2+1)/2*viewh)), viewh) - y;
+ return true;
+ }
+
+ virtual void doclear() {}
+
+ virtual bool screenrect() const { return false; }
+ virtual bool filter() const { return true; }
+
+ void render(int w, int h, int blursize = 0, float blursigma = 0, int blurysize = 0)
+ {
+ w = min(w, hwtexsize);
+ h = min(h, hwtexsize);
+ if(screenrect())
+ {
+ if(w > screenw) w = screenw;
+ if(h > screenh) h = screenh;
+ }
+ vieww = w;
+ viewh = h;
+ if(w!=texw || h!=texh || (swaptexs() && !rtsharefb ? !blurfb : blurfb)) cleanup();
+
+ if(!filter())
+ {
+ if(blurtex) cleanupblur();
+ blursize = blurysize = 0;
+ }
+
+ if(!rendertex) setup(w, h);
+
+ scissorx2 = scissory2 = -1;
+ scissorx1 = scissory1 = 1;
+ memset(blurtiles, 0, sizeof(blurtiles));
+
+ if(!shouldrender()) return;
+
+ if(blursize && !blurtex) setupblur();
+ if(swaptexs() && blursize)
+ {
+ swap(rendertex, blurtex);
+ if(!rtsharefb)
+ {
+ swap(renderfb, blurfb);
+ swap(renderdb, blurdb);
+ }
+ }
+ glBindFramebuffer_(GL_FRAMEBUFFER, renderfb);
+ if(swaptexs() && blursize && rtsharefb)
+ glFramebufferTexture2D_(GL_FRAMEBUFFER, attachment(), GL_TEXTURE_2D, rendertex, 0);
+ glViewport(0, 0, vieww, viewh);
+
+ doclear();
+
+ int sx, sy, sw, sh;
+ bool scissoring = rtscissor && scissorrender(sx, sy, sw, sh) && sw > 0 && sh > 0;
+ if(scissoring)
+ {
+ glScissor(sx, sy, sw, sh);
+ glEnable(GL_SCISSOR_TEST);
+ }
+ else
+ {
+ sx = sy = 0;
+ sw = vieww;
+ sh = viewh;
+ }
+
+ if(!depthtest()) glDisable(GL_DEPTH_TEST);
+
+ bool succeeded = dorender();
+
+ if(!depthtest()) glEnable(GL_DEPTH_TEST);
+
+ if(scissoring) glDisable(GL_SCISSOR_TEST);
+
+ if(succeeded)
+ {
+ initialized = true;
+
+ if(blursize) doblur(blursize, blursigma, blurysize ? blurysize : blursize);
+ }
+
+ glBindFramebuffer_(GL_FRAMEBUFFER, 0);
+ glViewport(0, 0, screenw, screenh);
+ }
+
+ virtual void dodebug(int w, int h) {}
+ virtual bool flipdebug() const { return true; }
+
+ void debugscissor(int w, int h, bool lines = false)
+ {
+ if(!rtscissor || scissorx1 >= scissorx2 || scissory1 >= scissory2) return;
+ int sx = int(0.5f*(scissorx1 + 1)*w),
+ sy = int(0.5f*(scissory1 + 1)*h),
+ sw = int(0.5f*(scissorx2 - scissorx1)*w),
+ sh = int(0.5f*(scissory2 - scissory1)*h);
+ if(flipdebug()) { sy = h - sy; sh = -sh; }
+ gle::defvertex(2);
+ gle::begin(lines ? GL_LINE_LOOP : GL_TRIANGLE_STRIP);
+ gle::attribf(sx, sy);
+ gle::attribf(sx + sw, sy);
+ if(lines) gle::attribf(sx + sw, sy + sh);
+ gle::attribf(sx, sy + sh);
+ if(!lines) gle::attribf(sx + sw, sy + sh);
+ gle::end();
+ }
+
+ void debugblurtiles(int w, int h, bool lines = false)
+ {
+ if(!blurtile) return;
+ float vxsz = float(w)/BLURTILES, vysz = float(h)/BLURTILES;
+ gle::defvertex(2);
+ loop(y, BLURTILES+1)
+ {
+ uint mask = blurtiles[y];
+ int x = 0;
+ while(mask)
+ {
+ while(!(mask&0xFF)) { mask >>= 8; x += 8; }
+ while(!(mask&1)) { mask >>= 1; x++; }
+ int xstart = x;
+ do { mask >>= 1; x++; } while(mask&1);
+ uint strip = (BLURTILEMASK>>(BLURTILES - x)) & (BLURTILEMASK<<xstart);
+ int yend = y;
+ do { blurtiles[yend] &= ~strip; yend++; } while((blurtiles[yend] & strip) == strip);
+ float vx = xstart*vxsz,
+ vy = y*vysz,
+ vw = (x-xstart)*vxsz,
+ vh = (yend-y)*vysz;
+ if(flipdebug()) { vy = h - vy; vh = -vh; }
+ loopi(lines ? 1 : 2)
+ {
+ if(!lines) gle::colorf(1, 1, i ? 1.0f : 0.5f);
+ gle::begin(lines || i ? GL_LINE_LOOP : GL_TRIANGLE_STRIP);
+ gle::attribf(vx, vy);
+ gle::attribf(vx+vw, vy);
+ if(lines || i) gle::attribf(vx+vw, vy+vh);
+ gle::attribf(vx, vy+vh);
+ if(!lines && !i) gle::attribf(vx+vw, vy+vh);
+ gle::end();
+ }
+ }
+ }
+ }
+
+ void debug()
+ {
+ if(!rendertex) return;
+ int w = min(screenw, screenh)/2, h = (w*screenh)/screenw;
+ hudshader->set();
+ gle::colorf(1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, rendertex);
+ float tx1 = 0, tx2 = 1, ty1 = 0, ty2 = 1;
+ if(flipdebug()) swap(ty1, ty2);
+ hudquad(0, 0, w, h, tx1, ty1, tx2-tx1, ty2-ty1);
+ hudnotextureshader->set();
+ dodebug(w, h);
+ }
+};
+