overte-JulianGro/libraries/render-utils/src/DeferredFramebuffer.cpp

142 lines
4.6 KiB
C++

//
// DeferredFramebuffer.h
// libraries/render-utils/src/
//
// Created by Sam Gateau 7/11/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "DeferredFramebuffer.h"
DeferredFramebuffer::DeferredFramebuffer() {
}
void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuffer) {
//If the depth buffer or size changed, we need to delete our FBOs
bool reset = false;
if ((_primaryDepthTexture != depthBuffer)) {
_primaryDepthTexture = depthBuffer;
reset = true;
}
if (_primaryDepthTexture) {
auto newFrameSize = glm::ivec2(_primaryDepthTexture->getDimensions());
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
reset = true;
}
}
if (reset) {
_deferredFramebuffer.reset();
_deferredFramebufferDepthColor.reset();
_deferredColorTexture.reset();
_deferredNormalTexture.reset();
_deferredSpecularTexture.reset();
_lightingTexture.reset();
_lightingFramebuffer.reset();
}
}
void DeferredFramebuffer::allocate() {
_deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferred"));
_deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredDepthColor"));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto linearFormat = gpu::Element::COLOR_RGBA_32;
auto width = _frameSize.x;
auto height = _frameSize.y;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));
_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
_deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
_deferredFramebuffer->setRenderBuffer(2, _deferredSpecularTexture);
_deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
if (!_primaryDepthTexture) {
_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
}
_deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
_deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));
_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
_deferredFramebuffer->setRenderBuffer(3, _lightingTexture);
}
gpu::TexturePointer DeferredFramebuffer::getPrimaryDepthTexture() {
if (!_primaryDepthTexture) {
allocate();
}
return _primaryDepthTexture;
}
gpu::FramebufferPointer DeferredFramebuffer::getDeferredFramebuffer() {
if (!_deferredFramebuffer) {
allocate();
}
return _deferredFramebuffer;
}
gpu::FramebufferPointer DeferredFramebuffer::getDeferredFramebufferDepthColor() {
if (!_deferredFramebufferDepthColor) {
allocate();
}
return _deferredFramebufferDepthColor;
}
gpu::TexturePointer DeferredFramebuffer::getDeferredColorTexture() {
if (!_deferredColorTexture) {
allocate();
}
return _deferredColorTexture;
}
gpu::TexturePointer DeferredFramebuffer::getDeferredNormalTexture() {
if (!_deferredNormalTexture) {
allocate();
}
return _deferredNormalTexture;
}
gpu::TexturePointer DeferredFramebuffer::getDeferredSpecularTexture() {
if (!_deferredSpecularTexture) {
allocate();
}
return _deferredSpecularTexture;
}
gpu::FramebufferPointer DeferredFramebuffer::getLightingFramebuffer() {
if (!_lightingFramebuffer) {
allocate();
}
return _lightingFramebuffer;
}
gpu::TexturePointer DeferredFramebuffer::getLightingTexture() {
if (!_lightingTexture) {
allocate();
}
return _lightingTexture;
}