// // DeferredFramebuffer.h // libraries/render-utils/src/ // // Created by Sam Gateau 7/11/2016. // Copyright 2016 High Fidelity, Inc. // Copyright 2024 Overte e.V. // // 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" #include "DeferredBufferWrite_shared.slh" #include "gpu/Batch.h" #include "gpu/Context.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(); _deferredVelocityTexture.reset(); _lightingTexture.reset(); _lightingFramebuffer.reset(); _lightingWithVelocityFramebuffer.reset(); } } void DeferredFramebuffer::allocate() { _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferred")); _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredDepthColor")); const auto colorFormat = gpu::Element::COLOR_SRGBA_32; const auto linearFormat = gpu::Element::COLOR_RGBA_32; const auto halfFormat = gpu::Element(gpu::VEC2, gpu::HALF, gpu::XY); auto width = _frameSize.x; auto height = _frameSize.y; auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); _deferredColorTexture = gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler); _deferredNormalTexture = gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler); _deferredSpecularTexture = gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler); _deferredVelocityTexture = gpu::Texture::createRenderBuffer(halfFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler); _deferredFramebuffer->setRenderBuffer(DEFERRED_COLOR_SLOT, _deferredColorTexture); _deferredFramebuffer->setRenderBuffer(DEFERRED_NORMAL_SLOT, _deferredNormalTexture); _deferredFramebuffer->setRenderBuffer(DEFERRED_SPECULAR_SLOT, _deferredSpecularTexture); _deferredFramebuffer->setRenderBuffer(DEFERRED_VELOCITY_SLOT, _deferredVelocityTexture); _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture); auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format if (!_primaryDepthTexture) { _primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler); } _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); _deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT, gpu::Sampler::WRAP_CLAMP); _lightingTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, smoothSampler); _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting")); _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); _lightingWithVelocityFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting_velocity")); _lightingWithVelocityFramebuffer->setRenderBuffer(0, _lightingTexture); _lightingWithVelocityFramebuffer->setRenderBuffer(1, _deferredVelocityTexture); _lightingWithVelocityFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); _deferredFramebuffer->setRenderBuffer(DEFERRED_LIGHTING_SLOT, _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::TexturePointer DeferredFramebuffer::getDeferredVelocityTexture() { if (!_deferredVelocityTexture) { allocate(); } return _deferredVelocityTexture; } gpu::FramebufferPointer DeferredFramebuffer::getLightingFramebuffer() { if (!_lightingFramebuffer) { allocate(); } return _lightingFramebuffer; } gpu::FramebufferPointer DeferredFramebuffer::getLightingWithVelocityFramebuffer() { if (!_lightingWithVelocityFramebuffer) { allocate(); } return _lightingWithVelocityFramebuffer; } gpu::TexturePointer DeferredFramebuffer::getLightingTexture() { if (!_lightingTexture) { allocate(); } return _lightingTexture; }