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149 lines
5 KiB
C++
149 lines
5 KiB
C++
//
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// FramebufferCache.cpp
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "FramebufferCache.h"
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#include <mutex>
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#include <glm/glm.hpp>
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#include <QMap>
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#include <QQueue>
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#include <gpu/Batch.h>
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#include "RenderUtilsLogging.h"
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static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
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FramebufferCache::FramebufferCache() {
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}
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FramebufferCache::~FramebufferCache() {
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_cachedFramebuffers.clear();
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}
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void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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//If the size changed, we need to delete our FBOs
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if (_frameBufferSize != frameBufferSize) {
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_frameBufferSize = frameBufferSize;
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_primaryFramebufferFull.reset();
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_primaryFramebufferDepthColor.reset();
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_primaryDepthTexture.reset();
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_primaryColorTexture.reset();
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_primaryNormalTexture.reset();
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_primarySpecularTexture.reset();
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_selfieFramebuffer.reset();
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_cachedFramebuffers.clear();
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}
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}
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void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebufferFull = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_primaryFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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auto width = _frameBufferSize.width();
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auto height = _frameBufferSize.height();
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primaryFramebufferFull->setRenderBuffer(0, _primaryColorTexture);
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_primaryFramebufferFull->setRenderBuffer(1, _primaryNormalTexture);
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_primaryFramebufferFull->setRenderBuffer(2, _primarySpecularTexture);
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_primaryFramebufferDepthColor->setRenderBuffer(0, _primaryColorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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_primaryFramebufferFull->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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_primaryFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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_selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
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_selfieFramebuffer->setRenderBuffer(0, tex);
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}
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
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if (!_primaryFramebufferFull) {
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createPrimaryFramebuffer();
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}
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return _primaryFramebufferFull;
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}
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() {
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if (!_primaryFramebufferDepthColor) {
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createPrimaryFramebuffer();
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}
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return _primaryFramebufferDepthColor;
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}
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gpu::TexturePointer FramebufferCache::getPrimaryDepthTexture() {
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if (!_primaryDepthTexture) {
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createPrimaryFramebuffer();
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}
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return _primaryDepthTexture;
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}
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gpu::TexturePointer FramebufferCache::getPrimaryColorTexture() {
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if (!_primaryColorTexture) {
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createPrimaryFramebuffer();
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}
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return _primaryColorTexture;
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}
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gpu::TexturePointer FramebufferCache::getPrimaryNormalTexture() {
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if (!_primaryNormalTexture) {
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createPrimaryFramebuffer();
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}
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return _primaryNormalTexture;
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}
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gpu::TexturePointer FramebufferCache::getPrimarySpecularTexture() {
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if (!_primarySpecularTexture) {
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createPrimaryFramebuffer();
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}
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return _primarySpecularTexture;
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}
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gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
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if (_cachedFramebuffers.isEmpty()) {
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_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
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}
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gpu::FramebufferPointer result = _cachedFramebuffers.front();
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_cachedFramebuffers.pop_front();
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return result;
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}
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void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
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if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
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_cachedFramebuffers.push_back(framebuffer);
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}
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}
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gpu::FramebufferPointer FramebufferCache::getShadowFramebuffer() {
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if (!_shadowFramebuffer) {
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const int SHADOW_MAP_SIZE = 2048;
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_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
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}
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return _shadowFramebuffer;
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}
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gpu::FramebufferPointer FramebufferCache::getSelfieFramebuffer() {
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if (!_selfieFramebuffer) {
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createPrimaryFramebuffer();
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}
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return _selfieFramebuffer;
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}
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