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| 1 | // | ||
| 2 | // DeferredFramebuffer.h | ||
| 3 | // libraries/render-utils/src/ | ||
| 4 | // | ||
| 5 | // Created by Sam Gateau 7/11/2016. | ||
| 6 | // Copyright 2016 High Fidelity, Inc. | ||
| 7 | // | ||
| 8 | // Distributed under the Apache License, Version 2.0. | ||
| 9 | // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html | ||
| 10 | // | ||
| 11 | #include "DeferredFramebuffer.h" | ||
| 12 | |||
| 13 | |||
| 14 | DeferredFramebuffer::DeferredFramebuffer() { | ||
| 15 | } | ||
| 16 | |||
| 17 | |||
| 18 | void DeferredFramebuffer::setPrimaryDepth(const gpu::TexturePointer& depthBuffer) { | ||
| 19 | //If the size changed, we need to delete our FBOs | ||
| 20 | if (_primaryDepthTexture != depthBuffer) { | ||
| 21 | _primaryDepthTexture = depthBuffer; | ||
| 22 | |||
| 23 | } | ||
| 24 | } | ||
| 25 | |||
| 26 | void DeferredFramebuffer::setFrameSize(const glm::ivec2& frameBufferSize) { | ||
| 27 | //If the size changed, we need to delete our FBOs | ||
| 28 | if (_frameSize != frameBufferSize) { | ||
| 29 | _frameSize = frameBufferSize; | ||
| 30 | _deferredFramebuffer.reset(); | ||
| 31 | _deferredFramebufferDepthColor.reset(); | ||
| 32 | _deferredColorTexture.reset(); | ||
| 33 | _deferredNormalTexture.reset(); | ||
| 34 | _deferredSpecularTexture.reset(); | ||
| 35 | _lightingTexture.reset(); | ||
| 36 | _lightingFramebuffer.reset(); | ||
| 37 | |||
| 38 | _occlusionFramebuffer.reset(); | ||
| 39 | _occlusionTexture.reset(); | ||
| 40 | _occlusionBlurredFramebuffer.reset(); | ||
| 41 | _occlusionBlurredTexture.reset(); | ||
| 42 | } | ||
| 43 | } | ||
| 44 | |||
| 45 | void DeferredFramebuffer::allocate() { | ||
| 46 | _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 47 | _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 48 | |||
| 49 | auto colorFormat = gpu::Element::COLOR_SRGBA_32; | ||
| 50 | auto linearFormat = gpu::Element::COLOR_RGBA_32; | ||
| 51 | auto width = _frameSize.x; | ||
| 52 | auto height = _frameSize.y; | ||
| 53 | |||
| 54 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); | ||
| 55 | // _primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 56 | |||
| 57 | // _primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture); | ||
| 58 | |||
| 59 | _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 60 | |||
| 61 | _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler)); | ||
| 62 | _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 63 | |||
| 64 | _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture); | ||
| 65 | _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture); | ||
| 66 | _deferredFramebuffer->setRenderBuffer(2, _deferredSpecularTexture); | ||
| 67 | |||
| 68 | _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture); | ||
| 69 | |||
| 70 | // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH); | ||
| 71 | |||
| 72 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format | ||
| 73 | if (!_primaryDepthTexture) { | ||
| 74 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); | ||
| 75 | } | ||
| 76 | |||
| 77 | _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 78 | |||
| 79 | _deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 80 | |||
| 81 | |||
| 82 | auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR); | ||
| 83 | |||
| 84 | _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler)); | ||
| 85 | _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 86 | _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); | ||
| 87 | _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 88 | |||
| 89 | _deferredFramebuffer->setRenderBuffer(3, _lightingTexture); | ||
| 90 | |||
| 91 | // For AO: | ||
| 92 | // auto pointMipSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_POINT); | ||
| 93 | // _depthPyramidTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); | ||
| 94 | // _depthPyramidFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 95 | // _depthPyramidFramebuffer->setRenderBuffer(0, _depthPyramidTexture); | ||
| 96 | // _depthPyramidFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 97 | |||
| 98 | // resizeAmbientOcclusionBuffers(); | ||
| 99 | } | ||
| 100 | |||
| 101 | /* | ||
| 102 | void DeferredFramebuffer::resizeAmbientOcclusionBuffers() { | ||
| 103 | _occlusionFramebuffer.reset(); | ||
| 104 | _occlusionTexture.reset(); | ||
| 105 | _occlusionBlurredFramebuffer.reset(); | ||
| 106 | _occlusionBlurredTexture.reset(); | ||
| 107 | |||
| 108 | |||
| 109 | auto width = _frameBufferSize.width() >> _AOResolutionLevel; | ||
| 110 | auto height = _frameBufferSize.height() >> _AOResolutionLevel; | ||
| 111 | auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB); | ||
| 112 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR); | ||
| 113 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format | ||
| 114 | |||
| 115 | _occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 116 | _occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 117 | _occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture); | ||
| 118 | _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 119 | |||
| 120 | _occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 121 | _occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 122 | _occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture); | ||
| 123 | _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 124 | } | ||
| 125 | */ | ||
| 126 | |||
| 127 | |||
| 128 | gpu::TexturePointer DeferredFramebuffer::getPrimaryDepthTexture() { | ||
| 129 | if (!_primaryDepthTexture) { | ||
| 130 | allocate(); | ||
| 131 | } | ||
| 132 | return _primaryDepthTexture; | ||
| 133 | } | ||
| 134 | |||
| 135 | gpu::FramebufferPointer DeferredFramebuffer::getDeferredFramebuffer() { | ||
| 136 | if (!_deferredFramebuffer) { | ||
| 137 | allocate(); | ||
| 138 | } | ||
| 139 | return _deferredFramebuffer; | ||
| 140 | } | ||
| 141 | |||
| 142 | gpu::FramebufferPointer DeferredFramebuffer::getDeferredFramebufferDepthColor() { | ||
| 143 | if (!_deferredFramebufferDepthColor) { | ||
| 144 | allocate(); | ||
| 145 | } | ||
| 146 | return _deferredFramebufferDepthColor; | ||
| 147 | } | ||
| 148 | |||
| 149 | gpu::TexturePointer DeferredFramebuffer::getDeferredColorTexture() { | ||
| 150 | if (!_deferredColorTexture) { | ||
| 151 | allocate(); | ||
| 152 | } | ||
| 153 | return _deferredColorTexture; | ||
| 154 | } | ||
| 155 | |||
| 156 | gpu::TexturePointer DeferredFramebuffer::getDeferredNormalTexture() { | ||
| 157 | if (!_deferredNormalTexture) { | ||
| 158 | allocate(); | ||
| 159 | } | ||
| 160 | return _deferredNormalTexture; | ||
| 161 | } | ||
| 162 | |||
| 163 | gpu::TexturePointer DeferredFramebuffer::getDeferredSpecularTexture() { | ||
| 164 | if (!_deferredSpecularTexture) { | ||
| 165 | allocate(); | ||
| 166 | } | ||
| 167 | return _deferredSpecularTexture; | ||
| 168 | } | ||
| 169 | |||
| 170 | gpu::FramebufferPointer DeferredFramebuffer::getLightingFramebuffer() { | ||
| 171 | if (!_lightingFramebuffer) { | ||
| 172 | allocate(); | ||
| 173 | } | ||
| 174 | return _lightingFramebuffer; | ||
| 175 | } | ||
| 176 | |||
| 177 | gpu::TexturePointer DeferredFramebuffer::getLightingTexture() { | ||
| 178 | if (!_lightingTexture) { | ||
| 179 | allocate(); | ||
| 180 | } | ||
| 181 | return _lightingTexture; | ||
| 182 | } | ||