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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 | +} | |