Renderer: Implement Framebuffers
This commit is contained in:
@@ -106,18 +106,19 @@ namespace Nz
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for (std::size_t i = 0; i < colorBufferCount; ++i)
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{
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Nz::Color color = command.clearValues[i].color;
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std::array<GLuint, 4> clearColor = { color.r, color.g, color.b, color.a };
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std::array<GLfloat, 4> clearColor = { color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f };
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context->glClearBufferuiv(GL_COLOR, GLint(i), clearColor.data());
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context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
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}
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context->glClear(GL_DEPTH_BUFFER_BIT);
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}
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else
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{
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Nz::Color color = command.clearValues[0].color;
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context->glClearColor(color.r, color.g, color.b, color.a);
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context->glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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context->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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context->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else
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static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
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@@ -131,6 +132,8 @@ namespace Nz
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states.shaderBindings->Apply(context);
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states.pipeline->Apply(context);
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states.pipeline->FlipY(states.shouldFlipY);
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if (states.scissorRegion)
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context.SetScissorBox(states.scissorRegion->x, states.scissorRegion->y, states.scissorRegion->width, states.scissorRegion->height);
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@@ -19,7 +19,7 @@ namespace Nz
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m_commandBuffer.BeginDebugRegion(regionName, color);
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}
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void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, std::initializer_list<ClearValues> clearValues)
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void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, std::initializer_list<ClearValues> clearValues)
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{
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m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), renderPass, clearValues);
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}
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@@ -6,6 +6,8 @@
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#include <Nazara/Renderer/CommandPool.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLBuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipeline.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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@@ -58,6 +60,16 @@ namespace Nz
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return std::make_shared<OpenGLCommandPool>();
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}
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std::shared_ptr<Framebuffer> OpenGLDevice::InstantiateFramebuffer(unsigned int /*width*/, unsigned int /*height*/, const std::shared_ptr<RenderPass>& /*renderPass*/, const std::vector<std::shared_ptr<Texture>>& attachments)
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{
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return std::make_shared<OpenGLFboFramebuffer>(*this, attachments);
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}
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std::shared_ptr<RenderPass> OpenGLDevice::InstantiateRenderPass(std::vector<RenderPass::Attachment> attachments, std::vector<RenderPass::SubpassDescription> subpassDescriptions, std::vector<RenderPass::SubpassDependency> subpassDependencies)
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{
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return std::make_shared<OpenGLRenderPass>(std::move(attachments), std::move(subpassDescriptions), std::move(subpassDependencies));
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}
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std::shared_ptr<RenderPipeline> OpenGLDevice::InstantiateRenderPipeline(RenderPipelineInfo pipelineInfo)
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{
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return std::make_shared<OpenGLRenderPipeline>(*this, std::move(pipelineInfo));
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92
src/Nazara/OpenGLRenderer/OpenGLFboFramebuffer.cpp
Normal file
92
src/Nazara/OpenGLRenderer/OpenGLFboFramebuffer.cpp
Normal file
@@ -0,0 +1,92 @@
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLTexture.hpp>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLFboFramebuffer::OpenGLFboFramebuffer(OpenGLDevice& device, const std::vector<std::shared_ptr<Texture>>& attachments) :
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OpenGLFramebuffer(OpenGLFramebuffer::Type::FBO)
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{
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if (!m_framebuffer.Create(device))
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throw std::runtime_error("failed to create framebuffer object");
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std::size_t colorAttachmentCount = 0;
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bool hasDepth = false;
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bool hasStencil = false;
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for (std::size_t i = 0; i < attachments.size(); ++i)
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{
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assert(attachments[i]);
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const OpenGLTexture& glTexture = static_cast<const OpenGLTexture&>(*attachments[i]);
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PixelFormat textureFormat = glTexture.GetFormat();
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GLenum attachment;
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switch (PixelFormatInfo::GetContent(textureFormat))
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{
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case PixelFormatContent_ColorRGBA:
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attachment = GL_COLOR_ATTACHMENT0 + colorAttachmentCount;
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colorAttachmentCount++;
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break;
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case PixelFormatContent_Depth:
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if (hasDepth)
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throw std::runtime_error("a framebuffer can only have one depth attachment");
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attachment = GL_DEPTH_ATTACHMENT;
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hasDepth = true;
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break;
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case PixelFormatContent_DepthStencil:
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if (hasDepth)
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throw std::runtime_error("a framebuffer can only have one depth attachment");
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if (hasStencil)
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throw std::runtime_error("a framebuffer can only have one stencil attachment");
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attachment = GL_DEPTH_STENCIL_ATTACHMENT;
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hasDepth = true;
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hasStencil = true;
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break;
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case PixelFormatContent_Stencil:
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if (hasStencil)
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throw std::runtime_error("a framebuffer can only have one stencil attachment");
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attachment = GL_STENCIL_ATTACHMENT;
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hasStencil = true;
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break;
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case PixelFormatContent_Undefined:
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default:
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throw std::runtime_error("unhandled pixel format " + PixelFormatInfo::GetName(textureFormat));
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}
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m_framebuffer.Texture2D(attachment, ToOpenGL(OpenGLTexture::ToTextureTarget(glTexture.GetType())), glTexture.GetTexture().GetObjectId());
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}
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GLenum status = m_framebuffer.Check();
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if (status != GL_FRAMEBUFFER_COMPLETE)
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throw std::runtime_error("invalid framebuffer: 0x" + NumberToString(status, 16));
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m_colorAttachmentCount = colorAttachmentCount;
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}
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void OpenGLFboFramebuffer::Activate() const
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{
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const GL::Context& context = m_framebuffer.EnsureDeviceContext();
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context.BindFramebuffer(GL::FramebufferTarget::Draw, m_framebuffer.GetObjectId());
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}
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std::size_t OpenGLFboFramebuffer::GetColorBufferCount() const
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{
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return m_colorAttachmentCount;
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}
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}
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@@ -68,7 +68,7 @@ namespace Nz
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const TextureBinding& texBinding = std::get<TextureBinding>(binding.content);
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auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
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textureDescriptor.bindingIndex = binding.bindingIndex;
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textureDescriptor.bindingIndex = UInt32(binding.bindingIndex);
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if (OpenGLTexture* glTexture = static_cast<OpenGLTexture*>(texBinding.texture))
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{
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@@ -79,29 +79,7 @@ namespace Nz
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else
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textureDescriptor.sampler = 0;
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switch (glTexture->GetType())
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{
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case ImageType_2D:
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textureDescriptor.textureTarget = GL::TextureTarget::Target2D;
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break;
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case ImageType_2D_Array:
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textureDescriptor.textureTarget = GL::TextureTarget::Target2D_Array;
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break;
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case ImageType_3D:
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textureDescriptor.textureTarget = GL::TextureTarget::Target3D;
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break;
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case ImageType_Cubemap:
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textureDescriptor.textureTarget = GL::TextureTarget::Cubemap;
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break;
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case ImageType_1D:
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case ImageType_1D_Array:
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default:
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throw std::runtime_error("unsupported texture type");
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}
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textureDescriptor.textureTarget = OpenGLTexture::ToTextureTarget(glTexture->GetType());
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}
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else
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{
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