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authorJames Canete <use.less01@gmail.com>2012-10-26 01:23:06 +0000
committerTim Angus <tim@ngus.net>2013-01-12 21:20:52 +0000
commit9487654b9dd89200a7d28912effe717651387fa3 (patch)
tree916c69ce92a6836b638de22c614b703e49192169 /src/rend2/tr_fbo.c
parent9f48a26a280b631489573794e23058734ec73c30 (diff)
Added Rend2, an alternate renderer. (Bug #4358)
Diffstat (limited to 'src/rend2/tr_fbo.c')
-rw-r--r--src/rend2/tr_fbo.c843
1 files changed, 843 insertions, 0 deletions
diff --git a/src/rend2/tr_fbo.c b/src/rend2/tr_fbo.c
new file mode 100644
index 00000000..0e4a2380
--- /dev/null
+++ b/src/rend2/tr_fbo.c
@@ -0,0 +1,843 @@
+/*
+===========================================================================
+Copyright (C) 2006 Kirk Barnes
+Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>
+
+This file is part of XreaL source code.
+
+XreaL source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+XreaL source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with XreaL source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_fbo.c
+#include "tr_local.h"
+
+/*
+=============
+R_CheckFBO
+=============
+*/
+qboolean R_CheckFBO(const FBO_t * fbo)
+{
+ int code;
+ int id;
+
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &id);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
+
+ code = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+
+ if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
+ return qtrue;
+ }
+
+ // an error occured
+ switch (code)
+ {
+ case GL_FRAMEBUFFER_COMPLETE_EXT:
+ break;
+
+ case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
+ break;
+
+ //case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
+ // ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name);
+ // break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n",
+ fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n",
+ fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
+ break;
+
+ default:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
+ //ri.Error(ERR_FATAL, "R_CheckFBO: (%s) unknown error 0x%X", fbo->name, code);
+ //assert(0);
+ break;
+ }
+
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
+
+ return qfalse;
+}
+
+/*
+============
+FBO_Create
+============
+*/
+FBO_t *FBO_Create(const char *name, int width, int height)
+{
+ FBO_t *fbo;
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long\n", name);
+ }
+
+ if(width <= 0 || width > glRefConfig.maxRenderbufferSize)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: bad width %i", width);
+ }
+
+ if(height <= 0 || height > glRefConfig.maxRenderbufferSize)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: bad height %i", height);
+ }
+
+ if(tr.numFBOs == MAX_FBOS)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit");
+ }
+
+ fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low);
+ Q_strncpyz(fbo->name, name, sizeof(fbo->name));
+ fbo->index = tr.numFBOs++;
+ fbo->width = width;
+ fbo->height = height;
+
+ qglGenFramebuffersEXT(1, &fbo->frameBuffer);
+
+ return fbo;
+}
+
+void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
+{
+ uint32_t *pRenderBuffer;
+ GLenum attachment;
+ qboolean absent;
+
+ switch(format)
+ {
+ case GL_RGB:
+ case GL_RGBA:
+ case GL_RGB8:
+ case GL_RGBA8:
+ case GL_RGB16F_ARB:
+ case GL_RGBA16F_ARB:
+ case GL_RGB32F_ARB:
+ case GL_RGBA32F_ARB:
+ fbo->colorFormat = format;
+ pRenderBuffer = &fbo->colorBuffers[index];
+ attachment = GL_COLOR_ATTACHMENT0_EXT + index;
+ break;
+
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_ARB:
+ case GL_DEPTH_COMPONENT24_ARB:
+ case GL_DEPTH_COMPONENT32_ARB:
+ fbo->depthFormat = format;
+ pRenderBuffer = &fbo->depthBuffer;
+ attachment = GL_DEPTH_ATTACHMENT_EXT;
+ break;
+
+ case GL_STENCIL_INDEX:
+ case GL_STENCIL_INDEX1_EXT:
+ case GL_STENCIL_INDEX4_EXT:
+ case GL_STENCIL_INDEX8_EXT:
+ case GL_STENCIL_INDEX16_EXT:
+ fbo->stencilFormat = format;
+ pRenderBuffer = &fbo->stencilBuffer;
+ attachment = GL_STENCIL_ATTACHMENT_EXT;
+ break;
+
+ case GL_DEPTH_STENCIL_EXT:
+ case GL_DEPTH24_STENCIL8_EXT:
+ fbo->packedDepthStencilFormat = format;
+ pRenderBuffer = &fbo->packedDepthStencilBuffer;
+ attachment = 0; // special for stencil and depth
+ break;
+
+ default:
+ ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format);
+ return;
+ }
+
+ absent = *pRenderBuffer == 0;
+ if (absent)
+ qglGenRenderbuffersEXT(1, pRenderBuffer);
+
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ if (multisample && glRefConfig.framebufferMultisample)
+ {
+ qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height);
+ }
+ else
+ {
+ qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height);
+ }
+
+ if(absent)
+ {
+ if (attachment == 0)
+ {
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ }
+ else
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ }
+}
+
+
+/*
+=================
+R_AttachFBOTexture1D
+=================
+*/
+void R_AttachFBOTexture1D(int texId, int index)
+{
+ if(index < 0 || index >= glRefConfig.maxColorAttachments)
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture1D: invalid attachment index %i\n", index);
+ return;
+ }
+
+ qglFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0);
+}
+
+/*
+=================
+R_AttachFBOTexture2D
+=================
+*/
+void R_AttachFBOTexture2D(int target, int texId, int index)
+{
+ if(target != GL_TEXTURE_2D && (target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB))
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid target %i\n", target);
+ return;
+ }
+
+ if(index < 0 || index >= glRefConfig.maxColorAttachments)
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid attachment index %i\n", index);
+ return;
+ }
+
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0);
+}
+
+/*
+=================
+R_AttachFBOTexture3D
+=================
+*/
+void R_AttachFBOTexture3D(int texId, int index, int zOffset)
+{
+ if(index < 0 || index >= glRefConfig.maxColorAttachments)
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture3D: invalid attachment index %i\n", index);
+ return;
+ }
+
+ qglFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset);
+}
+
+/*
+=================
+R_AttachFBOTextureDepth
+=================
+*/
+void R_AttachFBOTextureDepth(int texId)
+{
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
+}
+
+/*
+=================
+R_AttachFBOTexturePackedDepthStencil
+=================
+*/
+void R_AttachFBOTexturePackedDepthStencil(int texId)
+{
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
+}
+
+void FBO_AttachTextureImage(image_t *img, int index)
+{
+ if (!glState.currentFBO)
+ {
+ ri.Printf(PRINT_WARNING, "FBO: attempted to attach a texture image with no FBO bound!\n");
+ return;
+ }
+
+ R_AttachFBOTexture2D(GL_TEXTURE_2D, img->texnum, index);
+ glState.currentFBO->colorImage[index] = img;
+}
+
+/*
+============
+FBO_Bind
+============
+*/
+void FBO_Bind(FBO_t * fbo)
+{
+ if (fbo && glState.currentFBO == fbo)
+ return;
+
+ if (r_logFile->integer)
+ {
+ // don't just call LogComment, or we will get a call to va() every frame!
+ if (fbo)
+ GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo->name));
+ else
+ GLimp_LogComment("--- FBO_Bind ( NULL ) ---\n");
+ }
+
+ if (!fbo)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ glState.currentFBO = NULL;
+
+ return;
+ }
+
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
+
+ /*
+ if(fbo->colorBuffers[0])
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]);
+ }
+ */
+
+ /*
+ if(fbo->depthBuffer)
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer);
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer);
+ }
+ */
+
+ glState.currentFBO = fbo;
+}
+
+/*
+============
+FBO_Init
+============
+*/
+void FBO_Init(void)
+{
+ int i;
+ // int width, height, hdrFormat, multisample;
+ int hdrFormat, multisample;
+
+ ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
+
+ if(!glRefConfig.framebufferObject)
+ return;
+
+ tr.numFBOs = 0;
+
+ GL_CheckErrors();
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+/* if(glRefConfig.textureNonPowerOfTwo)
+ {
+ width = glConfig.vidWidth;
+ height = glConfig.vidHeight;
+ }
+ else
+ {
+ width = NextPowerOfTwo(glConfig.vidWidth);
+ height = NextPowerOfTwo(glConfig.vidHeight);
+ } */
+
+ hdrFormat = GL_RGBA8;
+ if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
+ {
+ hdrFormat = GL_RGB16F_ARB;
+ }
+
+ qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
+
+ if (r_ext_framebuffer_multisample->integer < multisample)
+ {
+ multisample = r_ext_framebuffer_multisample->integer;
+ }
+
+ if (multisample < 2 || !glRefConfig.framebufferBlit)
+ multisample = 0;
+
+ if (multisample != r_ext_framebuffer_multisample->integer)
+ {
+ ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
+ }
+
+ if (multisample && glRefConfig.framebufferMultisample)
+ {
+ tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.renderFbo);
+
+ FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
+ FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
+
+ R_CheckFBO(tr.renderFbo);
+
+
+ tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.msaaResolveFbo);
+
+ //FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.renderImage, 0);
+
+ //FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.msaaResolveFbo);
+ }
+ else
+ {
+ tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.renderFbo);
+
+ //FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.renderImage, 0);
+
+ //FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.renderFbo);
+ }
+
+ // clear render buffer
+ // this fixes the corrupt screen bug with r_hdr 1 on older hardware
+ FBO_Bind(tr.renderFbo);
+ qglClearColor( 1, 0, 0.5, 1 );
+ qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ FBO_Bind(NULL);
+
+#ifdef REACTION
+ {
+ tr.godRaysFbo = FBO_Create("_godRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.godRaysFbo);
+
+ //FBO_CreateBuffer(tr.godRaysFbo, GL_RGBA8, 0, multisample);
+ FBO_AttachTextureImage(tr.godRaysImage, 0);
+
+ //FBO_CreateBuffer(tr.godRaysFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.godRaysFbo);
+ }
+#endif
+
+ // FIXME: Don't use separate color/depth buffers for a shadow buffer
+ for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
+ {
+ tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
+ FBO_Bind(tr.pshadowFbos[i]);
+
+ //FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
+ FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
+
+ FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ //R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
+
+ R_CheckFBO(tr.pshadowFbos[i]);
+ }
+
+ for ( i = 0; i < 3; i++)
+ {
+ tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
+ FBO_Bind(tr.sunShadowFbo[i]);
+
+ //FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
+ //FBO_AttachTextureImage(tr.sunShadowImage, 0);
+ qglDrawBuffer(GL_NONE);
+ qglReadBuffer(GL_NONE);
+
+ //FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
+
+ R_CheckFBO(tr.sunShadowFbo[i]);
+ }
+
+ for (i = 0; i < 2; i++)
+ {
+ tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
+ FBO_Bind(tr.textureScratchFbo[i]);
+
+ //FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0);
+ FBO_AttachTextureImage(tr.textureScratchImage[i], 0);
+
+ R_CheckFBO(tr.textureScratchFbo[i]);
+ }
+
+ {
+ tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
+ FBO_Bind(tr.calcLevelsFbo);
+
+ //FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.calcLevelsImage, 0);
+
+ R_CheckFBO(tr.calcLevelsFbo);
+ }
+
+ {
+ tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
+ FBO_Bind(tr.targetLevelsFbo);
+
+ //FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.targetLevelsImage, 0);
+
+ R_CheckFBO(tr.targetLevelsFbo);
+ }
+
+ {
+ //tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
+ tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
+ FBO_Bind(tr.screenScratchFbo);
+
+ //FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
+ FBO_AttachTextureImage(tr.screenScratchImage, 0);
+
+ // FIXME: hack: share zbuffer between render fbo and pre-screen fbo
+ //FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.screenScratchFbo);
+ }
+
+ for (i = 0; i < 2; i++)
+ {
+ tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
+ FBO_Bind(tr.quarterFbo[i]);
+
+ //FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.quarterImage[i], 0);
+
+ R_CheckFBO(tr.quarterFbo[i]);
+ }
+
+ {
+ tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
+ FBO_Bind(tr.screenShadowFbo);
+
+ FBO_AttachTextureImage(tr.screenShadowImage, 0);
+
+ R_CheckFBO(tr.screenShadowFbo);
+ }
+
+ if (r_ssao->integer)
+ {
+ tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
+ FBO_Bind(tr.hdrDepthFbo);
+
+ FBO_AttachTextureImage(tr.hdrDepthImage, 0);
+
+ R_CheckFBO(tr.hdrDepthFbo);
+
+ tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
+ FBO_Bind(tr.screenSsaoFbo);
+
+ FBO_AttachTextureImage(tr.screenSsaoImage, 0);
+
+ R_CheckFBO(tr.screenSsaoFbo);
+ }
+
+ GL_CheckErrors();
+
+ FBO_Bind(NULL);
+}
+
+/*
+============
+FBO_Shutdown
+============
+*/
+void FBO_Shutdown(void)
+{
+ int i, j;
+ FBO_t *fbo;
+
+ ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n");
+
+ if(!glRefConfig.framebufferObject)
+ return;
+
+ FBO_Bind(NULL);
+
+ for(i = 0; i < tr.numFBOs; i++)
+ {
+ fbo = tr.fbos[i];
+
+ for(j = 0; j < glRefConfig.maxColorAttachments; j++)
+ {
+ if(fbo->colorBuffers[j])
+ qglDeleteRenderbuffersEXT(1, &fbo->colorBuffers[j]);
+ }
+
+ if(fbo->depthBuffer)
+ qglDeleteRenderbuffersEXT(1, &fbo->depthBuffer);
+
+ if(fbo->stencilBuffer)
+ qglDeleteRenderbuffersEXT(1, &fbo->stencilBuffer);
+
+ if(fbo->frameBuffer)
+ qglDeleteFramebuffersEXT(1, &fbo->frameBuffer);
+ }
+}
+
+/*
+============
+R_FBOList_f
+============
+*/
+void R_FBOList_f(void)
+{
+ int i;
+ FBO_t *fbo;
+
+ if(!glRefConfig.framebufferObject)
+ {
+ ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n");
+ return;
+ }
+
+ ri.Printf(PRINT_ALL, " size name\n");
+ ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
+
+ for(i = 0; i < tr.numFBOs; i++)
+ {
+ fbo = tr.fbos[i];
+
+ ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name);
+ }
+
+ ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs);
+}
+
+// FIXME
+extern void RB_SetGL2D (void);
+
+void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
+{
+ vec4i_t dstBox, srcBox;
+ vec2_t srcTexScale;
+ vec4_t color;
+ vec4_t quadVerts[4];
+ vec2_t texCoords[4];
+ vec2_t invTexRes;
+ FBO_t *oldFbo = glState.currentFBO;
+
+ if (!src)
+ return;
+
+ if (inSrcBox)
+ {
+ VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
+ }
+ else
+ {
+ VectorSet4(srcBox, 0, 0, src->width, src->height);
+ }
+
+ // framebuffers are 0 bottom, Y up.
+ if (inDstBox)
+ {
+ if (dst)
+ {
+ dstBox[0] = inDstBox[0];
+ dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
+ dstBox[2] = inDstBox[0] + inDstBox[2];
+ dstBox[3] = dst->height - inDstBox[1];
+ }
+ else
+ {
+ dstBox[0] = inDstBox[0];
+ dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
+ dstBox[2] = inDstBox[0] + inDstBox[2];
+ dstBox[3] = glConfig.vidHeight - inDstBox[1];
+ }
+ }
+ else if (dst)
+ {
+ VectorSet4(dstBox, 0, dst->height, dst->width, 0);
+ }
+ else
+ {
+ VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
+ }
+
+ if (inSrcTexScale)
+ {
+ VectorCopy2(inSrcTexScale, srcTexScale);
+ }
+ else
+ {
+ srcTexScale[0] = srcTexScale[1] = 1.0f;
+ }
+
+ if (inColor)
+ {
+ VectorCopy4(inColor, color);
+ }
+ else
+ {
+ color[0] = color[1] = color[2] = color[3] = 1.0f;
+ }
+
+ if (!shaderProgram)
+ {
+ shaderProgram = &tr.textureColorShader;
+ }
+
+ FBO_Bind(dst);
+
+ RB_SetGL2D();
+
+ GL_SelectTexture(TB_COLORMAP);
+
+ GL_Bind(src);
+
+ VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
+ VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
+ VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
+ VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);
+
+ texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
+ texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
+ texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
+ texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;
+
+ invTexRes[0] = 1.0f / src->width * srcTexScale[0];
+ invTexRes[1] = 1.0f / src->height * srcTexScale[1];
+
+ GL_State( blend );
+
+ GLSL_BindProgram(shaderProgram);
+
+ GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
+ GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
+ GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
+ GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+
+ FBO_Bind(oldFbo);
+}
+
+void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
+{
+ vec4i_t srcBox;
+
+ if (!src)
+ return;
+
+ // framebuffers are 0 bottom, Y up.
+ if (inSrcBox)
+ {
+ srcBox[0] = inSrcBox[0];
+ srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
+ srcBox[2] = inSrcBox[2];
+ srcBox[3] = inSrcBox[3];
+ }
+ else
+ {
+ VectorSet4(srcBox, 0, src->height, src->width, -src->height);
+ }
+
+ FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
+}
+
+void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter)
+{
+ vec4i_t srcBoxFinal, dstBoxFinal;
+ GLuint srcFb, dstFb;
+
+ if (!glRefConfig.framebufferBlit)
+ {
+ FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
+ return;
+ }
+
+ // get to a neutral state first
+ FBO_Bind(NULL);
+
+ srcFb = src ? src->frameBuffer : 0;
+ dstFb = dst ? dst->frameBuffer : 0;
+
+ if (!srcBox)
+ {
+ if (src)
+ {
+ VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
+ }
+ else
+ {
+ VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
+ }
+ }
+ else
+ {
+ VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
+ }
+
+ if (!dstBox)
+ {
+ if (dst)
+ {
+ VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
+ }
+ else
+ {
+ VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
+ }
+ }
+ else
+ {
+ VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
+ }
+
+ qglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, srcFb);
+ qglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
+ qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
+ dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
+ buffers, filter);
+
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glState.currentFBO = NULL;
+} \ No newline at end of file