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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * This program 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.
- *
- * This program 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 this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * DESCRIPTION:
- * Thanks Roman "Vortex" Marchenko
- *---------------------------------------------------------------------
- */
- #ifdef HAVE_CONFIG_H
- #include "config.h"
- #endif
- #include "gl_opengl.h"
- #include <SDL.h>
- #include "gl_intern.h"
- #include "i_main.h"
- #include "lprintf.h"
- dboolean gl_use_FBO = false;
- #ifdef USE_FBO_TECHNIQUE
- GLuint glSceneImageFBOTexID = 0;
- GLuint glDepthBufferFBOTexID = 0;
- GLuint glSceneImageTextureFBOTexID = 0;
- int SceneInTexture = false;
- static dboolean gld_CreateScreenSizeFBO(void);
- #endif
- //e6y: motion bloor
- int gl_motionblur;
- int gl_use_motionblur = false;
- motion_blur_params_t motion_blur;
- #ifdef USE_FBO_TECHNIQUE
- void gld_InitMotionBlur(void);
- void gld_InitFBO(void)
- {
- gld_FreeScreenSizeFBO();
- gl_use_motionblur = gl_ext_framebuffer_object && gl_motionblur && gl_ext_blend_color;
- gl_use_FBO = (gl_ext_framebuffer_object) && (gl_version >= OPENGL_VERSION_1_3) &&
- (gl_use_motionblur || !gl_boom_colormaps || gl_has_hires);
- if (gl_use_FBO)
- {
- if (gld_CreateScreenSizeFBO())
- {
- // motion blur setup
- gld_InitMotionBlur();
- }
- else
- {
- gld_FreeScreenSizeFBO();
- gl_use_FBO = false;
- gl_ext_framebuffer_object = false;
- }
- }
- }
- static dboolean gld_CreateScreenSizeFBO(void)
- {
- int status = 0;
- GLenum internalFormat;
- dboolean attach_stencil = gl_ext_packed_depth_stencil;// && (gl_has_hires || gl_use_motionblur);
- if (!gl_ext_framebuffer_object)
- return false;
- GLEXT_glGenFramebuffersEXT(1, &glSceneImageFBOTexID);
- GLEXT_glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glSceneImageFBOTexID);
- GLEXT_glGenRenderbuffersEXT(1, &glDepthBufferFBOTexID);
- GLEXT_glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, glDepthBufferFBOTexID);
- internalFormat = (attach_stencil ? GL_DEPTH_STENCIL_EXT : GL_DEPTH_COMPONENT);
- GLEXT_glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalFormat, SCREENWIDTH, SCREENHEIGHT);
-
- // attach a renderbuffer to depth attachment point
- GLEXT_glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, glDepthBufferFBOTexID);
- if (attach_stencil)
- {
- // attach a renderbuffer to stencil attachment point
- GLEXT_glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, glDepthBufferFBOTexID);
- }
-
- glGenTextures(1, &glSceneImageTextureFBOTexID);
- glBindTexture(GL_TEXTURE_2D, glSceneImageTextureFBOTexID);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, SCREENWIDTH, SCREENHEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- // e6y
- // Some ATI’s drivers have a bug whereby adding the depth renderbuffer
- // and then a texture causes the application to crash.
- // This should be kept in mind when doing any FBO related work and
- // tested for as it is possible it could be fixed in a future driver revision
- // thus rendering the problem non-existent.
- PRBOOM_TRY(EXEPTION_glFramebufferTexture2DEXT)
- {
- GLEXT_glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, glSceneImageTextureFBOTexID, 0);
- status = GLEXT_glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- }
- PRBOOM_EXCEPT(EXEPTION_glFramebufferTexture2DEXT)
- if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- GLEXT_glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
- else
- {
- lprintf(LO_ERROR, "gld_CreateScreenSizeFBO: Cannot create framebuffer object (error code: %d)\n", status);
- }
- return (status == GL_FRAMEBUFFER_COMPLETE_EXT);
- }
- void gld_FreeScreenSizeFBO(void)
- {
- if (!gl_ext_framebuffer_object)
- return;
- GLEXT_glDeleteFramebuffersEXT(1, &glSceneImageFBOTexID);
- glSceneImageFBOTexID = 0;
- GLEXT_glDeleteRenderbuffersEXT(1, &glDepthBufferFBOTexID);
- glDepthBufferFBOTexID = 0;
- glDeleteTextures(1, &glSceneImageTextureFBOTexID);
- glSceneImageTextureFBOTexID = 0;
- }
- void gld_InitMotionBlur(void)
- {
- if (gl_use_motionblur)
- {
- float f;
- sscanf(motion_blur.str_min_speed, "%f", &f);
- motion_blur.minspeed_pow2 = f * f;
-
- sscanf(motion_blur.str_min_angle, "%f", &f);
- motion_blur.minangle = (int)(f * 65536.0f / 360.0f);
- sscanf(motion_blur.str_att_a, "%f", &motion_blur.att_a);
- sscanf(motion_blur.str_att_b, "%f", &motion_blur.att_b);
- sscanf(motion_blur.str_att_c, "%f", &motion_blur.att_c);
- }
- }
- #endif
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