mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Depth fbo+renderer work+texture slots enum+optimize shaders+more
This commit is contained in:
@ -33,6 +33,7 @@ const (
|
||||
FramebufferAttachmentDataFormat_R32Int
|
||||
FramebufferAttachmentDataFormat_RGBA8
|
||||
FramebufferAttachmentDataFormat_SRGBA
|
||||
FramebufferAttachmentDataFormat_DepthF32
|
||||
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
)
|
||||
|
||||
@ -43,7 +44,8 @@ func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
return f == FramebufferAttachmentDataFormat_Depth24Stencil8 ||
|
||||
f == FramebufferAttachmentDataFormat_DepthF32
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||
@ -55,6 +57,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||
return gl.RGB8
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.SRGB_ALPHA
|
||||
case FramebufferAttachmentDataFormat_DepthF32:
|
||||
return gl.DEPTH_COMPONENT
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH24_STENCIL8
|
||||
default:
|
||||
@ -74,6 +78,9 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.RGBA
|
||||
|
||||
case FramebufferAttachmentDataFormat_DepthF32:
|
||||
return gl.DEPTH_COMPONENT
|
||||
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH_STENCIL
|
||||
|
||||
@ -91,6 +98,7 @@ type FramebufferAttachment struct {
|
||||
|
||||
type Framebuffer struct {
|
||||
Id uint32
|
||||
ClearFlags uint32
|
||||
Attachments []FramebufferAttachment
|
||||
ColorAttachmentsCount uint32
|
||||
Width uint32
|
||||
@ -106,6 +114,13 @@ func (fbo *Framebuffer) BindWithViewport() {
|
||||
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
||||
}
|
||||
|
||||
// Clear calls gl.Clear with the fob's clear flags.
|
||||
// Note that the fbo must be complete and bound.
|
||||
// Calling this without a bound fbo will clear something else, like your screen.
|
||||
func (fbo *Framebuffer) Clear() {
|
||||
gl.Clear(fbo.ClearFlags)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) UnBind() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
}
|
||||
@ -201,6 +216,91 @@ func (fbo *Framebuffer) NewColorAttachment(
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ColorAttachmentsCount++
|
||||
fbo.ClearFlags |= gl.COLOR_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
// SetNoColorBuffer sets the read and draw buffers of this fbo to 'NONE',
|
||||
// which tells the graphics driver that we don't want a color buffer for this fbo.
|
||||
//
|
||||
// This is required because normally an fbo must have a color buffer to be considered complete, but by
|
||||
// doing this we get marked as complete even without one.
|
||||
//
|
||||
// Usually used when you only care about some other buffer, like a depth buffer.
|
||||
func (fbo *Framebuffer) SetNoColorBuffer() {
|
||||
|
||||
if fbo.HasColorAttachment() {
|
||||
logging.ErrLog.Fatalf("failed SetNoColorBuffer because framebuffer already has a color attachment\n")
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
gl.DrawBuffer(gl.NONE)
|
||||
gl.ReadBuffer(gl.NONE)
|
||||
fbo.UnBind()
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewDepthAttachment(
|
||||
attachType FramebufferAttachmentType,
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
) {
|
||||
|
||||
if fbo.HasDepthAttachment() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer because a depth attachment already exists\n")
|
||||
}
|
||||
|
||||
if !attachType.IsValid() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||
}
|
||||
|
||||
if !attachFormat.IsDepthFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: attachType,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture {
|
||||
|
||||
// Create texture
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||
|
||||
// Create rbo
|
||||
gl.GenRenderbuffers(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, a.Id)
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
@ -263,6 +363,7 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user