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HARK HARK HARK
This commit is contained in:
Arisotura
2019-05-16 20:58:07 +02:00
parent c81bcccadc
commit c1746f0c60
8 changed files with 225 additions and 86 deletions

View File

@ -100,7 +100,8 @@ int ScaleFactor;
bool Accelerated;
int ScreenW, ScreenH;
GLuint FramebufferTex[4];
GLuint FramebufferTex[6];
int FrontBuffer;
GLuint FramebufferID[2], PixelbufferID;
u32* Framebuffer = NULL;
@ -262,8 +263,10 @@ bool Init()
glGenFramebuffers(2, &FramebufferID[0]);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
// color buffer
glGenTextures(4, &FramebufferTex[0]);
glGenTextures(6, &FramebufferTex[0]);
FrontBuffer = 0;
// color buffers
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@ -271,33 +274,39 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
// depth/stencil buffer
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);
// depth/stencil buffer
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
// attribute buffer
// R: opaque polyID (for edgemarking)
// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
// B: stencil flag
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
// downscale framebuffer, for antialiased mode
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[2], 0);
// downscale framebuffer, for antialiased mode
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
@ -330,7 +339,7 @@ bool Init()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); // opaque polyID / shadow bits
return true;
}
@ -357,11 +366,13 @@ void SetDisplaySettings(int scale, bool accel)
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
@ -372,6 +383,11 @@ void SetDisplaySettings(int scale, bool accel)
else Framebuffer = new u32[ScreenW*ScreenH];
}
int GetScale()
{
return ScaleFactor;
}
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
@ -756,6 +772,12 @@ void RenderFrame()
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
if (Accelerated)
{
int backbuf = FrontBuffer ? 0 : 1;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[backbuf], 0);
}
// clear buffers
// TODO: clear bitmap
// TODO: check whether 'clear polygon ID' affects translucent polyID
@ -818,15 +840,7 @@ void RenderFrame()
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
if (!ChunkedRendering)
{
RenderSceneChunk(0, 192);
}
else
{
glEnable(GL_SCISSOR_TEST);
RenderSceneChunk(0, 48);
}
RenderSceneChunk(0, 192);
}
if (false)
@ -842,63 +856,24 @@ void RenderFrame()
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (!Accelerated)
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (!ChunkedRendering)
glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
else
glReadPixels(0, 0, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
}
u32* GetLine(int line)
{
int stride = 256 << (ScaleFactor*2);
if (!ChunkedRendering)
if (line == 0)
{
if (line == 0)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
}
else
{
if (line == 0)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
if (RenderNumPolygons) RenderSceneChunk(48, 48);
glReadPixels(0, 48<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 48)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*48], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
if (RenderNumPolygons) RenderSceneChunk(96, 48);
glReadPixels(0, 96<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 96)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*96], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
if (RenderNumPolygons) RenderSceneChunk(144, 48);
glReadPixels(0, 144<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 144)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*144], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u64* ptr = (u64*)&Framebuffer[stride * line];
@ -915,7 +890,8 @@ u32* GetLine(int line)
void SetupAccelFrame()
{
//
glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
FrontBuffer = FrontBuffer ? 0 : 1;
}
}