1 /* 2 Copyright (c) 2019-2022 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.render.framebuffer; 29 30 import std.stdio; 31 import dlib.core.memory; 32 import dlib.core.ownership; 33 import dlib.image.color; 34 35 import dagon.core.bindings; 36 37 enum FrameBufferFormat 38 { 39 R8, 40 R16F, 41 R32F, 42 43 RG8, 44 RG16F, 45 RG32F, 46 47 RGB8, 48 RGB16F, 49 RGB32F, 50 51 RGBA8, 52 RGBA16F, 53 RGBA32F 54 } 55 56 class Framebuffer: Owner 57 { 58 uint width; 59 uint height; 60 FrameBufferFormat colorFormat; 61 bool hasDepthBuffer; 62 GLuint _colorTexture = 0; 63 GLuint _depthTexture = 0; 64 GLuint framebuffer; 65 66 this(Owner owner) 67 { 68 super(owner); 69 } 70 71 this(uint w, uint h, FrameBufferFormat format, bool depth, Owner owner) 72 { 73 super(owner); 74 init(w, h, format, depth); 75 } 76 77 void init(uint w, uint h, FrameBufferFormat format, bool depth) 78 { 79 width = w; 80 height = h; 81 colorFormat = format; 82 hasDepthBuffer = depth; 83 createFramebuffer(); 84 } 85 86 ~this() 87 { 88 releaseFramebuffer(); 89 } 90 91 protected void createFramebuffer() 92 { 93 releaseFramebuffer(); 94 95 GLint intFormat; 96 GLenum textureFormat; 97 GLenum pixelType; 98 99 switch (colorFormat) 100 { 101 // R 102 case FrameBufferFormat.R8: intFormat = GL_R8; textureFormat = GL_RED; pixelType = GL_UNSIGNED_BYTE; break; 103 case FrameBufferFormat.R16F: intFormat = GL_R16F; textureFormat = GL_RED; pixelType = GL_FLOAT; break; 104 case FrameBufferFormat.R32F: intFormat = GL_R32F; textureFormat = GL_RED; pixelType = GL_FLOAT; break; 105 106 // RG 107 case FrameBufferFormat.RG8: intFormat = GL_RG8; textureFormat = GL_RG; pixelType = GL_UNSIGNED_BYTE; break; 108 case FrameBufferFormat.RG16F: intFormat = GL_RG16F; textureFormat = GL_RG; pixelType = GL_FLOAT; break; 109 case FrameBufferFormat.RG32F: intFormat = GL_RG32F; textureFormat = GL_RG; pixelType = GL_FLOAT; break; 110 111 // RGB 112 case FrameBufferFormat.RGB8: intFormat = GL_RGB8; textureFormat = GL_RGB; pixelType = GL_UNSIGNED_BYTE; break; 113 case FrameBufferFormat.RGB16F: intFormat = GL_RGB16F; textureFormat = GL_RGB; pixelType = GL_FLOAT; break; 114 case FrameBufferFormat.RGB32F: intFormat = GL_RGB32F; textureFormat = GL_RGB; pixelType = GL_FLOAT; break; 115 116 // RGBA 117 case FrameBufferFormat.RGBA8: intFormat = GL_RGBA8; textureFormat = GL_RGBA; pixelType = GL_UNSIGNED_BYTE; break; 118 case FrameBufferFormat.RGBA16F: intFormat = GL_RGBA16F; textureFormat = GL_RGBA; pixelType = GL_FLOAT; break; 119 case FrameBufferFormat.RGBA32F: intFormat = GL_RGBA32F; textureFormat = GL_RGBA; pixelType = GL_FLOAT; break; 120 default: break; 121 } 122 123 glActiveTexture(GL_TEXTURE0); 124 125 glGenTextures(1, &_colorTexture); 126 glBindTexture(GL_TEXTURE_2D, _colorTexture); 127 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 128 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 129 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 130 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 131 glTexImage2D(GL_TEXTURE_2D, 0, intFormat, width, height, 0, textureFormat, pixelType, null); 132 glBindTexture(GL_TEXTURE_2D, 0); 133 134 if (hasDepthBuffer) 135 { 136 glGenTextures(1, &_depthTexture); 137 glBindTexture(GL_TEXTURE_2D, _depthTexture); 138 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 139 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 141 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 142 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null); 143 glBindTexture(GL_TEXTURE_2D, 0); 144 } 145 146 glGenFramebuffers(1, &framebuffer); 147 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); 148 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _colorTexture, 0); 149 if (hasDepthBuffer) 150 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, _depthTexture, 0); 151 152 GLenum[1] drawBuffers = [GL_COLOR_ATTACHMENT0]; 153 glDrawBuffers(drawBuffers.length, drawBuffers.ptr); 154 155 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 156 if (status != GL_FRAMEBUFFER_COMPLETE) 157 writeln(status); 158 159 glBindFramebuffer(GL_FRAMEBUFFER, 0); 160 } 161 162 void releaseFramebuffer() 163 { 164 if (glIsFramebuffer(framebuffer)) 165 glDeleteFramebuffers(1, &framebuffer); 166 167 if (glIsTexture(_colorTexture)) 168 glDeleteTextures(1, &_colorTexture); 169 170 if (glIsTexture(_depthTexture)) 171 glDeleteTextures(1, &_depthTexture); 172 } 173 174 GLuint colorTexture() 175 { 176 return _colorTexture; 177 } 178 179 GLuint depthTexture() 180 { 181 return _depthTexture; 182 } 183 184 void bind() 185 { 186 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer); 187 } 188 189 void unbind() 190 { 191 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); 192 } 193 194 void resize(uint w, uint h) 195 { 196 width = w; 197 height = h; 198 createFramebuffer(); 199 } 200 201 void blitColorBuffer() 202 { 203 glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); 204 glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); 205 glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); 206 } 207 208 void blitDepthBuffer() 209 { 210 if (hasDepthBuffer) 211 { 212 glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); 213 glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); 214 glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); 215 } 216 } 217 }