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JGL/src/types/RenderTarget.cpp
Redacted 61c1c3245c
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Fixed a case where resizing the render target was no good
2025-02-07 01:56:34 -05:00

368 lines
15 KiB
C++

#include <JGL/types/RenderTarget.h>
#include <JGL/types/Texture.h>
#include <JGL/logger/logger.h>
#include <stdexcept>
const JGL::Texture* JGL::RenderTarget::GetTexture() const {
return texture;
}
GLuint JGL::RenderTarget::GetTextureHandle() const {
return texture->GetHandle();
}
GLuint JGL::RenderTarget::GetGLFramebufferObjectHandle() const {
return framebuffer_object;
}
GLuint JGL::RenderTarget::GetGLDepthBufferHandle() const {
return depth_buffer;
}
GLuint JGL::RenderTarget::GetActiveGLFramebufferHandle() {
GLuint fbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &fbo);
return fbo;
}
void JGL::RenderTarget::SetActiveGLRenderTarget(const RenderTarget& render_target) {
glBindFramebuffer(GL_FRAMEBUFFER, render_target.MSAAEnabled() ? render_target.msaa_framebuffer_object : render_target.GetGLFramebufferObjectHandle());
glViewport(0,0, render_target.GetDimensions().x, render_target.GetDimensions().y);
}
Vector2i JGL::RenderTarget::GetDimensions() const {
return size;
}
void JGL::RenderTarget::Erase() {
if (GetActiveGLFramebufferHandle() == framebuffer_object)
Logger::Warning("Deleting the framebuffer that's currently in use?");
if (using_depth)
glDeleteRenderbuffers(1, &depth_buffer);
glDeleteFramebuffers(1, &framebuffer_object);
if (MSAAEnabled())
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
}
Color4 JGL::RenderTarget::GetClearColor() const {
return clear_color;
}
/// Idk why you'd ever want to clear it out if you're rendering onto a texture you passed in :shrug:.
JGL::RenderTarget::RenderTarget(const JGL::Texture* texture, const Color4& clear_color) {
if (texture->GetDimensions().x < 1 || texture->GetDimensions().y < 1)
Logger::Fatal("Creating a render target where the color attachment is empty?");
this->size = { static_cast<int>(texture->GetDimensions().x), static_cast<int>(texture->GetDimensions().y) };
GLuint current_fbo = GetActiveGLFramebufferHandle();
GLint viewport[4] = {0, 0, 0, 0};
glGetIntegerv(GL_VIEWPORT, viewport);
glGenFramebuffers(1, &framebuffer_object);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
glViewport(0,0, size.x, size.y);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetHandle(), 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw std::runtime_error("A new framebuffer could not be allocated.");
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
this->clear_color = clear_color;
this->texture = texture;
texture_created_by_us = false;
}
JGL::RenderTarget::RenderTarget(const Vector2i& size, const Color4& clear_color, bool use_depth, MSAA_SAMPLE_RATE sample_rate) {
if (size.x < 1 || size.y < 1)
Logger::Fatal("Creating a render target where the color attachment is empty?");
GLuint current_fbo = GetActiveGLFramebufferHandle();
GLint viewport[4] = {0, 0, 0, 0};
glGetIntegerv(GL_VIEWPORT, viewport);
//Textures behave strangely if they're not square aaaaaaaaaaaaa.
texture = new Texture(size);
glGenFramebuffers(1, &framebuffer_object);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
glViewport(0,0, size.x, size.y);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetHandle(), 0);
if (use_depth) {
GLuint depthBuffer;
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glClear(GL_DEPTH_BUFFER_BIT);
using_depth = true;
}
GLfloat old_clear_color[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_clear_color);
glClearColor(clear_color.RedChannelNormalized(), clear_color.GreenChannelNormalized(), clear_color.BlueChannelNormalized(), clear_color.AlphaChannelNormalized());
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(old_clear_color[0], old_clear_color[1], old_clear_color[2], old_clear_color[3]);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw std::runtime_error("A new framebuffer could not be allocated.");
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
this->clear_color = clear_color;
this->size = size;
texture_created_by_us = true;
if (sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE)
SetMSAAEnabled(sample_rate);
}
std::vector<GLfloat> JGL::RenderTarget::GetPixels() const {
std::vector<GLfloat> data(GetDimensions().x * GetDimensions().y * 4);
GLuint current_fbo = GetActiveGLFramebufferHandle();
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
glReadPixels(0, 0, GetDimensions().x, GetDimensions().y, GL_RGBA, GL_FLOAT, data.data());
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
return data;
}
void JGL::RenderTarget::Resize(const Vector2i& new_size) {
if (!texture_created_by_us)
Logger::Error("Resizing a Render Target that does not own it's texture?");
GLuint current_fbo = GetActiveGLFramebufferHandle();
GLfloat old_clear_color[4];
GLint old_viewport[4] = {0, 0, 0, 0};
glGetIntegerv(GL_VIEWPORT, old_viewport);
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_clear_color);
//If we have to remake the texture.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
// Erase it.
delete texture;
auto cc = GetClearColor();
glClearColor(cc.RedChannelNormalized(), cc.GreenChannelNormalized(), cc.BlueChannelNormalized(), cc.AlphaChannelNormalized());
glViewport(0,0, size.x, size.y);
texture = new Texture(new_size);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetHandle(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
glClearColor(old_clear_color[0], old_clear_color[1], old_clear_color[2], old_clear_color[3]);
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
size = new_size;
//Disable & Re-enable MSAA so the msaa buffer is remade with the correct dimensions.
if (MSAAEnabled()) {
MSAA_SAMPLE_RATE current_sample_rate = msaa_sample_rate;
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
SetMSAAEnabled(current_sample_rate);
}
}
JGL::RenderTarget::~RenderTarget() {
Erase();
if (texture_created_by_us)
delete texture;
}
bool JGL::RenderTarget::OwnsTexture() const {
return texture_created_by_us;
}
JGL::MSAA_SAMPLE_RATE JGL::RenderTarget::GetMSAASampleRate() const {
return msaa_sample_rate;
}
bool JGL::RenderTarget::MSAAEnabled() const {
return msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE;
}
bool JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
// If we'd be setting the same sample_rate we already have.
if (sample_rate == msaa_sample_rate)
return false;
// If we'd be rendering onto a texture and not a plain render target we don't want this.
if (!OwnsTexture())
return false;
// Remove it if they request no msaa or if what they requested is different than what they already have.
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE || msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE) {
if(using_depth)
glDeleteRenderbuffers(1, &msaa_depth_buffer);
glDeleteRenderbuffers(1, &msaa_render_buffer);
glDeleteFramebuffers(1, &msaa_framebuffer_object);
msaa_framebuffer_object = 0;
msaa_depth_buffer = 0;
msaa_render_buffer = 0;
msaa_sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE;
// Only return here if they specifically requested no MSAA. else continue to change mode.
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE)
return true;
}
GLuint current_fbo = GetActiveGLFramebufferHandle();
glGenFramebuffers(1, &msaa_framebuffer_object);
glBindFramebuffer(GL_FRAMEBUFFER, msaa_framebuffer_object);
GLint current_renderbuffer = 0;
glGetIntegerv(GL_RENDERBUFFER_BINDING, &current_renderbuffer);
glGenRenderbuffers(1, &msaa_render_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaa_render_buffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, JGL::to_int(sample_rate), GL_RGBA, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa_render_buffer);
if (using_depth) {
glGenRenderbuffers(1, &msaa_depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaa_depth_buffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, JGL::to_int(sample_rate), GL_DEPTH_COMPONENT, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa_depth_buffer);
}
bool failure = false;
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
failure = true,
Logger::Fatal("A new MSAA " + std::to_string(to_int(sample_rate)) + "x framebuffer couldn't be allocated.");
glBindRenderbuffer(GL_RENDERBUFFER, current_renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
msaa_sample_rate = sample_rate;
if (failure)
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
return failure;
}
void JGL::RenderTarget::MSAABlit() const {
if (MSAAEnabled() && OwnsTexture()) {
// Save the GL state.
GLuint current_fbo = GetActiveGLFramebufferHandle();
GLint current_draw_fbo = 0;
GLint current_read_fbo = 0;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &current_read_fbo);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_draw_fbo);
// Draw the contents of one into the other.
glBindFramebuffer(GL_READ_FRAMEBUFFER, msaa_framebuffer_object);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_object);
glBlitFramebuffer(0, 0, size.x, size.y, 0, 0, size.x, size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Put the GL state back.
glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
}
// Fixes using render targets on a texture that has mipmaps.
if (GetTexture()->GetFilteringMode() == FilteringMode::MIPMAP_NEAREST
|| GetTexture()->GetFilteringMode() == FilteringMode::MIPMAP_BILINEAR ||
GetTexture()->GetFilteringMode() == FilteringMode::MIPMAP_TRILINEAR) {
GLint current_texture = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
glBindTexture(GL_TEXTURE_2D, GetTexture()->GetHandle());
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, current_texture);
}
}
void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget* destination, const Vector2i& position) {
if (source.GetDimensions().x > destination->GetDimensions().x || source.GetDimensions().y > destination->GetDimensions().y)
Logger::Warning("Blitting a Render Target onto another Render Target but the destination Render Target is too small?");
// Save the GL state.
GLuint current_fbo = GetActiveGLFramebufferHandle();
GLint current_draw_fbo = 0;
GLint current_read_fbo = 0;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &current_read_fbo);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_draw_fbo);
// Draw the contents of one into the other.
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer_object);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebuffer_object);
glBlitFramebuffer(0, 0, source.size.x, source.size.y, position.x, position.y, position.x + source.size.x, position.y + source.size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Put the GL state back.
glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
}
void JGL::RenderTarget::Blit(const Texture* source, RenderTarget* destination, const Vector2i& position) {
auto temp = new RenderTarget(source);
Blit(*temp, destination);
delete temp;
}
// To avoid repeatedly allocating and deallocating.
JGL::RenderTarget* pixel = nullptr;
void JGL::RenderTarget::Blit(const Color4& color, const Vector2i& position, JGL::RenderTarget* destination) {
if (position.x > destination->size.x || position.y > destination->size.y)
Logger::Warning("Blitting outside of the renderable area of the destination.");
if (pixel == nullptr)
pixel = new RenderTarget({1,1});
GLint current_draw_fbo = 0;
GLint current_read_fbo = 0;
GLint viewport[4];
GLfloat clear_color[4];
GLuint current_fbo = GetActiveGLFramebufferHandle();
glGetIntegerv(GL_VIEWPORT, viewport);
glGetFloatv(GL_COLOR_CLEAR_VALUE, clear_color);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &current_read_fbo);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_draw_fbo);
SetActiveGLRenderTarget(*pixel);
glClearColor(color.RedChannelNormalized(), color.GreenChannelNormalized(), color.BlueChannelNormalized(), color.AlphaChannelNormalized());
glClear(GL_COLOR_BUFFER_BIT);
// Invert so it's relative to the top left corner.
int target_y = destination->size.y - position.y - 1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, pixel->framebuffer_object);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebuffer_object);
glBlitFramebuffer(0, 0, 1, 1, position.x, target_y, position.x + 1, target_y + 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
}
JGL::RenderTarget::RenderTarget(const JGL::RenderTarget& rhs) {
auto* this_render_target = new RenderTarget(rhs.size, rhs.clear_color, rhs.using_depth, rhs.msaa_sample_rate);
RenderTarget::Blit(rhs, this_render_target);
this->clear_color = this_render_target->clear_color;
this->size = this_render_target->size;
this->using_depth = this_render_target->using_depth;
this->texture_created_by_us = true;
this->texture = this_render_target->texture;
this->framebuffer_object = this_render_target->framebuffer_object;
this->depth_buffer = this_render_target->depth_buffer;
this->msaa_sample_rate = this_render_target->msaa_sample_rate;
this->msaa_framebuffer_object = this_render_target->msaa_framebuffer_object;
this->msaa_depth_buffer = this_render_target->msaa_depth_buffer;
this->msaa_render_buffer = this_render_target->msaa_render_buffer;
operator delete(this_render_target);
}
Vector2i JGL::RenderTarget::MaximumSize() {
return Texture::MaximumSize();
}