gbuffer refactor

This commit is contained in:
Astazium 2026-06-01 12:19:33 +03:00
parent 0ffefddee1
commit 0104585e10
2 changed files with 87 additions and 165 deletions

View file

@ -8,143 +8,62 @@ using namespace advanced_pipeline;
static debug::Logger logger("gl-gbuffer");
// TODO: REFACTOR
void GBuffer::createColorBuffer() {
if (colorBuffer == 0)
glGenTextures(1, &colorBuffer);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBuffer, 0
);
void GBuffer::createBuffer(Buffer& buffer) {
if (buffer.buffer == 0) {
if (&buffer == &depthBuffer)
glGenRenderbuffers(1, &depthBuffer.buffer);
else
glGenTextures(1, &buffer.buffer);
}
if (&buffer == &depthBuffer){
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer.buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer.buffer
);
} else {
glBindTexture(GL_TEXTURE_2D, buffer.buffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
buffer.internalformat,
width,
height,
0,
buffer.format,
buffer.type,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (&buffer != &ssaoBuffer)
{
glFramebufferTexture2D(
GL_FRAMEBUFFER, buffer.attachment, GL_TEXTURE_2D, buffer.buffer, 0
);
}
}
}
void GBuffer::createPositionsBuffer() {
if (positionsBuffer == 0)
glGenTextures(1, &positionsBuffer);
glBindTexture(GL_TEXTURE_2D, positionsBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA16F,
width,
height,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positionsBuffer, 0
);
}
GBuffer::GBuffer(uint width, uint height)
: width(width), height(height),
void GBuffer::createNormalsBuffer() {
if (normalsBuffer == 0)
glGenTextures(1, &normalsBuffer);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA16F,
width,
height,
0,
GL_RGB,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normalsBuffer, 0
);
}
void GBuffer::createEmissionBuffer() {
if (emissionBuffer == 0)
glGenTextures(1, &emissionBuffer);
glBindTexture(GL_TEXTURE_2D, emissionBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_R8,
width,
height,
0,
GL_RED,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emissionBuffer, 0
);
}
void GBuffer::createDepthBuffer() {
if (depthBuffer == 0)
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer
);
}
void GBuffer::createSSAOBuffer() {
if (ssaoBuffer == 0)
glGenTextures(1, &ssaoBuffer);
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_R16F,
width,
height,
0,
GL_RED,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
colorBuffer {0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, GL_COLOR_ATTACHMENT0},
positionsBuffer {0, GL_RGBA16F, GL_RGBA, GL_FLOAT, GL_COLOR_ATTACHMENT1},
normalsBuffer {0, GL_RGBA16F, GL_RGB, GL_FLOAT, GL_COLOR_ATTACHMENT2},
emissionBuffer {0, GL_R8, GL_RED, GL_FLOAT, GL_COLOR_ATTACHMENT3},
ssaoBuffer {0, GL_R16F, GL_RED, GL_FLOAT, 0},
depthBuffer {0, 0, 0, 0, 0}
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
createColorBuffer();
createPositionsBuffer();
createNormalsBuffer();
createEmissionBuffer();
createBuffer(colorBuffer);
createBuffer(positionsBuffer);
createBuffer(normalsBuffer);
createBuffer(emissionBuffer);
GLenum attachments[4] = {
GL_COLOR_ATTACHMENT0,
@ -154,7 +73,7 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
};
glDrawBuffers(4, attachments);
createDepthBuffer();
createBuffer(depthBuffer);
int status;
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
@ -164,9 +83,9 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
glGenFramebuffers(1, &ssaoFbo);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
createSSAOBuffer();
createBuffer(ssaoBuffer);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer, 0
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer.buffer, 0
);
GLenum ssaoAttachments[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, ssaoAttachments);
@ -179,12 +98,12 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
}
GBuffer::~GBuffer() {
glDeleteTextures(1, &colorBuffer);
glDeleteTextures(1, &positionsBuffer);
glDeleteTextures(1, &normalsBuffer);
glDeleteTextures(1, &emissionBuffer);
glDeleteTextures(1, &ssaoBuffer);
glDeleteRenderbuffers(1, &depthBuffer);
glDeleteTextures(1, &colorBuffer.buffer);
glDeleteTextures(1, &positionsBuffer.buffer);
glDeleteTextures(1, &normalsBuffer.buffer);
glDeleteTextures(1, &emissionBuffer.buffer);
glDeleteTextures(1, &ssaoBuffer.buffer);
glDeleteRenderbuffers(1, &depthBuffer.buffer);
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &ssaoFbo);
}
@ -204,23 +123,23 @@ void GBuffer::unbind() {
void GBuffer::bindBuffers() const {
glActiveTexture(GL_TEXTURE0 + TARGET_EMISSION);
glBindTexture(GL_TEXTURE_2D, emissionBuffer);
glBindTexture(GL_TEXTURE_2D, emissionBuffer.buffer);
glActiveTexture(GL_TEXTURE0 + TARGET_NORMALS);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glBindTexture(GL_TEXTURE_2D, normalsBuffer.buffer);
glActiveTexture(GL_TEXTURE0 + TARGET_POSITIONS);
glBindTexture(GL_TEXTURE_2D, positionsBuffer);
glBindTexture(GL_TEXTURE_2D, positionsBuffer.buffer);
glActiveTexture(GL_TEXTURE0 + TARGET_COLOR);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
glBindTexture(GL_TEXTURE_2D, colorBuffer.buffer);
if (TARGET_COLOR != 0)
glActiveTexture(GL_TEXTURE0);
}
void GBuffer::bindSSAOBuffer() const {
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
glBindTexture(GL_TEXTURE_2D, ssaoBuffer.buffer);
}
void GBuffer::bindDepthBuffer(int drawFbo) {
@ -239,24 +158,24 @@ void GBuffer::resize(uint width, uint height) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
createDepthBuffer();
createColorBuffer();
createPositionsBuffer();
createNormalsBuffer();
createEmissionBuffer();
createBuffer(depthBuffer);
createBuffer(colorBuffer);
createBuffer(positionsBuffer);
createBuffer(normalsBuffer);
createBuffer(emissionBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
createSSAOBuffer();
createBuffer(ssaoBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
std::unique_ptr<ImageData> GBuffer::toImage() const {
auto data = std::make_unique<ubyte[]>(width * height * 3);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
glBindTexture(GL_TEXTURE_2D, colorBuffer.buffer);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, data.get());
glBindTexture(GL_TEXTURE_2D, 0);
return std::make_unique<ImageData>(

View file

@ -25,22 +25,25 @@ public:
std::unique_ptr<ImageData> toImage() const;
private:
struct Buffer {
uint buffer;
const int internalformat;
const uint format;
const uint type;
const uint attachment;
};
uint width;
uint height;
uint fbo;
uint colorBuffer = 0;
uint positionsBuffer = 0;
uint normalsBuffer = 0;
uint emissionBuffer = 0;
uint depthBuffer = 0;
uint ssaoFbo = 0;
uint ssaoBuffer = 0;
Buffer colorBuffer;
Buffer positionsBuffer;
Buffer normalsBuffer;
Buffer emissionBuffer;
Buffer depthBuffer;
uint ssaoFbo;
Buffer ssaoBuffer;
void createColorBuffer();
void createPositionsBuffer();
void createNormalsBuffer();
void createEmissionBuffer();
void createDepthBuffer();
void createSSAOBuffer();
void createBuffer(Buffer& buffer);
};