voxelcore/src/graphics/core/GBuffer.cpp
2026-06-01 12:19:33 +03:00

192 lines
5.8 KiB
C++

#include "GBuffer.hpp"
#include <GL/glew.h>
#include "debug/Logger.hpp"
using namespace advanced_pipeline;
static debug::Logger logger("gl-gbuffer");
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
);
}
}
}
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);
createBuffer(colorBuffer);
createBuffer(positionsBuffer);
createBuffer(normalsBuffer);
createBuffer(emissionBuffer);
GLenum attachments[4] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
};
glDrawBuffers(4, attachments);
createBuffer(depthBuffer);
int status;
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "gbuffer is not complete! (" << status << ")";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &ssaoFbo);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
createBuffer(ssaoBuffer);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer.buffer, 0
);
GLenum ssaoAttachments[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, ssaoAttachments);
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "SSAO framebuffer is not complete! (" << status << ")";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GBuffer::~GBuffer() {
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);
}
void GBuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT);
}
void GBuffer::bindSSAO() const {
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
}
void GBuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GBuffer::bindBuffers() const {
glActiveTexture(GL_TEXTURE0 + TARGET_EMISSION);
glBindTexture(GL_TEXTURE_2D, emissionBuffer.buffer);
glActiveTexture(GL_TEXTURE0 + TARGET_NORMALS);
glBindTexture(GL_TEXTURE_2D, normalsBuffer.buffer);
glActiveTexture(GL_TEXTURE0 + TARGET_POSITIONS);
glBindTexture(GL_TEXTURE_2D, positionsBuffer.buffer);
glActiveTexture(GL_TEXTURE0 + TARGET_COLOR);
glBindTexture(GL_TEXTURE_2D, colorBuffer.buffer);
if (TARGET_COLOR != 0)
glActiveTexture(GL_TEXTURE0);
}
void GBuffer::bindSSAOBuffer() const {
glBindTexture(GL_TEXTURE_2D, ssaoBuffer.buffer);
}
void GBuffer::bindDepthBuffer(int drawFbo) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
void GBuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;
}
this->width = width;
this->height = height;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
createBuffer(depthBuffer);
createBuffer(colorBuffer);
createBuffer(positionsBuffer);
createBuffer(normalsBuffer);
createBuffer(emissionBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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.buffer);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, data.get());
glBindTexture(GL_TEXTURE_2D, 0);
return std::make_unique<ImageData>(
ImageFormat::RGB888, width, height, std::move(data)
);
}
uint GBuffer::getWidth() const {
return width;
}
uint GBuffer::getHeight() const {
return height;
}