mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 08:49:55 +00:00
146 lines
5.9 KiB
C++
146 lines
5.9 KiB
C++
#include "vrviewer.hpp"
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#include "vrtexture.hpp"
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#include <osg/Texture2D>
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#include <osgViewer/Renderer>
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#include <components/debug/debuglog.hpp>
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#include <osgDB/Registry>
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#include <sstream>
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#include <fstream>
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#ifndef GL_TEXTURE_MAX_LEVEL
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#define GL_TEXTURE_MAX_LEVEL 0x813D
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#endif
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namespace MWVR
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{
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VRTexture::VRTexture(
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osg::ref_ptr<osg::State> state,
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std::size_t width,
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std::size_t height,
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uint32_t msaaSamples)
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: mState(state)
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, mWidth(width)
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, mHeight(height)
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, mSamples(msaaSamples)
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{
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auto* gl = osg::GLExtensions::Get(state->getContextID(), false);
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gl->glGenFramebuffers(1, &mBlitFBO);
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gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, mBlitFBO);
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gl->glGenFramebuffers(1, &mFBO);
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glGenTextures(1, &mDepthBuffer);
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glGenTextures(1, &mColorBuffer);
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if (mSamples == 0)
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mTextureTarget = GL_TEXTURE_2D;
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else
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mTextureTarget = GL_TEXTURE_2D_MULTISAMPLE;
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glBindTexture(mTextureTarget, mColorBuffer);
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if (mSamples == 0)
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glTexImage2D(mTextureTarget, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_INT, nullptr);
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else
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gl->glTexImage2DMultisample(mTextureTarget, mSamples, GL_RGBA, mWidth, mHeight, false);
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glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER_ARB);
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glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER_ARB);
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glTexParameteri(mTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(mTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(mTextureTarget, GL_TEXTURE_MAX_LEVEL, 0);
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glBindTexture(mTextureTarget, mDepthBuffer);
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if (mSamples == 0)
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glTexImage2D(mTextureTarget, 0, GL_DEPTH_COMPONENT24, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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else
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gl->glTexImage2DMultisample(mTextureTarget, mSamples, GL_DEPTH_COMPONENT, mWidth, mHeight, false);
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glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(mTextureTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(mTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(mTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(mTextureTarget, GL_TEXTURE_MAX_LEVEL, 0);
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gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFBO);
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gl->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, mTextureTarget, mColorBuffer, 0);
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gl->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, mTextureTarget, mDepthBuffer, 0);
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if (gl->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
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throw std::runtime_error("Failed to create OpenXR framebuffer");
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gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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}
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VRTexture::~VRTexture()
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{
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destroy(nullptr);
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}
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void VRTexture::destroy(osg::State* state)
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{
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if (!state)
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{
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// Try re-using the state received during construction
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state = mState.get();
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}
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if (state)
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{
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auto* gl = osg::GLExtensions::Get(state->getContextID(), false);
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if (mFBO)
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gl->glDeleteFramebuffers(1, &mFBO);
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}
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else if(mFBO)
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// Without access to opengl methods, i'll just let the FBOs leak.
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Log(Debug::Warning) << "destroy() called without a State. Leaking FBO";
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if (mDepthBuffer)
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glDeleteTextures(1, &mDepthBuffer);
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if (mColorBuffer)
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glDeleteTextures(1, &mColorBuffer);
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mFBO = mDepthBuffer = mColorBuffer;
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}
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void VRTexture::beginFrame(osg::GraphicsContext* gc)
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{
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auto state = gc->getState();
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auto* gl = osg::GLExtensions::Get(state->getContextID(), false);
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gl->glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFBO);
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}
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void VRTexture::endFrame(osg::GraphicsContext* gc, uint32_t blitTarget)
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{
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auto* state = gc->getState();
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auto* gl = osg::GLExtensions::Get(state->getContextID(), false);
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gl->glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, mBlitFBO);
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gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, mFBO);
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gl->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, blitTarget, 0);
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gl->glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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gl->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
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gl->glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, 0);
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gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, 0);
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}
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void VRTexture::blit(osg::GraphicsContext* gc, int x, int y, int w, int h)
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{
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auto* state = gc->getState();
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auto* gl = osg::GLExtensions::Get(state->getContextID(), false);
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gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, mFBO);
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gl->glBlitFramebuffer(0, 0, mWidth, mHeight, x, y, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, 0);
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}
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void VRTexture::blit(osg::GraphicsContext* gc, int x, int y, int w, int h, int blitTarget)
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{
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auto* state = gc->getState();
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auto* gl = osg::GLExtensions::Get(state->getContextID(), false);
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gl->glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, mBlitFBO);
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gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, mFBO);
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gl->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, blitTarget, 0);
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gl->glBlitFramebuffer(0, 0, mWidth, mHeight, x, y, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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gl->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
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gl->glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, 0);
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gl->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, 0);
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}
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}
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