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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/graphics.hpp"
- #include "config.hpp"
- #include "debug/log.hpp"
- #include "gl/framebuffer.hpp"
- #include "gl/texture-2d.hpp"
- #include "gl/texture-filter.hpp"
- #include "gl/texture-wrapping.hpp"
- #include "render/passes/bloom-pass.hpp"
- #include "render/passes/final-pass.hpp"
- #include "render/passes/fxaa-pass.hpp"
- #include "render/passes/resample-pass.hpp"
- #include <chrono>
- #include <filesystem>
- #include <format>
- #include <glad/glad.h>
- #include <stb/stb_image_write.h>
- #include <thread>
-
- namespace game {
- namespace graphics {
-
- static void reroute_framebuffers(game::context& ctx);
-
- void create_framebuffers(game::context& ctx)
- {
- debug::log::trace("Creating framebuffers...");
-
- // Calculate render resolution
- const int2& viewport_size = ctx.app->get_viewport_size();
- ctx.render_resolution = {static_cast<int>(viewport_size.x() * ctx.render_scale + 0.5f), static_cast<int>(viewport_size.y() * ctx.render_scale + 0.5f)};
-
- // Create HDR framebuffer (32F color, 32F depth)
- ctx.hdr_color_texture = new gl::texture_2d(ctx.render_resolution.x(), ctx.render_resolution.y(), gl::pixel_type::float_32, gl::pixel_format::rgb);
- ctx.hdr_color_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx.hdr_color_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx.hdr_color_texture->set_max_anisotropy(0.0f);
- ctx.hdr_depth_texture = new gl::texture_2d(ctx.render_resolution.x(), ctx.render_resolution.y(), gl::pixel_type::float_32, gl::pixel_format::ds);
- ctx.hdr_depth_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx.hdr_depth_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx.hdr_depth_texture->set_max_anisotropy(0.0f);
- ctx.hdr_framebuffer = new gl::framebuffer(ctx.render_resolution.x(), ctx.render_resolution.y());
- ctx.hdr_framebuffer->attach(gl::framebuffer_attachment_type::color, ctx.hdr_color_texture);
- ctx.hdr_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx.hdr_depth_texture);
- ctx.hdr_framebuffer->attach(gl::framebuffer_attachment_type::stencil, ctx.hdr_depth_texture);
-
- // Create LDR framebuffers (8-bit color, no depth)
- ctx.ldr_color_texture_a = new gl::texture_2d(ctx.render_resolution.x(), ctx.render_resolution.y(), gl::pixel_type::uint_8, gl::pixel_format::rgb);
- ctx.ldr_color_texture_a->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx.ldr_color_texture_a->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx.ldr_color_texture_a->set_max_anisotropy(0.0f);
- ctx.ldr_framebuffer_a = new gl::framebuffer(ctx.render_resolution.x(), ctx.render_resolution.y());
- ctx.ldr_framebuffer_a->attach(gl::framebuffer_attachment_type::color, ctx.ldr_color_texture_a);
-
- ctx.ldr_color_texture_b = new gl::texture_2d(ctx.render_resolution.x(), ctx.render_resolution.y(), gl::pixel_type::uint_8, gl::pixel_format::rgb);
- ctx.ldr_color_texture_b->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx.ldr_color_texture_b->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx.ldr_color_texture_b->set_max_anisotropy(0.0f);
- ctx.ldr_framebuffer_b = new gl::framebuffer(ctx.render_resolution.x(), ctx.render_resolution.y());
- ctx.ldr_framebuffer_b->attach(gl::framebuffer_attachment_type::color, ctx.ldr_color_texture_b);
-
- // Create shadow map framebuffer
- ctx.shadow_map_depth_texture = new gl::texture_2d(ctx.shadow_map_resolution, ctx.shadow_map_resolution, gl::pixel_type::float_32, gl::pixel_format::d);
- ctx.shadow_map_depth_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx.shadow_map_depth_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx.shadow_map_depth_texture->set_max_anisotropy(0.0f);
- ctx.shadow_map_framebuffer = new gl::framebuffer(ctx.shadow_map_resolution, ctx.shadow_map_resolution);
- ctx.shadow_map_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx.shadow_map_depth_texture);
-
- debug::log::trace("Created framebuffers");
- }
-
- void destroy_framebuffers(game::context& ctx)
- {
- debug::log::trace("Destroying framebuffers...");
-
- // Delete HDR framebuffer and its attachments
- delete ctx.hdr_framebuffer;
- ctx.hdr_framebuffer = nullptr;
- delete ctx.hdr_color_texture;
- ctx.hdr_color_texture = nullptr;
- delete ctx.hdr_depth_texture;
- ctx.hdr_depth_texture = nullptr;
-
- // Delete LDR framebuffers and attachments
- delete ctx.ldr_framebuffer_a;
- ctx.ldr_framebuffer_a = nullptr;
- delete ctx.ldr_color_texture_a;
- ctx.ldr_color_texture_a = nullptr;
-
- delete ctx.ldr_framebuffer_b;
- ctx.ldr_framebuffer_b = nullptr;
- delete ctx.ldr_color_texture_b;
- ctx.ldr_color_texture_b = nullptr;
-
- // Delete shadow map framebuffer and its attachments
- delete ctx.shadow_map_framebuffer;
- ctx.shadow_map_framebuffer = nullptr;
- delete ctx.shadow_map_depth_texture;
- ctx.shadow_map_depth_texture = nullptr;
-
- debug::log::trace("Destroyed framebuffers");
- }
-
- void change_render_resolution(game::context& ctx, float scale)
- {
- debug::log::trace("Changing render resolution to {}...", scale);
-
- // Update render resolution scale
- ctx.render_scale = scale;
-
- // Recalculate render resolution
- const int2& viewport_size = ctx.app->get_viewport_size();
- ctx.render_resolution = {static_cast<int>(viewport_size.x() * ctx.render_scale + 0.5f), static_cast<int>(viewport_size.y() * ctx.render_scale + 0.5f)};
-
- // Resize HDR framebuffer and attachments
- ctx.hdr_framebuffer->resize({ctx.render_resolution.x(), ctx.render_resolution.y()});
- ctx.hdr_color_texture->resize(ctx.render_resolution.x(), ctx.render_resolution.y(), nullptr);
- ctx.hdr_depth_texture->resize(ctx.render_resolution.x(), ctx.render_resolution.y(), nullptr);
-
- // Resize LDR framebuffers and attachments
- ctx.ldr_framebuffer_a->resize({ctx.render_resolution.x(), ctx.render_resolution.y()});
- ctx.ldr_color_texture_a->resize(ctx.render_resolution.x(), ctx.render_resolution.y(), nullptr);
- ctx.ldr_framebuffer_b->resize({ctx.render_resolution.x(), ctx.render_resolution.y()});
- ctx.ldr_color_texture_b->resize(ctx.render_resolution.x(), ctx.render_resolution.y(), nullptr);
-
- // Resize bloom render pass
- ctx.bloom_pass->resize();
-
- // Enable or disable resample pass
- if (viewport_size.x() != ctx.render_resolution.x() || viewport_size.y() != ctx.render_resolution.y())
- {
- ctx.resample_pass->set_enabled(true);
- }
- else
- {
- ctx.resample_pass->set_enabled(false);
- }
- reroute_framebuffers(ctx);
-
- debug::log::trace("Changed render resolution to {}", scale);
- }
-
- void save_screenshot(game::context& ctx)
- {
- // Determine timestamped screenshot filename
- const auto time = std::chrono::floor<std::chrono::milliseconds>(std::chrono::system_clock::now());
- const std::string screenshot_filename = std::format("{0}-{1:%Y%m%d}T{1:%H%M%S}Z.png", config::application_name, time);
-
- // Determine path to screenshot file
- std::filesystem::path screenshot_filepath = ctx.screenshots_path / screenshot_filename;
- std::string screenshot_filepath_string = screenshot_filepath.string();
- debug::log::debug("Saving screenshot to \"{}\"...", screenshot_filepath_string);
-
- // Get viewport dimensions
- const int2& viewport_size = ctx.app->get_viewport_size();
-
- // Allocate screenshot image
- std::shared_ptr<image> frame = std::make_shared<image>();
- frame->format(1, 3);
- frame->resize(viewport_size.x(), viewport_size.y());
-
- // Read pixel data from backbuffer into image
- glReadBuffer(GL_BACK);
- glReadPixels(0, 0, viewport_size.x(), viewport_size.y(), GL_RGB, GL_UNSIGNED_BYTE, frame->data());
-
- // Write screenshot file in separate thread
- std::thread
- (
- [frame, path = std::move(screenshot_filepath_string)]
- {
- stbi_flip_vertically_on_write(1);
- stbi_write_png(path.c_str(), frame->get_width(), frame->get_height(), frame->get_channel_count(), frame->data(), frame->get_width() * frame->get_channel_count());
-
- debug::log::debug("Saved screenshot to \"{}\"", path);
- }
- ).detach();
-
-
- }
-
- void select_anti_aliasing_method(game::context& ctx, render::anti_aliasing_method method)
- {
- // Switch AA method
- switch (method)
- {
- // Off
- case render::anti_aliasing_method::none:
- ctx.fxaa_pass->set_enabled(false);
- reroute_framebuffers(ctx);
- break;
-
- // FXAA
- case render::anti_aliasing_method::fxaa:
- ctx.fxaa_pass->set_enabled(true);
- reroute_framebuffers(ctx);
- break;
- }
-
- // Update AA method setting
- ctx.anti_aliasing_method = method;
- }
-
- void reroute_framebuffers(game::context& ctx)
- {
- if (ctx.fxaa_pass->is_enabled())
- {
- if (ctx.resample_pass->is_enabled())
- {
- ctx.common_final_pass->set_framebuffer(ctx.ldr_framebuffer_a);
- ctx.fxaa_pass->set_framebuffer(ctx.ldr_framebuffer_b);
- }
- else
- {
- ctx.common_final_pass->set_framebuffer(ctx.ldr_framebuffer_a);
- ctx.fxaa_pass->set_framebuffer(&ctx.rasterizer->get_default_framebuffer());
- }
- }
- else
- {
- if (ctx.resample_pass->is_enabled())
- {
- ctx.common_final_pass->set_framebuffer(ctx.ldr_framebuffer_b);
- }
- else
- {
- ctx.common_final_pass->set_framebuffer(&ctx.rasterizer->get_default_framebuffer());
- }
- }
- }
-
- } // namespace graphics
- } // namespace game
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