/* * Copyright (C) 2021 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 . */ #include "game/graphics.hpp" #include "gl/framebuffer.hpp" #include "gl/texture-2d.hpp" #include "gl/texture-wrapping.hpp" #include "gl/texture-filter.hpp" #include "debug/logger.hpp" #include "utility/timestamp.hpp" #include #include #include #include namespace game { namespace graphics { static void resize_framebuffer_attachment(gl::texture_2d& texture, const int2& resolution); void create_framebuffers(game::context& ctx) { ctx.logger->push_task("Creating framebuffers"); // Load render resolution scale from config ctx.render_resolution_scale = 1.0f; if (ctx.config->contains("render_resolution")) ctx.render_resolution_scale = (*ctx.config)["render_resolution"].get(); // Calculate render resolution const int2& viewport_dimensions = ctx.app->get_viewport_dimensions(); ctx.render_resolution = {static_cast(viewport_dimensions.x * ctx.render_resolution_scale + 0.5f), static_cast(viewport_dimensions.y * ctx.render_resolution_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); // Calculate bloom resolution int2 bloom_resolution = ctx.render_resolution / 2; // Create bloom framebuffer (16F color, no depth) ctx.bloom_color_texture = new gl::texture_2d(bloom_resolution.x, bloom_resolution.y, gl::pixel_type::float_16, gl::pixel_format::rgb); ctx.bloom_color_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); ctx.bloom_color_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); ctx.bloom_color_texture->set_max_anisotropy(0.0f); ctx.bloom_framebuffer = new gl::framebuffer(bloom_resolution.x, bloom_resolution.y); ctx.bloom_framebuffer->attach(gl::framebuffer_attachment_type::color, ctx.bloom_color_texture); // Load shadow map resolution from config int shadow_map_resolution = 4096; if (ctx.config->contains("shadow_map_resolution")) shadow_map_resolution = (*ctx.config)["shadow_map_resolution"].get(); // Create shadow map framebuffer ctx.shadow_map_depth_texture = new gl::texture_2d(shadow_map_resolution, 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(shadow_map_resolution, shadow_map_resolution); ctx.shadow_map_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx.shadow_map_depth_texture); ctx.logger->pop_task(EXIT_SUCCESS); } void destroy_framebuffers(game::context& ctx) { ctx.logger->push_task("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 bloom framebuffer and its attachments delete ctx.bloom_framebuffer; ctx.bloom_framebuffer = nullptr; delete ctx.bloom_color_texture; ctx.bloom_color_texture = 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; ctx.logger->pop_task(EXIT_SUCCESS); } void change_render_resolution(game::context& ctx, float scale) { ctx.logger->push_task("Changing render resolution"); // Update render resolution scale ctx.render_resolution_scale = scale; // Recalculate render resolution const int2& viewport_dimensions = ctx.app->get_viewport_dimensions(); ctx.render_resolution = {static_cast(viewport_dimensions.x * ctx.render_resolution_scale + 0.5f), static_cast(viewport_dimensions.y * ctx.render_resolution_scale + 0.5f)}; // Resize HDR framebuffer and attachments ctx.hdr_framebuffer->resize({ctx.render_resolution.x, ctx.render_resolution.y}); resize_framebuffer_attachment(*ctx.hdr_color_texture, ctx.render_resolution); resize_framebuffer_attachment(*ctx.hdr_depth_texture, ctx.render_resolution); // Recalculate bloom resolution int2 bloom_resolution = ctx.render_resolution / 2; // Resize bloom framebuffer and attachments ctx.bloom_framebuffer->resize({bloom_resolution.x, bloom_resolution.y}); resize_framebuffer_attachment(*ctx.bloom_color_texture, bloom_resolution); ctx.logger->pop_task(EXIT_SUCCESS); } void resize_framebuffer_attachment(gl::texture_2d& texture, const int2& resolution) { texture.resize(resolution.x, resolution.y, texture.get_pixel_type(), texture.get_pixel_format(), texture.get_color_space(), nullptr); } void save_screenshot(game::context& ctx) { // Determine screenshot path std::string filename = "antkeeper-" + timestamp() + ".png"; std::filesystem::path path = ctx.config_path / "gallery" / filename; ctx.logger->push_task("Saving screenshot to \"" + path.string() + "\""); const int2& viewport_dimensions = ctx.app->get_viewport_dimensions(); // Allocate image std::shared_ptr frame = std::make_shared(); frame->format(1, 3); frame->resize(viewport_dimensions.x, viewport_dimensions.y); // Read pixel data from backbuffer into image glReadBuffer(GL_BACK); glReadPixels(0, 0, viewport_dimensions.x, viewport_dimensions.y, GL_RGB, GL_UNSIGNED_BYTE, frame->get_pixels()); // Write screenshot file in separate thread std::thread ( [frame, path] { stbi_flip_vertically_on_write(1); stbi_write_png(path.string().c_str(), frame->get_width(), frame->get_height(), frame->get_channel_count(), frame->get_pixels(), frame->get_width() * frame->get_channel_count()); } ).detach(); ctx.logger->pop_task(EXIT_SUCCESS); } } // namespace graphics } // namespace game