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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/graphics.hpp"
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#include "gl/framebuffer.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/texture-filter.hpp"
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#include "debug/logger.hpp"
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#include "utility/timestamp.hpp"
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#include <glad/glad.h>
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#include <stb/stb_image_write.h>
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#include <thread>
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#include <filesystem>
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namespace game {
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namespace graphics {
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static void resize_framebuffer_attachment(gl::texture_2d& texture, const int2& resolution);
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void create_framebuffers(game::context& ctx)
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{
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ctx.logger->push_task("Creating framebuffers");
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// Load render resolution scale from config
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ctx.render_resolution_scale = 1.0f;
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if (ctx.config->contains("render_resolution"))
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ctx.render_resolution_scale = (*ctx.config)["render_resolution"].get<float>();
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// Calculate render resolution
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const int2& viewport_dimensions = ctx.app->get_viewport_dimensions();
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ctx.render_resolution = {static_cast<int>(viewport_dimensions.x * ctx.render_resolution_scale + 0.5f), static_cast<int>(viewport_dimensions.y * ctx.render_resolution_scale + 0.5f)};
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// Create HDR framebuffer (32F color, 32F depth)
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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);
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ctx.hdr_color_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
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ctx.hdr_color_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
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ctx.hdr_color_texture->set_max_anisotropy(0.0f);
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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);
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ctx.hdr_depth_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
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ctx.hdr_depth_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
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ctx.hdr_depth_texture->set_max_anisotropy(0.0f);
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ctx.hdr_framebuffer = new gl::framebuffer(ctx.render_resolution.x, ctx.render_resolution.y);
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ctx.hdr_framebuffer->attach(gl::framebuffer_attachment_type::color, ctx.hdr_color_texture);
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ctx.hdr_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx.hdr_depth_texture);
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ctx.hdr_framebuffer->attach(gl::framebuffer_attachment_type::stencil, ctx.hdr_depth_texture);
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// Calculate bloom resolution
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int2 bloom_resolution = ctx.render_resolution / 2;
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// Create bloom framebuffer (16F color, no depth)
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ctx.bloom_color_texture = new gl::texture_2d(bloom_resolution.x, bloom_resolution.y, gl::pixel_type::float_16, gl::pixel_format::rgb);
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ctx.bloom_color_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
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ctx.bloom_color_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
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ctx.bloom_color_texture->set_max_anisotropy(0.0f);
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ctx.bloom_framebuffer = new gl::framebuffer(bloom_resolution.x, bloom_resolution.y);
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ctx.bloom_framebuffer->attach(gl::framebuffer_attachment_type::color, ctx.bloom_color_texture);
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// Load shadow map resolution from config
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int shadow_map_resolution = 4096;
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if (ctx.config->contains("shadow_map_resolution"))
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shadow_map_resolution = (*ctx.config)["shadow_map_resolution"].get<int>();
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// Create shadow map framebuffer
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ctx.shadow_map_depth_texture = new gl::texture_2d(shadow_map_resolution, shadow_map_resolution, gl::pixel_type::float_32, gl::pixel_format::d);
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ctx.shadow_map_depth_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
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ctx.shadow_map_depth_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
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ctx.shadow_map_depth_texture->set_max_anisotropy(0.0f);
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ctx.shadow_map_framebuffer = new gl::framebuffer(shadow_map_resolution, shadow_map_resolution);
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ctx.shadow_map_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx.shadow_map_depth_texture);
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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void destroy_framebuffers(game::context& ctx)
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{
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ctx.logger->push_task("Destroying framebuffers");
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// Delete HDR framebuffer and its attachments
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delete ctx.hdr_framebuffer;
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ctx.hdr_framebuffer = nullptr;
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delete ctx.hdr_color_texture;
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ctx.hdr_color_texture = nullptr;
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delete ctx.hdr_depth_texture;
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ctx.hdr_depth_texture = nullptr;
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// Delete bloom framebuffer and its attachments
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delete ctx.bloom_framebuffer;
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ctx.bloom_framebuffer = nullptr;
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delete ctx.bloom_color_texture;
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ctx.bloom_color_texture = nullptr;
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// Delete shadow map framebuffer and its attachments
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delete ctx.shadow_map_framebuffer;
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ctx.shadow_map_framebuffer = nullptr;
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delete ctx.shadow_map_depth_texture;
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ctx.shadow_map_depth_texture = nullptr;
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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void change_render_resolution(game::context& ctx, float scale)
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{
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ctx.logger->push_task("Changing render resolution");
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// Update render resolution scale
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ctx.render_resolution_scale = scale;
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// Recalculate render resolution
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const int2& viewport_dimensions = ctx.app->get_viewport_dimensions();
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ctx.render_resolution = {static_cast<int>(viewport_dimensions.x * ctx.render_resolution_scale + 0.5f), static_cast<int>(viewport_dimensions.y * ctx.render_resolution_scale + 0.5f)};
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// Resize HDR framebuffer and attachments
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ctx.hdr_framebuffer->resize({ctx.render_resolution.x, ctx.render_resolution.y});
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resize_framebuffer_attachment(*ctx.hdr_color_texture, ctx.render_resolution);
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resize_framebuffer_attachment(*ctx.hdr_depth_texture, ctx.render_resolution);
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// Recalculate bloom resolution
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int2 bloom_resolution = ctx.render_resolution / 2;
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// Resize bloom framebuffer and attachments
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ctx.bloom_framebuffer->resize({bloom_resolution.x, bloom_resolution.y});
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resize_framebuffer_attachment(*ctx.bloom_color_texture, bloom_resolution);
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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void resize_framebuffer_attachment(gl::texture_2d& texture, const int2& resolution)
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{
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texture.resize(resolution.x, resolution.y, texture.get_pixel_type(), texture.get_pixel_format(), texture.get_color_space(), nullptr);
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}
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void save_screenshot(game::context& ctx)
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{
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// Determine screenshot path
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std::string filename = "antkeeper-" + timestamp() + ".png";
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std::filesystem::path path = ctx.config_path / "gallery" / filename;
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ctx.logger->push_task("Saving screenshot to \"" + path.string() + "\"");
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const int2& viewport_dimensions = ctx.app->get_viewport_dimensions();
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// Allocate image
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std::shared_ptr<image> frame = std::make_shared<image>();
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frame->format(1, 3);
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frame->resize(viewport_dimensions.x, viewport_dimensions.y);
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// Read pixel data from backbuffer into image
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glReadBuffer(GL_BACK);
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glReadPixels(0, 0, viewport_dimensions.x, viewport_dimensions.y, GL_RGB, GL_UNSIGNED_BYTE, frame->get_pixels());
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// Write screenshot file in separate thread
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std::thread
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(
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[frame, path]
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{
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stbi_flip_vertically_on_write(1);
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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());
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}
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).detach();
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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} // namespace graphics
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} // namespace game
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