💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <glad/glad.h>
#include <stb/stb_image_write.h>
#include <thread>
#include <filesystem>
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<float>();
// Calculate render resolution
const int2& viewport_dimensions = ctx.app->get_viewport_dimensions();
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)};
// 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<int>();
// 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<int>(viewport_dimensions.x * ctx.render_resolution_scale + 0.5f), static_cast<int>(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<image> frame = std::make_shared<image>();
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