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dynamic_resolution.h
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// https://github.com/Flix01/Header-Only-GL-Helpers
//
/** MIT License
*
* Copyright (c) 2017 Flix (https://github.com/Flix01/)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/* WHAT'S THIS?
* A plain C (--std=gnu89) header-only file that can send your rendering to a FBO (frame buffer object) texture,
* and in a second pass can send that texture to screen. The major benefit of doing so is that when the frame rate is low,
* this file can reduce the FBO texture area and then stretch it in the second pass, improving the frame rate.
* This effect can also be switched off completely, so that there's no FBO overhead (but this switch is not automatic).
*
* As an extra feature, this file can be optionally used to draw geometry to a shadow map depth texture (owned by this file),
* so that dynamic resolution works for the shadow map too (basically only a portion of the depth texture can be
* used as shadow map at runtime). This is the first pass of the shadow mapping technique. In the second pass,
* user must bind to this shadow texture, and add an additional uniform to the "second shadow map pass shader" with the
* "dynamic resolution factor" (the change should be rather easy).
*
* UPDATE: added an EXPERIMENTAL feature: fixed resolution factor. It's used to scale the render resolution in a static way.
* It can be used with and without dynamic resolution. So if your screen is 1920x1080 and you don't want dynamic resolution,
* but simply a fixed internal resolution of (1920/2)x(1080/2), you simply set the fixed resolution factor to 0.5.
* If you use it together with a dynamic resolution factor, then when drf==1.f, the internal resolution stays half-size, and
* scales down when the dynamic resolution factor decreases.
* You set the fixed resolution factor as 3rd argument of Dynamic_Resolution_Init(...), or using Dynamic_Resolution_SetFixedResFactor(...)
*
*/
/* USAGE:
* Please see the comments of the functions below and try to follow their order when you call them.
* Define DYNAMIC_RESOLUTION_IMPLEMENTATION in one of your .c (or .cpp) files before the inclusion of this file.
*/
// WARNING FOR HI-RES SCREEN SIZE:
// The implementation assumes that the screen (or window) width and height are supported for texture creation (otherwise the FBO texture cannot be created).
// That's because if we want to keep screen quality when "dynamic resolution" is 1.0f, we need a full size texture.
// OPTIONAL DEFINITIONS:
//
//#define DYNAMIC_RESOLUTION_USE_GLSL_VERSION_330 // (Optional) Not sure it's faster...
//
//#define DYNAMIC_RESOLUTION_USE_NEAREST_TEXTURE_FILTER // (undefined is GL_LINEAR) Used only when dynamic resolution kicks in
//
//#define DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED // no shadow map (saves memory)
//#define DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER // needs a value (default is 1.5). When screen is resized, it multiplies its longest dimension to get the shadow texture size.
//#define DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_FORCE_POT // when defined the shadow texture size is approximated by its nearest power of two
//#define DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH // needs a value (default 2048). It clamps: shadow_texture.width = DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER * screen.width; // (or its nearest POT)
//#define DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT // needs a value (default 2048). It clamps: shadow_texture.height = DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER * screen.height); // (or its nearest POT)
//#define DYNAMIC_RESOLUTION_SHADOW_MAP_RECTANGULAR // WIP. When it's NOT defined then: if (shadow_texture.width<shadow_texture.height) shadow_texture.width=shadow_texture.height; else shadow_texture.height=shadow_texture.width;
//#define DYNAMIC_RESOLUTION_SHADOW_USE_NEAREST_TEXTURE_FILTER // (undefined is GL_LINEAR)
//#define DYNAMIC_RESOLUTION_SHADOW_USE_PCF 4 // (optional, but needs a value>0, otherwise will be set to zero). Basically it prepares the shadow texture map to be used for PCF (teapot.h is used can track and use this value).
//#define DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE // (optional) Writes depth value to full-screen rendered image, so that extra 3D objects can be added at full-screen resolution, after Dynamic_Resolution_Render(...), that must be called with depth test and depth write enabled now.
// // Warning: when DYNAMIC_RESOLUTION_SHADOW_USE_PCF is used with emscripten, it needs: -s USE_WEBGL2=1
//
//#define DYNAMIC_RESOLUTION_USE_SIMD // (experimental) speeds up Dynamic_Resolution_Helper_MultMatrix(...) using SIMD (about 1.5x-2x when compiled with -O3 -DNDEBUG -march=native), Requires -msse (OR -mavx when using double precision).
//
//#define DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS // (default is 1) Basically it pingpongs render targets, greatly increasing memory consumption. Not sure if it's faster or not and if it's artifact-free.
#ifndef DYNAMIC_RESOLUTION_H
#define DYNAMIC_RESOLUTION_H
#ifdef __cplusplus
extern "C" {
#endif
#ifndef DYNAMIC_RESOLUTION_VERSION
# define DYNAMIC_RESOLUTION_VERSION 1.3
#endif //DYNAMIC_RESOLUTION_VERSION
/* The __restrict and __restrict__ keywords are recognized in both C, at all language levels, and C++, at LANGLVL(EXTENDED).*/
#ifdef DYNAMIC_RESOLUTION_NO_RESTRICT // please define it globally if the keyword __restrict is not present
# ifndef __restrict
# define __restrict /*no-op*/
# endif
#endif //DYNAMIC_RESOLUTION_NO_RESTRICT
#ifndef DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION
typedef float droat; // short form of dynamic_resolution_float
#else
typedef double droat;
#endif
#ifdef DYNAMIC_RESOLUTION_USE_SIMD
#if (!defined(__SSE__) && (defined(_MSC_VER) && defined(_M_IX86_FP) && _M_IX86_FP>0))
#define __SSE__ // _MSC_VER does not always define it... (but it always defines __AVX__)
#endif // __SSE__
#ifndef DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION
#ifdef __SSE__
#include <xmmintrin.h> // SSE
#endif //__SSE__
#else // DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION
#ifdef __AVX__
#include <immintrin.h> // AVX (and everything)
#endif //__AVX__
#endif // DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION
#endif //DYNAMIC_RESOLUTION_USE_SIMD
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_HALF_PI
#define M_HALF_PI (M_PI/2.0)
#endif
#ifndef M_PIOVER180
#define M_PIOVER180 (3.14159265358979323846/180.0)
#endif
#ifndef M_180OVERPI
#define M_180OVERPI (180.0/3.14159265358979323846)
#endif
#ifdef TEAPOT_H_
# error Please include dynamic_resolution_h BEFORE teapot_h so you can use additional functions inside teapot_h
#endif
#ifndef DYNAMIC_RESOLUTION_SHADOW_USE_PCF
# define DYNAMIC_RESOLUTION_SHADOW_USE_PCF 0
#endif //DYNAMIC_RESOLUTION_SHADOW_USE_PCF
// In InitGL() or similar
void Dynamic_Resolution_Init(float desiredFPS, int dr_enabled, float fr_factor);
// In InitGL() and/or ResizeGL() or similar
void Dynamic_Resolution_Resize(int width,int height);
// In DrawGL() or similar:--------------------------------------
// Optional: draw shadow map
void Dynamic_Resolution_Bind_Shadow();
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Here (not above)
void Dynamic_Resolution_Shadow_Set_VpMatrix(const droat vpMatrix[16]);
void Dynamic_Resolution_Shadow_Set_MMatrix(const droat mMatrix[16]);
void Dynamic_Resolution_Shadow_Set_MMatrixFloat(const float mMatrix[16]); /* same as above (enforce float) */
void Dynamic_Resolution_Shadow_Set_Scaling(float scalingX,float scalingY,float scalingZ);
// draw objects here (disable all glDisableVertexAttrib(...) except zero)
void Dynamic_Resolution_Unbind_Shadow();
GLint Dynamic_Resolution_Get_Shadow_Texture_ID();
// End Optional Draw ShadowMap
void Dynamic_Resolution_Bind();
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Here (not above)
// ... Draw here as usual...
void Dynamic_Resolution_Unbind();
// Finally Draw the Bound Frame Buffer To Screen
void Dynamic_Resolution_Render(float elapsed_seconds_from_last_frame);
//---------------------------------------------------------------
// In DestroyGL() or similar
void Dynamic_Resolution_Destroy(void); // In your DestroyGL() or similar
// Setters/Getter
int Dynamic_Resolution_GetEnabled(void);
void Dynamic_Resolution_SetEnabled(int flag);
void Dynamic_Resolution_ToggleEnabled(void);
float Dynamic_Resolution_GetMinimumFPS(void);
void Dynamic_Resolution_SetMinimumFPS(float minimumFPS);
float Dynamic_Resolution_GetFPS(void);
float Dynamic_Resolution_GetDynResFactor(void);
float Dynamic_Resolution_GetFixedResFactor(void); // 0.f<fr_factor<=1.f 1.f -> disabled
void Dynamic_Resolution_SetFixedResFactor(float fr_factor); // 0.f<fr_factor<=1.f 1.f -> disabled User might need to call ResizeGL(...), or similar function, after it.
float Dynamic_Resolution_GetInternalResolutionWidth(void);
float Dynamic_Resolution_GetInternalResolutionHeight(void);
float Dynamic_Resolution_GetShadowMapDynResFactor(void);
float Dynamic_Resolution_GetShadowMapTextureWidth(void);
float Dynamic_Resolution_GetShadowMapTextureHeight(void);
float Dynamic_Resolution_GetShadowMapTexelIncrement(void);
const char* Dynamic_Resolution_GetInfoString(void);
void Dynamic_Resolution_LowLevel_FullScreenQuadVBO_Draw(int bindVBO,int drawQuad,int unbindVBO);
void Dynamic_Resolution_LowLevel_SyncRenderTarget(void); // called by Dynamic_Resolution_Bind()
static __inline void Dynamic_Resolution_Helper_IdentityMatrix(droat* __restrict result16) {
droat* m = result16;
m[0]=m[5]=m[10]=m[15]=1;
m[1]=m[2]=m[3]=m[4]=m[6]=m[7]=m[8]=m[9]=m[11]=m[12]=m[13]=m[14]=0;
}
static __inline void Dynamic_Resolution_Helper_CopyMatrix(droat* __restrict dst16,const droat* __restrict src16) {
int i;for (i=0;i<16;i++) dst16[i]=src16[i];
}
static __inline void Dynamic_Resolution_Helper_MultMatrixUncheckArgs(droat* __restrict result16,const droat* __restrict ml16,const droat* __restrict mr16) {
int i,i4;
# if (defined(DYNAMIC_RESOLUTION_USE_SIMD) && !defined(DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION) && defined(__SSE__))
__m128 row1 = _mm_loadu_ps(&ml16[0]);
__m128 row2 = _mm_loadu_ps(&ml16[4]);
__m128 row3 = _mm_loadu_ps(&ml16[8]);
__m128 row4 = _mm_loadu_ps(&ml16[12]);
for(i=0; i<4; i++) {
i4 = 4*i;
__m128 brod1 = _mm_set1_ps(mr16[i4]);
__m128 brod2 = _mm_set1_ps(mr16[i4 + 1]);
__m128 brod3 = _mm_set1_ps(mr16[i4 + 2]);
__m128 brod4 = _mm_set1_ps(mr16[i4 + 3]);
__m128 row = _mm_add_ps(
_mm_add_ps(
_mm_mul_ps(brod1, row1),
_mm_mul_ps(brod2, row2)),
_mm_add_ps(
_mm_mul_ps(brod3, row3),
_mm_mul_ps(brod4, row4)));
_mm_storeu_ps(&result16[i4], row);
}
# elif (defined(DYNAMIC_RESOLUTION_USE_SIMD) && defined(DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION) && defined(__AVX__))
__m256d row1 = _mm256_loadu_pd(&ml16[0]);
__m256d row2 = _mm256_loadu_pd(&ml16[4]);
__m256d row3 = _mm256_loadu_pd(&ml16[8]);
__m256d row4 = _mm256_loadu_pd(&ml16[12]);
for(i=0; i<4; i++) {
i4 = 4*i;
__m256d brod1 = _mm256_set1_pd(mr16[i4]);
__m256d brod2 = _mm256_set1_pd(mr16[i4 + 1]);
__m256d brod3 = _mm256_set1_pd(mr16[i4 + 2]);
__m256d brod4 = _mm256_set1_pd(mr16[i4 + 3]);
__m256d row = _mm256_add_pd(
_mm256_add_pd(
_mm256_mul_pd(brod1, row1),
_mm256_mul_pd(brod2, row2)),
_mm256_add_pd(
_mm256_mul_pd(brod3, row3),
_mm256_mul_pd(brod4, row4)));
_mm256_storeu_pd(&result16[i4], row);
}
# else //DYNAMIC_RESOLUTION_USE_SIMD
/* reference implementation */
droat mri4plus0,mri4plus1,mri4plus2,mri4plus3;
for(i = 0; i < 4; i++) {
i4=4*i;mri4plus0=mr16[i4];mri4plus1=mr16[i4+1];mri4plus2=mr16[i4+2];mri4plus3=mr16[i4+3];
result16[ i4] = ml16[0]*mri4plus0 + ml16[4]*mri4plus1 + ml16[ 8]*mri4plus2 + ml16[12]*mri4plus3;
result16[1+i4] = ml16[1]*mri4plus0 + ml16[5]*mri4plus1 + ml16[ 9]*mri4plus2 + ml16[13]*mri4plus3;
result16[2+i4] = ml16[2]*mri4plus0 + ml16[6]*mri4plus1 + ml16[10]*mri4plus2 + ml16[14]*mri4plus3;
result16[3+i4] = ml16[3]*mri4plus0 + ml16[7]*mri4plus1 + ml16[11]*mri4plus2 + ml16[15]*mri4plus3;
}
# endif //DYNAMIC_RESOLUTION_USE_SIMD
}
static __inline void Dynamic_Resolution_Helper_MultMatrix(droat* __restrict result16,const droat* __restrict ml16,const droat* __restrict mr16) {
if (result16==ml16) {
droat ML16[16];Dynamic_Resolution_Helper_CopyMatrix(ML16,ml16);
Dynamic_Resolution_Helper_MultMatrixUncheckArgs(result16,ML16,mr16);
return;
}
else if (result16==mr16) {
droat MR16[16];Dynamic_Resolution_Helper_CopyMatrix(MR16,mr16);
Dynamic_Resolution_Helper_MultMatrixUncheckArgs(result16,ml16,MR16);
return;
}
Dynamic_Resolution_Helper_MultMatrixUncheckArgs(result16,ml16,mr16);
}
void Dynamic_Resolution_Helper_InvertFast(droat* __restrict mOut16,const droat* __restrict m16);
static __inline void Dynamic_Resolution_Helper_ConvertMatrixd2f16(float* __restrict result16,const double* __restrict m16) {int i;for(i = 0; i < 16; i++) result16[i]=(float)m16[i];}
static __inline void Dynamic_Resolution_Helper_ConvertMatrixf2d16(double* __restrict result16,const float* __restrict m16) {int i;for(i = 0; i < 16; i++) result16[i]=(double)m16[i];}
#ifdef __cplusplus
}
#endif
#endif //DYNAMIC_RESOLUTION_H
#ifdef DYNAMIC_RESOLUTION_IMPLEMENTATION
#ifndef DYNAMIC_RESOLUTION_IMPLEMENTATION_H
#define DYNAMIC_RESOLUTION_IMPLEMENTATION_H // Additional guard
#include <stdio.h> // sprintf
#ifndef DYNAMIC_RESOLUTION_SHADOW_USE_PCF
# define DYNAMIC_RESOLUTION_SHADOW_USE_PCF 0
#endif //DYNAMIC_RESOLUTION_SHADOW_USE_PCF
#ifdef DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE
# undef DYNAMIC_RESOLUTION_NO_DEPTH_ATTACHMENT
# define DYNAMIC_RESOLUTION_NO_DEPTH_ATTACHMENT
#endif
#ifdef __cplusplus
extern "C" {
#endif
//----------------------------------------------------------------------------------
//
// IMPLEMENTATION START
//
//----------------------------------------------------------------------------------
__inline static void Dynamic_Resolution_Helper_GlUniformMatrix4v(GLint location,GLsizei count,GLboolean transpose,const droat* value) {
const float* fvalue = NULL;
# ifndef DYNAMIC_RESOLUTION_USE_DOUBLE_PRECISION
fvalue = value;
# else
float val[16];Dynamic_Resolution_Helper_ConvertMatrixd2f16(val,value);fvalue=val;
# endif
glUniformMatrix4fv(location,count,transpose,fvalue);
}
static const char* ScreenQuadVS[] = {
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec3 a_position;\n"
"\n"
"void main() {\n"
" gl_Position = vec4( a_position, 1 );\n"
"}\n"
};
/*
WARNING: 0:5: '
ERROR: 0:19: '=' : dimension mismatch
ERROR: 0:19: '=' : cannot convert from 'lowp 4-component vector of float' to 'mediump float'
ERROR: 0:19: '=' : dimension mismatch
ERROR: 0:19: '=' : cannot convert from 'lowp 4-component vector of float' to 'lowp float'
*/
static const char* ScreenQuadFS[] = {
"#ifdef GL_ES\n"
# ifdef DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE
"#extension GL_EXT_frag_depth : enable\n" // require // NOTE: From WebGL2 this extension is always missing, but gl_FragDepth is present in shaders with #version 300 es
"precision mediump float;\n" // lowp would speed it up
"uniform lowp sampler2D s_depth;\n"
# else
"precision mediump float;\n" // lowp would speed it up
# endif
"uniform lowp sampler2D s_diffuse;\n"
"#else\n"
# ifdef DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE
"uniform sampler2D s_depth;\n"
# endif
"uniform sampler2D s_diffuse;\n"
"#endif\n"
# ifdef DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE
"#define WRITE_DEPTH_VALUE\n"
# ifdef __EMSCRIPTEN__
"# ifndef GL_EXT_frag_depth\n"
"# undef WRITE_DEPTH_VALUE\n"
"# endif\n"
# endif
# endif
"uniform vec3 screenResAndFactor; // .x and .y in pixels; .z in [0,1]: default: 1\n"
"\n"
"void main() {\n"
" vec2 texCoords = (gl_FragCoord.xy/screenResAndFactor.xy)*screenResAndFactor.z;\n"
"# ifdef WRITE_DEPTH_VALUE\n"
" float depthIn0_1 = texture2D( s_depth, texCoords).r;\n"
"# ifndef GL_ES\n"
" gl_FragDepth = depthIn0_1;\n"
"# else //GL_ES\n"
" gl_FragDepthEXT = depthIn0_1;\n"
"# endif //GL_ES\n"
"# endif // WRITE_DEPTH_VALUE\n"
" gl_FragColor = texture2D( s_diffuse, texCoords);\n"
"}\n"
};
#ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
#ifndef DYNAMIC_RESOLUTION_USE_GLSL_VERSION_330
static const char* ShadowVS[] = {
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec3 a_position;\n"
"uniform vec3 u_scaling;\n"
"uniform mat4 u_shadowMvpMatrix;\n" // no bias is required here
"\n"
"void main() {\n"
" gl_Position = u_shadowMvpMatrix*vec4(a_position*u_scaling,1);\n"
"}\n"
};
static const char* ShadowFS[] = {"void main() {gl_FragColor = vec4(0,0,0,1);}\n"};
#else //DYNAMIC_RESOLUTION_USE_GLSL_VERSION_330
static const char* ShadowVS[] = {
"#version 330\n"
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"layout(location = 0) in vec3 a_position;\n"
"uniform vec3 u_scaling;\n"
"uniform mat4 u_shadowMvpMatrix;\n" // no bias is required here
"\n"
"void main() {\n"
" gl_Position = u_shadowMvpMatrix*vec4(a_position*u_scaling,1);\n"
"}\n"
};
static const char* ShadowFS[] = {
"#version 330\n"
"void main() {}\n"
};
#endif //DYNAMIC_RESOLUTION_USE_GLSL_VERSION_330
#endif //DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
static __inline GLuint DRR_LoadShaderProgramFromSource(const char* vs,const char* fs);
#ifndef DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS
# define DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS (1) // (1): LOW MEMORY; (2) OR (3): ONE FRAME BIND FRAME BUFFER, NEXT USE BIND ITS TEXTURE (PROBABLY FASTER BUT LAGS 2 OR 3 FRAMES AND MEMORY USAGE IS 2 OR 3 TIMES BIGGER)
#endif //DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS
typedef struct {
GLuint frame_buffer[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS];
GLuint depth_buffer[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS]; // used as render buffers when DYNAMIC_RESOLUTION_NO_DEPTH_ATTACHMENT is not defined
GLuint texture_depth[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS]; // used only when DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE is defined
GLuint texture[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS];
float resolution_factor[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS];
GLuint screenQuadProgramId;
GLint aLoc_APosition;
GLint uLoc_screenResAndFactor;
GLint uLoc_SDiffuse;
GLint uLoc_SDepth;
int width,height;
int width_full,height_full; // same as width,height when fr_enabled==0
GLint default_frame_buffer;
float FPS,desiredFPS,dr_factor,fr_factor;
int dr_enabled,fr_enabled;
int render_target_index;
char tmp[164];
// shadow map FBO
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
GLuint shadow_frame_buffer[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS];
GLuint shadow_texture[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS];
float shadow_resolution_factor[DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS];
GLuint shadowProgramId;
GLint shadow_aLoc_APosition;
GLint shadow_uLoc_Scaling;
GLint shadow_uLoc_shadowMvpMatrix;
droat shadowVpMatrix[16];
int shadow_texture_width,shadow_texture_height;
# endif
} RenderTarget;
#ifdef DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_FORCE_POT
static __inline int Dynamic_Resolution_Helper_IsPowerOfTwo(unsigned int n) {return ((n & (n - 1)) == 0) ? 1 : 0;}
static __inline unsigned Dynamic_Resolution_Helper_PreviousPowerOfTwo( unsigned x ) {
// http://stackoverflow.com/questions/2679815/previous-power-of-2
if (x == 0) return 0;
else {
// x--; Uncomment this, if you want a strictly less than 'x' result.
x |= (x >> 1);
x |= (x >> 2);
x |= (x >> 4);
x |= (x >> 8);
x |= (x >> 16);
return x - (x >> 1);
}
}
static __inline unsigned Dynamic_Resolution_Helper_NextPowerOfTwo( unsigned x ) {
// http://stackoverflow.com/questions/1322510/given-an-integer-how-do-i-find-the-next-largest-power-of-two-using-bit-twiddlin
if (x == 0) return 0;
else {
x--;
x |= x >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
x |= x >> 2; // and then or the results.
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
x++; // The result is a number of 1 bits equal to the number
// of bits in the original number, plus 1. That's the
// next highest power of 2.
return x;
}
}
static __inline unsigned Dynamic_Resolution_Helper_NearestPowerOfTwo( unsigned x ,unsigned max_value_allowed,unsigned min_value_allowed) {
if (Dynamic_Resolution_Helper_IsPowerOfTwo(x)) return x;
else {
const unsigned prev = Dynamic_Resolution_Helper_PreviousPowerOfTwo(x);
const unsigned next = Dynamic_Resolution_Helper_NextPowerOfTwo(x);
unsigned best = (x-prev<next-x) ? prev : next;
if (best>max_value_allowed) best = max_value_allowed;
else if (best<=min_value_allowed) best = min_value_allowed;
return best;
}
}
#endif //DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_FORCE_POT
static void RenderTarget_Create(RenderTarget* rt,float desiredFPS,int dr_enabled,float fr_factor/*=1.f*/) {
rt->FPS = rt->desiredFPS = desiredFPS;
rt->dr_enabled = dr_enabled;
if (fr_factor>0) rt->fr_factor = fr_factor>=1.f ? 1.f : fr_factor;
else rt->fr_factor = 0.1f;
rt->fr_enabled = rt->fr_factor!=1.f ? 1 : 0;
rt->render_target_index = 0;
rt->dr_factor = 1.f;
rt->tmp[0]='\0';
rt->screenQuadProgramId=0;
rt->screenQuadProgramId = DRR_LoadShaderProgramFromSource(*ScreenQuadVS,*ScreenQuadFS);
if (!rt->screenQuadProgramId) {
fprintf(stderr,"Error: screenQuadProgramId==0\n");
exit(0);
}
else {
rt->aLoc_APosition = glGetAttribLocation(rt->screenQuadProgramId, "a_position");
rt->uLoc_SDiffuse = glGetUniformLocation(rt->screenQuadProgramId,"s_diffuse");
rt->uLoc_SDepth = glGetUniformLocation(rt->screenQuadProgramId,"s_depth");
rt->uLoc_screenResAndFactor = glGetUniformLocation(rt->screenQuadProgramId,"screenResAndFactor");
if (rt->aLoc_APosition<0) fprintf(stderr,"Error: rt->aLoc_APosition<0\n");
if (rt->uLoc_SDiffuse<0) fprintf(stderr,"Error: uLoc_SDiffuse<0\n");
if (rt->uLoc_screenResAndFactor<0) fprintf(stderr,"Error: uLoc_screenResAndFactor<0\n");
}
glGenFramebuffers(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->frame_buffer);
glGenTextures(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->texture);
glGenRenderbuffers(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->depth_buffer);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &(rt->default_frame_buffer));
glGenTextures(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->texture_depth);
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
rt->shadowProgramId = 0;
rt->shadowProgramId = DRR_LoadShaderProgramFromSource(*ShadowVS,*ShadowFS);
if (!rt->shadowProgramId) {
fprintf(stderr,"Error: shadowProgramId==0\n");
exit(0);
}
else {
rt->shadow_aLoc_APosition = glGetAttribLocation(rt->shadowProgramId, "a_position");
rt->shadow_uLoc_Scaling = glGetUniformLocation(rt->shadowProgramId,"u_scaling");
rt->shadow_uLoc_shadowMvpMatrix = glGetUniformLocation(rt->shadowProgramId,"u_shadowMvpMatrix");
if (rt->shadow_aLoc_APosition<0) fprintf(stderr,"Error: shadow_aLoc_APosition<0\n");
if (rt->shadow_uLoc_Scaling<0) fprintf(stderr,"Error: shadow_uLoc_Scaling<0\n");
if (rt->shadow_uLoc_shadowMvpMatrix<0) fprintf(stderr,"Error: shadow_uLoc_shadowMvpMatrix<0\n");
glUseProgram(rt->shadowProgramId);
glUniform3f(rt->shadow_uLoc_Scaling,1,1,1);
glUseProgram(0);
}
glGenFramebuffers(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->shadow_frame_buffer);
glGenTextures(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->shadow_texture);
# endif
}
static void RenderTarget_Destroy(RenderTarget* rt) {
if (rt->frame_buffer[0]) glDeleteBuffers(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->frame_buffer);
if (rt->texture[0]) glDeleteTextures(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->texture);
if (rt->depth_buffer[0]) glDeleteBuffers(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->depth_buffer);
if (rt->screenQuadProgramId) {glDeleteProgram(rt->screenQuadProgramId);rt->screenQuadProgramId=0;}
if (rt->texture_depth[0]) glDeleteTextures(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->texture_depth);
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
if (rt->shadow_frame_buffer[0]) glDeleteBuffers(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS, rt->shadow_frame_buffer);
if (rt->shadow_texture[0]) glDeleteTextures(DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS,rt->shadow_texture);
if (rt->shadowProgramId) {glDeleteProgram(rt->shadowProgramId);rt->shadowProgramId=0;}
# endif
memset(rt,0,sizeof(*rt));
}
static const char* RenderTarget_Helper_GetFramebufferStatusString(GLenum status) {
switch(status) {
case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE";
case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
case GL_FRAMEBUFFER_UNDEFINED: return "GL_FRAMEBUFFER_UNDEFINED";
default: return "GL_FRAMEBUFFER_UNKNOWN_ERROR";
}
return "GL_FRAMEBUFFER_UNKNOWN_ERROR";
}
static void RenderTarget_Init(RenderTarget* rt,int width, int height) {
int i;GLenum filter;
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (rt->screenQuadProgramId) {
rt->width_full = width;rt->height_full = height;
if (rt->fr_enabled) {rt->width = (int)((float)width*rt->fr_factor);rt->height = (int)((float)height*rt->fr_factor);}
else {rt->width = width;rt->height = height;}
filter = GL_LINEAR;
# ifdef DYNAMIC_RESOLUTION_USE_NEAREST_TEXTURE_FILTER
filter = GL_NEAREST;
# endif //DYNAMIC_RESOLUTION_USE_NEAREST_TEXTURE_FILTER
for (i=0;i<DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS;i++) {
rt->resolution_factor[i] = 1;
glBindTexture(GL_TEXTURE_2D, rt->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// I've read that 4 channels (e.g. GL_RGBA) are faster then 3 (e.g. GL_RGB)
# ifdef DYNAMIC_RESOLUTION_FORCE_USE_GL_RGB_TEXTURE_FOR_COLOR_ATTACHMENT
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // WebGL 2.0 (in Firefox) seems to accept only this setting (we could use it for non-emscripten builds too)
# else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
# endif
// This are some notes I've taken (but I think that GL_RGBA == GL_RGBA8, and that the next-to-the-last argument is only used when the last is not NULL
// (even if if MUST be compatible with the third argument, even when last argument is NULL)
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // GL_BGRA, GL_UNSIGNED_BYTE
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); // This seems what my NVIDIA card seems to support natively
# ifndef DYNAMIC_RESOLUTION_NO_DEPTH_ATTACHMENT
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_buffer[i]);
# ifdef __EMSCRIPTEN__ // WebGL 1.0 (in Firefox) seems to accept only this setting (we could use it for non-emscripten builds too)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); // GL_DEPTH_COMPONENT16 work
# else //__EMSCRIPTEN__
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height);
# endif //__EMSCRIPTEN__
# endif
# ifdef DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE
// create depth texture
glBindTexture(GL_TEXTURE_2D, rt->texture_depth[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
# ifndef __EMSCRIPTEN__
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); // if last param 'pixels' is NULL (0), then 'type' is ignored
# else //__EMSCRIPTEN__
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
# endif //__EMSCRIPTEN__
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBindTexture(GL_TEXTURE_2D, 0);
# endif
glBindFramebuffer(GL_FRAMEBUFFER, rt->frame_buffer[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->texture[i], 0);
# ifndef DYNAMIC_RESOLUTION_NO_DEPTH_ATTACHMENT
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buffer[i]);
# endif
# ifdef DYNAMIC_RESOLUTION_WRITE_DEPTH_VALUE
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,rt->texture_depth[i], 0);
# endif
{
//Does the GPU support current FBO configuration?
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status!=GL_FRAMEBUFFER_COMPLETE) printf("dynamic_resolution.h: glCheckFramebufferStatus(...) FAILED: %s\n",RenderTarget_Helper_GetFramebufferStatusString(status));
}
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER,rt->default_frame_buffer);
}
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
// Shadow stuff here
if (rt->shadowProgramId) {
GLenum shadow_filter;
// These could be multiplied by some kind of constants (and it could make sense to make width=height)
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER
# define DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER (1.5)
# endif //DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER
const int shadow_texture_width_full = width*DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER;
const int shadow_texture_height_full = height*DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER;
if (rt->fr_enabled) {rt->shadow_texture_width = (int)((float)shadow_texture_width_full*rt->fr_factor);rt->shadow_texture_height = (int)((float)shadow_texture_height_full*rt->fr_factor);}
else {rt->shadow_texture_width = shadow_texture_width_full;rt->shadow_texture_height = shadow_texture_height_full;}
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH
# define DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH (2048)
# endif //DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT
# define DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT (2048)
# endif //DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT
# ifdef DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_FORCE_POT
rt->shadow_texture_width = (int) Dynamic_Resolution_Helper_NearestPowerOfTwo((unsigned) rt->shadow_texture_width,(DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH),4);
rt->shadow_texture_height = (int) Dynamic_Resolution_Helper_NearestPowerOfTwo((unsigned) rt->shadow_texture_height,(DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT),4);
# endif //DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_FORCE_POT
if (rt->shadow_texture_width>DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH) rt->shadow_texture_width = DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_WIDTH;
if (rt->shadow_texture_height>DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT) rt->shadow_texture_height = DYNAMIC_RESOLUTION_SHADOW_MAP_MAX_HEIGHT;
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_RECTANGULAR
if (rt->shadow_texture_width<rt->shadow_texture_height) rt->shadow_texture_width=rt->shadow_texture_height;
else rt->shadow_texture_height=rt->shadow_texture_width;
# endif
// Debug:
//fprintf(stderr,"screen={%d,%d}\tscreenMaxDimMultiplied={%d,%d}\trt->shadow_texture_size={%d,%d}\n",width,height,(int)(width*DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER),(int)(height*DYNAMIC_RESOLUTION_SHADOW_MAP_SIZE_MULTIPLIER),rt->shadow_texture_width,rt->shadow_texture_height);
shadow_filter = GL_LINEAR;
# ifdef DYNAMIC_RESOLUTION_SHADOW_USE_NEAREST_TEXTURE_FILTER
shadow_filter = GL_NEAREST;
# endif //DYNAMIC_RESOLUTION_SHADOW_USE_NEAREST_TEXTURE_FILTER
for (i=0;i<DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS;i++) {
GLenum clampMode;
rt->shadow_resolution_factor[i] = 1;
glBindTexture(GL_TEXTURE_2D, rt->shadow_texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shadow_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shadow_filter);
# if DYNAMIC_RESOLUTION_SHADOW_USE_PCF>0
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
# endif //DYNAMIC_RESOLUTION_SHADOW_USE_PCF
// Clamp mode
# ifdef __EMSCRIPTEN__
clampMode = GL_CLAMP_TO_EDGE; // Unluckily WebGL does not support GL_CLAMP or GL_CLAMP_TO_BORDER
# else //__EMSCRIPTEN__
clampMode = //GL_CLAMP; // sampling outside of the shadow map gives always shadowed pixels
// GL_CLAMP_TO_EDGE; // sampling outside of the shadow map can give shadowed or unshadowed pixels (it depends on the edge of the shadow map)
GL_CLAMP_TO_BORDER; // sampling outside of the shadow map gives always non-shadowed pixels (if we set the border color correctly)
if (clampMode==GL_CLAMP_TO_BORDER) {
const GLfloat border[] = {1.0f,1.0f,1.0f,0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
}
# endif //__EMSCRIPTEN__
# ifdef __EMSCRIPTEN__
# if DYNAMIC_RESOLUTION_SHADOW_USE_PCF>0
// In WebGL2: [GL_DEPTH_COMPONENT16 -> (GL_UNSIGNED_SHORT or GL_UNSIGNED_INT)], [GL_DEPTH_COMPONENT24 -> GL_UNSIGNED_INT] or [GL_DEPTH_COMPONENT32F -> GL_UNSIGNED_FLOAT] should be OK
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, rt->shadow_texture_width, rt->shadow_texture_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
# else //DYNAMIC_RESOLUTION_SHADOW_USE_PCF==0
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->shadow_texture_width, rt->shadow_texture_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
# endif //DYNAMIC_RESOLUTION_SHADOW_USE_PCF
# else //__EMSCRIPTEN__*/
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->shadow_texture_width, rt->shadow_texture_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
# endif // //__EMSCRIPTEN__*/
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clampMode );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clampMode );
glBindFramebuffer(GL_FRAMEBUFFER, rt->shadow_frame_buffer[i]);
# ifndef __EMSCRIPTEN__
glDrawBuffer(GL_NONE); // Instruct openGL that we won't bind a color texture with the currently bound FBO
glReadBuffer(GL_NONE);
# endif //__EMSCRIPTEN__
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,rt->shadow_texture[i], 0);
{
//Does the GPU support current FBO configuration?
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status!=GL_FRAMEBUFFER_COMPLETE) printf("glCheckFramebufferStatus(...) FAILED for shadow_frame_buffer: %s\n",RenderTarget_Helper_GetFramebufferStatusString(status));
}
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER,rt->default_frame_buffer);
}
# endif /* DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED */
}
static void RenderTarget_Resize(RenderTarget* rt,int width, int height) {
RenderTarget_Init(rt,width,height);
}
static RenderTarget render_target = {0,};
int Dynamic_Resolution_GetEnabled(void) {return render_target.dr_enabled;}
void Dynamic_Resolution_SetEnabled(int flag) {
int i;
render_target.dr_enabled=flag;
render_target.dr_factor=1.f;
for (i=0;i<DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS;i++) {
render_target.resolution_factor[i]=1.f;
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
render_target.shadow_resolution_factor[i]=1.f;
# endif
}
}
void Dynamic_Resolution_ToggleEnabled(void) {Dynamic_Resolution_SetEnabled(!Dynamic_Resolution_GetEnabled());}
float Dynamic_Resolution_GetMinimumFPS(void) {return render_target.desiredFPS;}
void Dynamic_Resolution_SetMinimumFPS(float minimumFPS) {render_target.desiredFPS=minimumFPS;}
float Dynamic_Resolution_GetFPS(void) {return render_target.FPS;}
float Dynamic_Resolution_GetDynResFactor(void) {return render_target.resolution_factor[render_target.render_target_index];}
float Dynamic_Resolution_GetFixedResFactor(void) {return render_target.fr_factor;}
void Dynamic_Resolution_SetFixedResFactor(float fr_factor) {
if (fr_factor>0) fr_factor = fr_factor>=1.f ? 1.f : fr_factor;
else fr_factor = 0.1f;
if (fr_factor==render_target.fr_factor) return;
render_target.fr_factor = fr_factor;
render_target.fr_enabled = fr_factor!=1.f ? 1 : 0;
// The following line might be not enough: user might want to call ResizeGL(...), or similar function, after Dynamic_Resolution_SetFixedResFactor(...)
RenderTarget_Resize(&render_target,render_target.width_full,render_target.height_full);
}
float Dynamic_Resolution_GetInternalResolutionWidth(void) {return render_target.width;}
float Dynamic_Resolution_GetInternalResolutionHeight(void) {return render_target.height;}
float Dynamic_Resolution_GetShadowMapDynResFactor(void) {
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
//return render_target.shadow_resolution_factor[render_target.render_target_index];
int render_target_index2 = render_target.render_target_index + 1;
if (render_target_index2>=DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS) render_target_index2-=DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS;
return render_target.shadow_resolution_factor[render_target_index2];
# else
return 1.0f;
# endif
}
float Dynamic_Resolution_GetShadowMapTextureWidth(void) {
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
return (float) render_target.shadow_texture_width;
# else
return 1;
# endif
}
float Dynamic_Resolution_GetShadowMapTextureHeight(void) {
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
return (float) render_target.shadow_texture_height;
# else
return 1;
# endif
}
float Dynamic_Resolution_GetShadowMapTexelIncrement(void) {
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
return render_target.shadow_texture_width>=render_target.shadow_texture_height ? (float) Dynamic_Resolution_GetShadowMapDynResFactor()/(float)render_target.shadow_texture_height : (float) Dynamic_Resolution_GetShadowMapDynResFactor()/(float)render_target.shadow_texture_width;
# else
return 1;
# endif
}
GLint Dynamic_Resolution_Get_Shadow_Texture_ID() {
# ifndef DYNAMIC_RESOLUTION_SHADOW_MAP_DISABLED
//return render_target.shadow_texture[render_target.render_target_index];
int render_target_index2 = render_target.render_target_index + 1;
if (render_target_index2>=DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS) render_target_index2-=DYNAMIC_RESOLUTION_NUM_RENDER_TARGETS;
return render_target.shadow_texture[render_target_index2];
# else
return 0;
# endif
}
static GLuint screenQuadVbo = 0;
static void ScreenQuadVBO_Init() {
const float verts[6] = {-1,-1,3,-1,-1,3};
glGenBuffers(1,&screenQuadVbo);
glBindBuffer(GL_ARRAY_BUFFER, screenQuadVbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, 0);
glBufferData(GL_ARRAY_BUFFER, 6*sizeof(float), verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void ScreenQuadVBO_Destroy() {if (screenQuadVbo) {glDeleteBuffers(1,&screenQuadVbo);screenQuadVbo=0;}}
static void ScreenQuadVBO_Bind() {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, screenQuadVbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, 0);
}
void ScreenQuadVBO_Draw() {glDrawArrays(GL_TRIANGLES,0,3);}
static void ScreenQuadVBO_Unbind() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
}
void Dynamic_Resolution_LowLevel_FullScreenQuadVBO_Draw(int bindVBO,int drawQuad,int unbindVBO) {
if (bindVBO) ScreenQuadVBO_Bind();
if (drawQuad) ScreenQuadVBO_Draw();
if (unbindVBO) ScreenQuadVBO_Unbind();
}
// Loading shader function
static __inline GLhandleARB DRR_LoadShader(const char* buffer, const unsigned int type)
{
GLhandleARB handle;
const GLcharARB* files[1];
// shader Compilation variable
GLint result; // Compilation code result
GLint errorLoglength ;
char* errorLogText;
GLsizei actualErrorLogLength;
handle = glCreateShader(type);
if (!handle)
{
//We have failed creating the vertex shader object.
printf("Failed creating vertex shader object.\n");
exit(0);
}
files[0] = (const GLcharARB*)buffer;
glShaderSource(
handle, //The handle to our shader
1, //The number of files.
files, //An array of const char * data, which represents the source code of theshaders
NULL);
glCompileShader(handle);
//Compilation checking.
glGetShaderiv(handle, GL_COMPILE_STATUS, &result);
// If an error was detected.
if (!result)
{
//We failed to compile.
printf("Shader failed compilation.\n");
//Attempt to get the length of our error log.
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &errorLoglength);
//Create a buffer to read compilation error message
errorLogText =(char*) malloc(sizeof(char) * errorLoglength);
//Used to get the final length of the log.
glGetShaderInfoLog(handle, errorLoglength, &actualErrorLogLength, errorLogText);
// Display errors.
printf("%s\n",errorLogText);
// Free the buffer malloced earlier
free(errorLogText);
}
return handle;
}
static __inline GLuint DRR_LoadShaderProgramFromSource(const char* vs,const char* fs) {
// shader Compilation variable
GLint result; // Compilation code result
GLint errorLoglength ;
char* errorLogText;
GLsizei actualErrorLogLength;
GLhandleARB vertexShaderHandle;
GLhandleARB fragmentShaderHandle;
GLuint programId = 0;
vertexShaderHandle = DRR_LoadShader(vs,GL_VERTEX_SHADER);
fragmentShaderHandle = DRR_LoadShader(fs,GL_FRAGMENT_SHADER);
if (!vertexShaderHandle || !fragmentShaderHandle) return 0;
programId = glCreateProgram();
glAttachShader(programId,vertexShaderHandle);
glAttachShader(programId,fragmentShaderHandle);
glLinkProgram(programId);
//Link checking.
glGetProgramiv(programId, GL_LINK_STATUS, &result);
// If an error was detected.
if (!result)
{
//We failed to compile.
printf("Program failed to link.\n");
//Attempt to get the length of our error log.
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &errorLoglength);
//Create a buffer to read compilation error message
errorLogText =(char*) malloc(sizeof(char) * errorLoglength);
//Used to get the final length of the log.
glGetProgramInfoLog(programId, errorLoglength, &actualErrorLogLength, errorLogText);
// Display errors.
printf("%s\n",errorLogText);
// Free the buffer malloced earlier
free(errorLogText);
}
glDeleteShader(vertexShaderHandle);
glDeleteShader(fragmentShaderHandle);
return programId;
}
void Dynamic_Resolution_Init(float desiredFPS,int dr_enabled,float fr_factor/*=1.f*/) {
RenderTarget_Create(&render_target,desiredFPS,dr_enabled,fr_factor);
ScreenQuadVBO_Init();
}
void Dynamic_Resolution_Destroy(void) {
ScreenQuadVBO_Destroy();
RenderTarget_Destroy(&render_target);
}
void Dynamic_Resolution_Resize(int width,int height) {
RenderTarget_Resize(&render_target,width,height);
}
void Dynamic_Resolution_Bind() {
if (render_target.dr_enabled || render_target.fr_enabled) {
render_target.resolution_factor[render_target.render_target_index] = render_target.dr_factor;
glBindFramebuffer(GL_FRAMEBUFFER, render_target.frame_buffer[render_target.render_target_index]); //NUM_RENDER_TARGETS
glViewport(0, 0, (int)(render_target.width * render_target.dr_factor),(int) (render_target.height * render_target.dr_factor));
}
else glViewport(0, 0, render_target.width_full, render_target.height_full);