/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #pragma once #include #include #include #include #include "gl/ubo.h" #include "gl/ssbo.h" #include "gl/shader.h" #include "gl/query.h" #include "gl/readback.h" #include "rendering/common/shadowfit.h" // the cascades of the sun shadows fitted to the depth of the main view (gfx.shadow.sdsm): the passes and the buffers of // gfx::shadow_fit, which tells what they do. the result comes back to the cpu a frame or two later without waiting // (gl::readback), and opengl46_renderer::Shadow_Fit() fits the cascades of the frame to it class opengl46_shadow_fit : public gfx::shadow_fit { public: opengl46_shadow_fit() = default; ~opengl46_shadow_fit(); opengl46_shadow_fit(const opengl46_shadow_fit &) = delete; opengl46_shadow_fit &operator=(const opengl46_shadow_fit &) = delete; // creates the programs and the buffer. throws gl::shader_exception void init(); // measures the depth of the view: Depth, its resolved depth texture of Width x Height pixels, or 0 to resolve the depth // attachment of Source, the multisampled framebuffer, into a texture of its own. Frame: the frame of the renderer. // texture unit 0 is used (the unit cache is reset), framebuffer bindings are left alone void measure(GLuint const Depth, GLuint const Source, int const Width, int const Height, view const &View, unsigned int const Frame); // takes in the newest measurement the gpu has finished, if any, and returns the newest one taken in so far result const *latest(); // the time of the passes, for the debug panel std::string info_times(); private: // the texture the depth is resolved to when there is no resolved depth to measure void allocate(int const Width, int const Height); void release(); std::unique_ptr m_depthprogram; std::unique_ptr m_boundsprogram; std::unique_ptr m_buffer; std::unique_ptr m_readback; GLuint m_depth{0}; GLuint m_depthfb{0}; glm::ivec2 m_depthsize{0}; gl::gpu_timer m_timer; };