quakeforge/libs/video/renderer/vid_render_gl.c
Bill Currie 790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +09:00

567 lines
13 KiB
C

/*
vid_render_gl.c
GL version of the renderer
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/plugin/general.h"
#include "QF/plugin/vid_render.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_fisheye.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_particles.h"
#include "QF/GL/qf_vid.h"
#include "mod_internal.h"
#include "r_cvar.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_gl.h"
gl_ctx_t *gl_ctx;
/* Unknown renamed to GLErr_Unknown to solve conflict with winioctl.h */
static unsigned int GLErr_InvalidEnum;
static unsigned int GLErr_InvalidValue;
static unsigned int GLErr_InvalidOperation;
static unsigned int GLErr_OutOfMemory;
static unsigned int GLErr_StackOverflow;
static unsigned int GLErr_StackUnderflow;
static unsigned int GLErr_Unknown;
static unsigned int
R_TestErrors (unsigned int numerous)
{
switch (qfglGetError ()) {
case GL_NO_ERROR:
return numerous;
break;
case GL_INVALID_ENUM:
GLErr_InvalidEnum++;
R_TestErrors (numerous++);
break;
case GL_INVALID_VALUE:
GLErr_InvalidValue++;
R_TestErrors (numerous++);
break;
case GL_INVALID_OPERATION:
GLErr_InvalidOperation++;
R_TestErrors (numerous++);
break;
case GL_STACK_OVERFLOW:
GLErr_StackOverflow++;
R_TestErrors (numerous++);
break;
case GL_STACK_UNDERFLOW:
GLErr_StackUnderflow++;
R_TestErrors (numerous++);
break;
case GL_OUT_OF_MEMORY:
GLErr_OutOfMemory++;
R_TestErrors (numerous++);
break;
default:
GLErr_Unknown++;
R_TestErrors (numerous++);
break;
}
return numerous;
}
static void
R_DisplayErrors (void)
{
if (GLErr_InvalidEnum)
printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
if (GLErr_InvalidValue)
printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
if (GLErr_InvalidOperation)
printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
if (GLErr_StackOverflow)
printf ("%d OpenGL errors: Stack Overflow!\n", GLErr_StackOverflow);
if (GLErr_StackUnderflow)
printf ("%d OpenGL errors: Stack Underflow\n!", GLErr_StackUnderflow);
if (GLErr_OutOfMemory)
printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
if (GLErr_Unknown)
printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
}
static void
R_ClearErrors (void)
{
GLErr_InvalidEnum = 0;
GLErr_InvalidValue = 0;
GLErr_InvalidOperation = 0;
GLErr_OutOfMemory = 0;
GLErr_StackOverflow = 0;
GLErr_StackUnderflow = 0;
GLErr_Unknown = 0;
}
void
gl_errors (const char *msg)
{
if (R_TestErrors (0)) {
printf ("gl_errors: %s\n", msg);
R_DisplayErrors ();
}
R_ClearErrors ();
}
static void
gl_vid_render_choose_visual (void *data)
{
gl_ctx->choose_visual (gl_ctx);
}
static void
gl_vid_render_create_context (void *data)
{
gl_ctx->create_context (gl_ctx, 0);
}
static vid_model_funcs_t model_funcs = {
sizeof (gltex_t),
gl_Mod_LoadLighting,
gl_Mod_SubdivideSurface,
gl_Mod_ProcessTexture,
Mod_LoadIQM,
Mod_LoadAliasModel,
Mod_LoadSpriteModel,
gl_Mod_MakeAliasModelDisplayLists,
gl_Mod_LoadSkin,
gl_Mod_FinalizeAliasModel,
gl_Mod_LoadExternalSkins,
gl_Mod_IQMFinish,
1,
gl_Mod_SpriteLoadFrames,
Skin_SetColormap,
Skin_SetSkin,
gl_Skin_SetupSkin,
Skin_SetTranslation,
gl_Skin_ProcessTranslation,
gl_Skin_InitTranslations,
};
static void
gl_vid_render_init (void)
{
if (!vr_data.vid->vid_internal->sw_context) {
Sys_Error ("Sorry, OpenGL not supported by this program.");
}
gl_ctx = vr_data.vid->vid_internal->gl_context ();
gl_ctx->init_gl = GL_Init_Common;
gl_ctx->load_gl ();
vr_data.vid->vid_internal->data = gl_ctx;
vr_data.vid->vid_internal->set_palette = GL_SetPalette;
vr_data.vid->vid_internal->choose_visual = gl_vid_render_choose_visual;
vr_data.vid->vid_internal->create_context = gl_vid_render_create_context;
vr_funcs = &gl_vid_render_funcs;
m_funcs = &model_funcs;
}
static void
gl_vid_render_shutdown (void)
{
}
static void
gl_begin_frame (void)
{
if (gl_ctx->begun) {
gl_ctx->end_rendering ();
gl_ctx->begun = 0;
}
//FIXME forces the status bar to redraw. needed because it does not fully
//update in sw modes but must in gl mode
vr_data.scr_copyeverything = 1;
if (gl_clear->int_val) {
qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} else {
qfglClear (GL_DEPTH_BUFFER_BIT);
}
gl_ctx->begun = 1;
if (r_speeds->int_val) {
gl_ctx->start_time = Sys_DoubleTime ();
gl_ctx->brush_polys = 0;
gl_ctx->alias_polys = 0;
}
GL_Set2D ();
GL_DrawReset ();
// draw any areas not covered by the refresh
if (r_refdef.vrect.x > 0) {
// left
gl_Draw_TileClear (0, 0, r_refdef.vrect.x,
vid.height - vr_data.lineadj);
// right
gl_Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
vid.height - vr_data.lineadj);
}
if (r_refdef.vrect.y > 0) {
// top
gl_Draw_TileClear (r_refdef.vrect.x, 0,
r_refdef.vrect.x + r_refdef.vrect.width,
r_refdef.vrect.y);
// bottom
gl_Draw_TileClear (r_refdef.vrect.x,
r_refdef.vrect.y + r_refdef.vrect.height,
r_refdef.vrect.width,
vid.height - vr_data.lineadj -
(r_refdef.vrect.height + r_refdef.vrect.y));
}
gl_Fog_SetupFrame ();
}
static void
gl_render_view (void)
{
// do 3D refresh drawing, and then update the screen
qfglClear (GL_DEPTH_BUFFER_BIT);
gl_R_RenderView ();
}
static void
gl_draw_transparent (void)
{
gl_R_DrawWaterSurfaces ();
}
static void
gl_post_process (framebuffer_t *src)
{
if (scr_fisheye->int_val) {
gl_FisheyeScreen (src);
} else if (r_dowarp) {
gl_WarpScreen (src);
}
}
static void
gl_set_2d (int scaled)
{
if (scaled) {
GL_Set2DScaled ();
} else {
GL_Set2D ();
}
}
static void
gl_end_frame (void)
{
if (r_speeds->int_val) {
// qfglFinish ();
double start_time = gl_ctx->start_time;
double end_time = Sys_DoubleTime ();
Sys_MaskPrintf (SYS_dev, "%3i ms %4i wpoly %4i epoly %4i parts\n",
(int) ((end_time - start_time) * 1000),
gl_ctx->brush_polys, gl_ctx->alias_polys,
r_psystem.numparticles);
}
GL_FlushText ();
qfglFlush ();
if (gl_finish->int_val) {
gl_ctx->end_rendering ();
gl_ctx->begun = 0;
}
}
static framebuffer_t *
gl_create_cube_map (int side)
{
GLuint tex[2];
qfglGenTextures (2, tex);
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, tex[0]);
for (int i = 0; i < 6; i++) {
qfglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGBA,
side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
qfglBindTexture (GL_TEXTURE_2D, tex[1]);
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
size_t size = sizeof (framebuffer_t) * 6;
size += sizeof (gl_framebuffer_t) * 6;
framebuffer_t *cube = malloc (size);
__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
for (int i = 0; i < 6; i++) {
cube[i].width = side;
cube[i].height = side;
__auto_type buffer = buffer_base + i;
cube[i].buffer = buffer;
buffer->color = tex[0];
buffer->depth = tex[1];
qfglGenFramebuffers (1, &buffer->handle);
qfglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i,
buffer->color, 0);
qfglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
}
qfglBindFramebuffer (GL_FRAMEBUFFER, 0);
return cube;
}
static framebuffer_t *
gl_create_frame_buffer (int width, int height)
{
size_t size = sizeof (framebuffer_t) + sizeof (gl_framebuffer_t);
framebuffer_t *fb = malloc (size);
fb->width = width;
fb->height = height;
__auto_type buffer = (gl_framebuffer_t *) &fb[1];
fb->buffer = buffer;
qfglGenFramebuffers (1, &buffer->handle);
GLuint tex[2];
qfglGenTextures (2, tex);
buffer->color = tex[0];
buffer->depth = tex[1];
qfglBindTexture (GL_TEXTURE_2D, buffer->color);
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfglBindTexture (GL_TEXTURE_2D, buffer->depth);
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, buffer->color, 0);
qfglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
qfglBindFramebuffer (GL_FRAMEBUFFER, 0);
return fb;
}
static void
gl_bind_framebuffer (framebuffer_t *framebuffer)
{
unsigned width = vr_data.vid->width;
unsigned height = vr_data.vid->height;
if (!framebuffer) {
qfglBindFramebuffer (GL_FRAMEBUFFER, 0);
} else {
gl_framebuffer_t *buffer = framebuffer->buffer;
qfglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
width = framebuffer->width;
height = framebuffer->height;
}
vrect_t r = { 0, 0, width, height };
R_SetVrect (&r, &r_refdef.vrect, 0);
}
static void
gl_set_viewport (const vrect_t *view)
{
int x = view->x;
int y = vid.height - (view->y + view->height); //FIXME vid.height
int w = view->width;
int h = view->height;
qfglViewport (x, y, w, h);
}
static void
gl_set_fov (float x, float y)
{
float neard, fard;
mat4f_t proj;
neard = r_nearclip->value;
fard = r_farclip->value;
// NOTE columns!
proj[0] = (vec4f_t) { 1/x, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1/y, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
// convert 0..1 depth buffer range to -1..1
static mat4f_t depth_range = {
{ 1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 2, 0},
{ 0, 0,-1, 1},
};
mmulf (gl_ctx->projection, depth_range, proj);
}
static void
gl_capture_screen (capfunc_t callback, void *data)
{
int count;
tex_t *tex;
count = vid.width * vid.height;
tex = malloc (sizeof (tex_t) + count * 3);
if (tex) {
tex->data = (byte *) (tex + 1);
tex->width = vid.width;
tex->height = vid.height;
tex->format = tex_rgb;
tex->palette = 0;
tex->flagbits = 0;
tex->loaded = 1;
tex->bgr = 1;
tex->flipped = 1;
qfglReadPixels (0, 0, tex->width, tex->height, GL_BGR_EXT,
GL_UNSIGNED_BYTE, tex->data);
}
callback (tex, data);
}
vid_render_funcs_t gl_vid_render_funcs = {
gl_vid_render_init,
gl_Draw_Character,
gl_Draw_String,
gl_Draw_nString,
gl_Draw_AltString,
gl_Draw_ConsoleBackground,
gl_Draw_Crosshair,
gl_Draw_CrosshairAt,
gl_Draw_TileClear,
gl_Draw_Fill,
gl_Draw_TextBox,
gl_Draw_FadeScreen,
gl_Draw_BlendScreen,
gl_Draw_CachePic,
gl_Draw_UncachePic,
gl_Draw_MakePic,
gl_Draw_DestroyPic,
gl_Draw_PicFromWad,
gl_Draw_Pic,
gl_Draw_Picf,
gl_Draw_SubPic,
gl_ParticleSystem,
gl_R_Init,
gl_R_ClearState,
gl_R_LoadSkys,
gl_R_NewMap,
gl_R_LineGraph,
gl_begin_frame,
gl_render_view,
gl_R_RenderEntities,
gl_R_DrawParticles,
gl_draw_transparent,
gl_post_process,
gl_set_2d,
gl_end_frame,
gl_create_cube_map,
gl_create_frame_buffer,
gl_bind_framebuffer,
gl_set_viewport,
gl_set_fov,
gl_capture_screen,
&model_funcs
};
static general_funcs_t plugin_info_general_funcs = {
.shutdown = gl_vid_render_shutdown,
};
static general_data_t plugin_info_general_data;
static plugin_funcs_t plugin_info_funcs = {
.general = &plugin_info_general_funcs,
.vid_render = &gl_vid_render_funcs,
};
static plugin_data_t plugin_info_data = {
.general = &plugin_info_general_data,
.vid_render = &vid_render_data,
};
static plugin_t plugin_info = {
qfp_vid_render,
0,
QFPLUGIN_VERSION,
"0.1",
"GL Renderer",
"Copyright (C) 1996-1997 Id Software, Inc.\n"
"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
"Please see the file \"AUTHORS\" for a list of contributors",
&plugin_info_funcs,
&plugin_info_data,
};
PLUGIN_INFO(vid_render, gl)
{
return &plugin_info;
}