raze/source/common/rendering/v_video.h

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/*
** v_video.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __V_VIDEO_H__
#define __V_VIDEO_H__
#include <functional>
#include "basics.h"
#include "vectors.h"
#include "m_png.h"
#include "renderstyle.h"
#include "c_cvars.h"
#include "v_2ddrawer.h"
#include "intrect.h"
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#include "hw_shadowmap.h"
#include "hw_levelmesh.h"
#include "buffers.h"
struct FPortalSceneState;
class FSkyVertexBuffer;
class IIndexBuffer;
class IVertexBuffer;
class IDataBuffer;
class FFlatVertexBuffer;
class HWViewpointBuffer;
class FLightBuffer;
struct HWDrawInfo;
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class FMaterial;
class FGameTexture;
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class FRenderState;
enum EHWCaps
{
// [BB] Added texture compression flags.
RFL_TEXTURE_COMPRESSION = 1,
RFL_TEXTURE_COMPRESSION_S3TC = 2,
RFL_SHADER_STORAGE_BUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_NO_CLIP_PLANES = 32,
RFL_INVALIDATE_BUFFER = 64,
RFL_DEBUG = 128,
};
extern int DisplayWidth, DisplayHeight;
void V_UpdateModeSize (int width, int height);
void V_OutputResized (int width, int height);
EXTERN_CVAR(Bool, vid_fullscreen)
EXTERN_CVAR(Int, win_x)
EXTERN_CVAR(Int, win_y)
EXTERN_CVAR(Int, win_w)
EXTERN_CVAR(Int, win_h)
EXTERN_CVAR(Bool, win_maximized)
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struct FColormap;
class FileWriter;
enum FTextureFormat : uint32_t;
class FModelRenderer;
struct SamplerUniform;
//
// VIDEO
//
//
class DCanvas
{
public:
DCanvas (int width, int height, bool bgra);
~DCanvas ();
void Resize(int width, int height, bool optimizepitch = true);
// Member variable access
inline uint8_t *GetPixels () const { return Pixels.Data(); }
inline int GetWidth () const { return Width; }
inline int GetHeight () const { return Height; }
inline int GetPitch () const { return Pitch; }
inline bool IsBgra() const { return Bgra; }
protected:
TArray<uint8_t> Pixels;
int Width;
int Height;
int Pitch;
bool Bgra;
};
class IHardwareTexture;
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class FTexture;
class DFrameBuffer
{
private:
int Width = 0;
int Height = 0;
public:
// Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class.
int hwcaps = 0; // Capability flags
float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code.
int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance.
int stencilValue = 0; // Global stencil test value
unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
unsigned int maxuniformblock = 65536;
const char *vendorstring; // We have to account for some issues with particular vendors.
FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data
HWViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data.
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FLightBuffer *mLights = nullptr; // Dynamic lights
IShadowMap mShadowMap;
IntRect mScreenViewport;
IntRect mSceneViewport;
IntRect mOutputLetterbox;
float mSceneClearColor[4]{ 0,0,0,255 };
int mPipelineNbr = 1; // Number of HW buffers to pipeline
int mPipelineType = 0;
public:
DFrameBuffer (int width=1, int height=1);
virtual ~DFrameBuffer();
virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
virtual bool IsVulkan() { return false; }
virtual bool IsPoly() { return false; }
virtual int GetShaderCount();
virtual bool CompileNextShader() { return true; }
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void SetAABBTree(hwrenderer::LevelAABBTree * tree)
{
mShadowMap.SetAABBTree(tree);
}
virtual void SetLevelMesh(hwrenderer::LevelMesh *mesh) { }
bool allowSSBO()
{
#ifndef HW_BLOCK_SSBO
return true;
#else
return mPipelineType == 0;
#endif
}
virtual DCanvas* GetCanvas() { return nullptr; }
void SetSize(int width, int height);
void SetVirtualSize(int width, int height)
{
Width = width;
Height = height;
}
inline int GetWidth() const { return Width; }
inline int GetHeight() const { return Height; }
FVector2 SceneScale() const
{
return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
}
FVector2 SceneOffset() const
{
return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
}
// Make the surface visible.
virtual void Update ();
// Stores the palette with flash blended in into 256 dwords
// Mark the palette as changed. It will be updated on the next Update().
virtual void UpdatePalette() {}
// Returns true if running fullscreen.
virtual bool IsFullscreen () = 0;
virtual void ToggleFullscreen(bool yes) {}
// Changes the vsync setting, if supported by the device.
virtual void SetVSync (bool vsync);
// Delete any resources that need to be deleted after restarting with a different IWAD
virtual void SetTextureFilterMode() {}
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virtual IHardwareTexture *CreateHardwareTexture(int numchannels) { return nullptr; }
virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
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virtual FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags);
virtual void BeginFrame() {}
virtual void SetWindowSize(int w, int h) {}
virtual void StartPrecaching() {}
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virtual FRenderState* RenderState() { return nullptr; }
virtual int GetClientWidth() = 0;
virtual int GetClientHeight() = 0;
virtual void BlurScene(float amount) {}
virtual void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) {}
// Interface to hardware rendering resources
virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; }
virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; }
virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return nullptr; }
bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); }
// This is overridable in case Vulkan does it differently.
virtual bool RenderTextureIsFlipped() const
{
return true;
}
// Report a game restart
void SetClearColor(int color);
virtual int Backend() { return 0; }
virtual const char* DeviceName() const { return "Unknown"; }
virtual void AmbientOccludeScene(float m5) {}
virtual void FirstEye() {}
virtual void NextEye(int eyecount) {}
virtual void SetSceneRenderTarget(bool useSSAO) {}
virtual void UpdateShadowMap() {}
virtual void WaitForCommands(bool finish) {}
virtual void SetSaveBuffers(bool yes) {}
virtual void ImageTransitionScene(bool unknown) {}
virtual void CopyScreenToBuffer(int width, int height, uint8_t* buffer) { memset(buffer, 0, width* height); }
virtual bool FlipSavePic() const { return false; }
virtual void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect&)> renderFunc) {}
virtual void SetActiveRenderTarget() {}
// Screen wiping
virtual FTexture *WipeStartScreen();
virtual FTexture *WipeEndScreen();
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virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
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virtual void Draw2D() {}
virtual void SetViewportRects(IntRect *bounds);
int ScreenToWindowX(int x);
int ScreenToWindowY(int y);
void FPSLimit();
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { return TArray<uint8_t>(); }
static float GetZNear() { return 5.f; }
static float GetZFar() { return 65536.f; }
// The original size of the framebuffer as selected in the video menu.
uint64_t FrameTime = 0;
private:
uint64_t fpsLimitTime = 0;
bool isIn2D = false;
};
// This is the screen updated by I_FinishUpdate.
extern DFrameBuffer *screen;
#define SCREENWIDTH (screen->GetWidth ())
#define SCREENHEIGHT (screen->GetHeight ())
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EXTERN_CVAR (Float, vid_gamma)
// Allocates buffer screens, call before R_Init.
void V_InitScreenSize();
void V_InitScreen();
// Initializes graphics mode for the first time.
void V_Init2 ();
void V_Shutdown ();
inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
extern bool setsizeneeded, setmodeneeded;
#endif // __V_VIDEO_H__