raze/source/glbackend/glbackend.cpp
Christoph Oelckers c588cd499a - let GLInstance::Draw set the palette indexing mode.
This can be trivially decided based on the texture type, so there's really no need to let the higher level code deal with this.
2019-10-10 23:14:57 +02:00

472 lines
11 KiB
C++

#include <memory>
#include "glad/glad.h"
#include "glbackend.h"
#include "gl_samplers.h"
#include "gl_shader.h"
#include "baselayer.h"
#include "resourcefile.h"
std::unique_ptr<FResourceFile> engine_res;
// The resourge manager in cache1d is far too broken to add some arbitrary file without some adjustment.
// For now, keep this file here, until the resource management can be redone in a more workable fashion.
extern FString progdir;
void InitBaseRes()
{
if (!engine_res)
{
// If we get here for the first time, load the engine-internal data.
FString baseres = progdir + "demolition.pk3";
engine_res.reset(FResourceFile::OpenResourceFile(baseres, true, true));
if (!engine_res)
{
wm_msgbox("Fatal error", "Engine resources (demolition.pk3) not found");
exit(-1);
}
}
}
FileReader GetBaseResource(const char* fn)
{
auto lump = engine_res->FindLump(fn);
if (!lump)
{
wm_msgbox("Fatal error", "Base resource '%s' not found", fn);
exit(-1);
}
return lump->NewReader();
}
GLInstance GLInterface;
GLInstance::GLInstance()
:palmanager(this)
{
}
void GLInstance::Init()
{
InitBaseRes();
if (!mSamplers)
{
mSamplers = new FSamplerManager;
memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
}
glinfo.vendor = (const char*)glGetString(GL_VENDOR);
glinfo.renderer = (const char*)glGetString(GL_RENDERER);
glinfo.version = (const char*)glGetString(GL_VERSION);
glinfo.extensions = (const char*)glGetString(GL_EXTENSIONS);
glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
if (!glinfo.dumped)
{
osdcmd_glinfo(NULL);
glinfo.dumped = 1;
}
new(&renderState) PolymostRenderState; // reset to defaults.
try
{
LoadSurfaceShader();
LoadVPXShader();
LoadPolymostShader();
}
catch (const std::runtime_error& err)
{
// This is far from an optimal solution but at this point the only way to get the error out.
wm_msgbox("Shader compilation failed", err.what());
exit(1);
}
}
void GLInstance::LoadPolymostShader()
{
auto fr1 = GetBaseResource("demolition/shaders/glsl/polymost.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetBaseResource("demolition/shaders/glsl/polymost.fp");
TArray<uint8_t> Frag = fr1.Read();
// Zero-terminate both strings.
Vert.Push(0);
Frag.Push(0);
polymostShader = new PolymostShader();
polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
SetPolymostShader();
}
void GLInstance::LoadVPXShader()
{
auto fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.fp");
TArray<uint8_t> Frag = fr1.Read();
// Zero-terminate both strings.
Vert.Push(0);
Frag.Push(0);
vpxShader = new FShader();
vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data());
}
void GLInstance::LoadSurfaceShader()
{
auto fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.fp");
TArray<uint8_t> Frag = fr1.Read();
// Zero-terminate both strings.
Vert.Push(0);
Frag.Push(0);
surfaceShader = new SurfaceShader();
surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data());
}
void GLInstance::InitGLState(int fogmode, int multisample)
{
glShadeModel(GL_SMOOTH); // GL_FLAT
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glHint(GL_FOG_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_DEPTH_CLAMP);
if (multisample > 0 )
{
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
glEnable(GL_MULTISAMPLE);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
}
void GLInstance::Deinit()
{
if (mSamplers) delete mSamplers;
mSamplers = nullptr;
if (polymostShader) delete polymostShader;
polymostShader = nullptr;
if (surfaceShader) delete surfaceShader;
surfaceShader = nullptr;
if (vpxShader) delete vpxShader;
vpxShader = nullptr;
activeShader = nullptr;
palmanager.DeleteAll();
lastPalswapIndex = -1;
}
std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
{
Buffer.resize(num);
return std::make_pair((size_t)0, Buffer.data());
}
static GLint primtypes[] =
{
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_QUADS,
GL_LINES
};
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
if (activeShader == polymostShader)
{
renderState.UsePalette = texv && texv->isIndexed();
renderState.Apply(polymostShader);
}
glBegin(primtypes[type]);
auto p = &Buffer[start];
for (size_t i = 0; i < count; i++, p++)
{
glVertexAttrib2f(1, p->u, p->v);
glVertexAttrib3f(0, p->x, p->y, p->z);
}
glEnd();
}
int GLInstance::GetTextureID()
{
// Generating large numbers of texture IDs piece by piece does not work well on modern NVidia drivers.
if (currentindex == THCACHESIZE)
{
currentindex = 0;
glGenTextures(THCACHESIZE, TextureHandleCache);
}
else currentindex++;
return TextureHandleCache[currentindex];
}
FHardwareTexture* GLInstance::NewTexture()
{
return new FHardwareTexture;
}
void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
{
if (!tex) return;
if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
LastBoundTextures[texunit] = tex->GetTextureHandle();
if (texunit == 0) texv = tex;
}
void GLInstance::UnbindTexture(int texunit)
{
if (LastBoundTextures[texunit] != 0)
{
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
glBindTexture(GL_TEXTURE_2D, 0);
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
LastBoundTextures[texunit] = 0;
}
}
void GLInstance::UnbindAllTextures()
{
for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
{
UnbindTexture(texunit);
}
}
void GLInstance::EnableBlend(bool on)
{
if (on) glEnable (GL_BLEND);
else glDisable (GL_BLEND);
}
void GLInstance::EnableAlphaTest(bool on)
{
if (on) glEnable (GL_ALPHA_TEST);
else glDisable (GL_ALPHA_TEST);
}
void GLInstance::EnableDepthTest(bool on)
{
if (on) glEnable (GL_DEPTH_TEST);
else glDisable (GL_DEPTH_TEST);
}
void GLInstance::SetMatrix(int num, const VSMatrix *mat)
{
matrices[num] = *mat;
switch(num)
{
default:
return;
case Matrix_View:
polymostShader->RotMatrix.Set(mat->get());
break;
case Matrix_Projection:
polymostShader->ProjectionMatrix.Set(mat->get());
break;
case Matrix_ModelView:
polymostShader->ModelMatrix.Set(mat->get());
break;
case Matrix_Detail:
polymostShader->DetailMatrix.Set(mat->get());
break;
case Matrix_Glow:
polymostShader->GlowMatrix.Set(mat->get());
break;
case Matrix_Texture:
polymostShader->TextureMatrix.Set(mat->get());
break;
}
}
void GLInstance::EnableStencilWrite(int value)
{
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, value, 0xFF);
}
void GLInstance::EnableStencilTest(int value)
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, value, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
void GLInstance::DisableStencil()
{
glDisable(GL_STENCIL_TEST);
}
void GLInstance::SetCull(int type, int winding)
{
if (type == Cull_None)
{
glDisable(GL_CULL_FACE);
}
else if (type == Cull_Front)
{
glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
}
else if (type == Cull_Back)
{
glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
}
void GLInstance::SetColor(float r, float g, float b, float a)
{
glVertexAttrib4f(2, r, g, b, a);
}
void GLInstance::SetDepthFunc(int func)
{
int f[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
glDepthFunc(f[func]);
}
void GLInstance::SetFogLinear(float* color, float start, float end)
{
renderState.Fog[0] = end;
renderState.Fog[1] = 1.f / (end - start);
renderState.Fog[2] = 0.f;
memcpy(renderState.FogColor, color, 4 * sizeof(float));
};
void GLInstance::SetColorMask(bool on)
{
glColorMask(on, on, on, on);
}
void GLInstance::SetDepthMask(bool on)
{
glDepthMask(on);
}
static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA };
void GLInstance::SetBlendFunc(int src, int dst)
{
glBlendFunc(blendstyles[src], blendstyles[dst]);
}
static int renderops[] = { GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
void GLInstance::SetBlendOp(int op)
{
glBlendEquation(renderops[op]);
}
void GLInstance::ClearScreen(float r, float g, float b, bool depth)
{
glClearColor(r, g, b, 1.f);
glClear(depth ? GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT);
}
void GLInstance::ClearDepth()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void GLInstance::SetAlphaThreshold(float al)
{
glAlphaFunc(GL_GREATER, al);
}
void GLInstance::SetViewport(int x, int y, int w, int h)
{
glViewport(x, y, w, h);
}
void GLInstance::SetWireframe(bool on)
{
glPolygonMode(GL_FRONT_AND_BACK,on? GL_LINE : GL_FILL);
}
void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
{
glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
}
void GLInstance::SetPolymostShader()
{
if (activeShader != polymostShader)
{
polymostShader->Bind();
activeShader = polymostShader;
}
}
void GLInstance::SetSurfaceShader()
{
if (activeShader != surfaceShader)
{
surfaceShader->Bind();
activeShader = surfaceShader;
}
}
void GLInstance::SetVPXShader()
{
if (activeShader != vpxShader)
{
vpxShader->Bind();
activeShader = vpxShader;
}
}
void GLInstance::SetPalette(int index)
{
palmanager.BindPalette(index);
}
void GLInstance::SetPalswap(int index)
{
palmanager.BindPalswap(index);
}
void PolymostRenderState::Apply(PolymostShader* shader)
{
shader->Clamp.Set(Clamp);
shader->Shade.Set(Shade);
shader->NumShades.Set(NumShades);
shader->VisFactor.Set(VisFactor);
shader->FogEnabled.Set(FogEnabled);
shader->UseColorOnly.Set(UseColorOnly);
shader->UsePalette.Set(UsePalette);
shader->UseDetailMapping.Set(UseDetailMapping);
shader->UseGlowMapping.Set(UseGlowMapping);
shader->NPOTEmulation.Set(NPOTEmulation);
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
shader->ShadeInterpolate.Set(ShadeInterpolate);
shader->Brightness.Set(Brightness);
shader->Fog.Set(Fog);
shader->FogColor.Set(FogColor);
}