raze/source/common/rendering/gl/gl_framebuffer.cpp
Christoph Oelckers 84173ee09b - backend update from GZDoom.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00

614 lines
18 KiB
C++

/*
** gl_framebuffer.cpp
** Implementation of the non-hardware specific parts of the
** OpenGL frame buffer
**
**---------------------------------------------------------------------------
** Copyright 2010-2020 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include "gl_system.h"
#include "v_video.h"
#include "m_png.h"
#include "i_time.h"
#include "gl_interface.h"
#include "gl_framebuffer.h"
#include "gl_renderer.h"
#include "gl_renderbuffers.h"
#include "gl_samplers.h"
#include "hw_clock.h"
#include "hw_vrmodes.h"
#include "hw_skydome.h"
#include "hw_viewpointbuffer.h"
#include "hw_lightbuffer.h"
#include "gl_shaderprogram.h"
#include "gl_debug.h"
#include "r_videoscale.h"
#include "gl_buffers.h"
#include "gl_postprocessstate.h"
#include "v_draw.h"
#include "printf.h"
#include "gl_hwtexture.h"
#include "flatvertices.h"
#include "hw_cvars.h"
EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Int, gl_pipeline_depth);
void gl_LoadExtensions();
void gl_PrintStartupLog();
extern bool vid_hdr_active;
namespace OpenGLRenderer
{
FGLRenderer *GLRenderer;
//==========================================================================
//
//
//
//==========================================================================
OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
Super(hMonitor, fullscreen)
{
// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
Super::SetVSync(vid_vsync);
FHardwareTexture::InitGlobalState();
// Make sure all global variables tracking OpenGL context state are reset..
gl_RenderState.Reset();
GLRenderer = nullptr;
}
OpenGLFrameBuffer::~OpenGLFrameBuffer()
{
PPResource::ResetAll();
if (mVertexData != nullptr) delete mVertexData;
if (mSkyData != nullptr) delete mSkyData;
if (mViewpoints != nullptr) delete mViewpoints;
if (mLights != nullptr) delete mLights;
mShadowMap.Reset();
if (GLRenderer)
{
delete GLRenderer;
GLRenderer = nullptr;
}
}
//==========================================================================
//
// Initializes the GL renderer
//
//==========================================================================
void OpenGLFrameBuffer::InitializeState()
{
static bool first=true;
if (first)
{
if (ogl_LoadFunctions() == ogl_LOAD_FAILED)
{
I_FatalError("Failed to load OpenGL functions.");
}
}
gl_LoadExtensions();
mPipelineNbr = clamp(*gl_pipeline_depth, 1, HW_MAX_PIPELINE_BUFFERS);
mPipelineType = gl_pipeline_depth > 0;
// Move some state to the framebuffer object for easier access.
hwcaps = gl.flags;
glslversion = gl.glslversion;
uniformblockalignment = gl.uniformblockalignment;
maxuniformblock = gl.maxuniformblock;
vendorstring = gl.vendorstring;
if (first)
{
first=false;
gl_PrintStartupLog();
}
glDepthFunc(GL_LESS);
glEnable(GL_DITHER);
glDisable(GL_CULL_FACE);
glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_CLAMP);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetViewportRects(nullptr);
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight(), screen->mPipelineNbr);
mSkyData = new FSkyVertexBuffer;
mViewpoints = new HWViewpointBuffer(screen->mPipelineNbr);
mLights = new FLightBuffer(screen->mPipelineNbr);
GLRenderer = new FGLRenderer(this);
GLRenderer->Initialize(GetWidth(), GetHeight());
static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
mDebug = std::make_shared<FGLDebug>();
mDebug->Update();
}
//==========================================================================
//
// Updates the screen
//
//==========================================================================
void OpenGLFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
GLRenderer->Flush();
Flush3D.Unclock();
Swap();
Super::Update();
}
void OpenGLFrameBuffer::CopyScreenToBuffer(int width, int height, uint8_t* scr)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
GLRenderer->CopyToBackbuffer(&bounds, false);
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
glFinish();
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
}
//===========================================================================
//
// Camera texture rendering
//
//===========================================================================
void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
GLRenderer->StartOffscreen();
GLRenderer->BindToFrameBuffer(tex);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(tex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(tex->GetHeight());
renderFunc(bounds);
GLRenderer->EndOffscreen();
tex->SetUpdated(true);
static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
}
//===========================================================================
//
//
//
//===========================================================================
const char* OpenGLFrameBuffer::DeviceName() const
{
return gl.modelstring;
}
//==========================================================================
//
// Swap the buffers
//
//==========================================================================
CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
void OpenGLFrameBuffer::Swap()
{
bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
Finish.Reset();
Finish.Clock();
if (gl_pipeline_depth < 1)
{
if (swapbefore) glFinish();
FPSLimit();
SwapBuffers();
if (!swapbefore) glFinish();
}
else
{
mVertexData->DropSync();
FPSLimit();
SwapBuffers();
mVertexData->NextPipelineBuffer();
mVertexData->WaitSync();
RenderState()->SetVertexBuffer(screen->mVertexData); // Needed for Raze because it does not reset it
}
Finish.Unclock();
camtexcount = 0;
FHardwareTexture::UnbindAll();
gl_RenderState.ClearLastMaterial();
mDebug->Update();
}
//==========================================================================
//
// Enable/disable vertical sync
//
//==========================================================================
void OpenGLFrameBuffer::SetVSync(bool vsync)
{
// Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object.
GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
Super::SetVSync(vsync);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding);
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding);
}
//===========================================================================
//
//
//===========================================================================
void OpenGLFrameBuffer::SetTextureFilterMode()
{
if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
}
IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(int numchannels)
{
return new FHardwareTexture(numchannels);
}
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
int numLayers = mat->NumLayers();
MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
if (base->BindOrCreate(layer->layerTexture, 0, CLAMP_NONE, translation, layer->scaleFlags))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->BindOrCreate(layer->layerTexture, i, CLAMP_NONE, 0, layer->scaleFlags);
}
}
// unbind everything.
FHardwareTexture::UnbindAll();
gl_RenderState.ClearLastMaterial();
}
IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()
{
return new GLVertexBuffer;
}
IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
{
return new GLIndexBuffer;
}
IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
{
return new GLDataBuffer(bindingpoint, ssbo);
}
void OpenGLFrameBuffer::BlurScene(float amount)
{
GLRenderer->BlurScene(amount);
}
void OpenGLFrameBuffer::InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData)
{
if (LMTextureData.Size() > 0)
{
GLint activeTex = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0 + 17);
if (GLRenderer->mLightMapID == 0)
glGenTextures(1, (GLuint*)&GLRenderer->mLightMapID);
glBindTexture(GL_TEXTURE_2D_ARRAY, GLRenderer->mLightMapID);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB16F, LMTextureSize, LMTextureSize, LMTextureCount, 0, GL_RGB, GL_HALF_FLOAT, &LMTextureData[0]);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glActiveTexture(activeTex);
LMTextureData.Reset(); // We no longer need this, release the memory
}
}
void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
{
Super::SetViewportRects(bounds);
if (!bounds)
{
auto vrmode = VRMode::GetVRMode(true);
vrmode->AdjustViewport(this);
}
}
void OpenGLFrameBuffer::UpdatePalette()
{
if (GLRenderer)
GLRenderer->ClearTonemapPalette();
}
FRenderState* OpenGLFrameBuffer::RenderState()
{
return &gl_RenderState;
}
void OpenGLFrameBuffer::AmbientOccludeScene(float m5)
{
gl_RenderState.EnableDrawBuffers(1);
GLRenderer->AmbientOccludeScene(m5);
glViewport(screen->mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
GLRenderer->mBuffers->BindSceneFB(true);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
}
void OpenGLFrameBuffer::FirstEye()
{
GLRenderer->mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
}
void OpenGLFrameBuffer::NextEye(int eyecount)
{
GLRenderer->mBuffers->NextEye(eyecount);
}
void OpenGLFrameBuffer::SetSceneRenderTarget(bool useSSAO)
{
GLRenderer->mBuffers->BindSceneFB(useSSAO);
}
void OpenGLFrameBuffer::UpdateShadowMap()
{
if (mShadowMap.PerformUpdate())
{
FGLDebug::PushGroup("ShadowMap");
FGLPostProcessState savedState;
static_cast<GLDataBuffer*>(screen->mShadowMap.mLightList)->BindBase();
static_cast<GLDataBuffer*>(screen->mShadowMap.mNodesBuffer)->BindBase();
static_cast<GLDataBuffer*>(screen->mShadowMap.mLinesBuffer)->BindBase();
GLRenderer->mBuffers->BindShadowMapFB();
GLRenderer->mShadowMapShader->Bind();
GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
GLRenderer->mShadowMapShader->Uniforms->NodesCount = screen->mShadowMap.NodesCount();
GLRenderer->mShadowMapShader->Uniforms.SetData();
static_cast<GLDataBuffer*>(GLRenderer->mShadowMapShader->Uniforms.GetBuffer())->BindBase();
glViewport(0, 0, gl_shadowmap_quality, 1024);
GLRenderer->RenderScreenQuad();
const auto& viewport = screen->mScreenViewport;
glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
GLRenderer->mBuffers->BindShadowMapTexture(16);
FGLDebug::PopGroup();
screen->mShadowMap.FinishUpdate();
}
}
void OpenGLFrameBuffer::WaitForCommands(bool finish)
{
glFinish();
}
void OpenGLFrameBuffer::SetSaveBuffers(bool yes)
{
if (!GLRenderer) return;
if (yes) GLRenderer->mBuffers = GLRenderer->mSaveBuffers;
else GLRenderer->mBuffers = GLRenderer->mScreenBuffers;
}
//===========================================================================
//
//
//
//===========================================================================
void OpenGLFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
if (GLRenderer != nullptr)
GLRenderer->BeginFrame();
}
//===========================================================================
//
// Takes a screenshot
//
//===========================================================================
TArray<uint8_t> OpenGLFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
const auto &viewport = mOutputLetterbox;
// Grab what is in the back buffer.
// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
TArray<uint8_t> pixels;
pixels.Resize(viewport.width * viewport.height * 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
// Copy to screenshot buffer:
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
float rcpWidth = 1.0f / w;
float rcpHeight = 1.0f / h;
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
float u = (x + 0.5f) * rcpWidth;
float v = (y + 0.5f) * rcpHeight;
int sx = u * viewport.width;
int sy = v * viewport.height;
int sindex = (sx + sy * viewport.width) * 3;
int dindex = (x + (h - y - 1) * w) * 3;
ScreenshotBuffer[dindex] = pixels[sindex];
ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
}
}
pitch = w * 3;
color_type = SS_RGB;
// Screenshot should not use gamma correction if it was already applied to rendered image
gamma = 1;
if (vid_hdr_active && vid_fullscreen)
gamma *= 2.2f;
return ScreenshotBuffer;
}
//===========================================================================
//
// 2D drawing
//
//===========================================================================
void OpenGLFrameBuffer::Draw2D()
{
if (GLRenderer != nullptr)
{
GLRenderer->mBuffers->BindCurrentFB();
::Draw2D(twod, gl_RenderState);
}
}
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
bool OpenGLFrameBuffer::CompileNextShader()
{
return GLRenderer->mShaderManager->CompileNextShader();
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeStartScreen
//
// Called before the current screen has started rendering. This needs to
// save what was drawn the previous frame so that it can be animated into
// what gets drawn this frame.
//
//==========================================================================
FTexture *OpenGLFrameBuffer::WipeStartScreen()
{
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, "WipeStartScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
return tex;
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeEndScreen
//
// The screen we want to animate to has just been drawn.
//
//==========================================================================
FTexture *OpenGLFrameBuffer::WipeEndScreen()
{
GLRenderer->Flush();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, "WipeEndScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
return tex;
}
}