mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-24 11:30:54 +00:00
391 lines
12 KiB
C++
391 lines
12 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2004-2016 Christoph Oelckers
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser 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 Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
/*
|
|
** gl_scene.cpp
|
|
** manages the rendering of the player's view
|
|
**
|
|
*/
|
|
|
|
#include "gi.h"
|
|
#include "build.h"
|
|
#include "v_draw.h"
|
|
//#include "a_dynlight.h"
|
|
#include "v_video.h"
|
|
#include "m_png.h"
|
|
#include "i_time.h"
|
|
#include "hw_dynlightdata.h"
|
|
#include "hw_clock.h"
|
|
#include "flatvertices.h"
|
|
|
|
#include "hw_renderstate.h"
|
|
#include "hw_lightbuffer.h"
|
|
#include "hw_cvars.h"
|
|
#include "hw_viewpointbuffer.h"
|
|
#include "hw_clipper.h"
|
|
//#include "hwrenderer/scene/hw_portal.h"
|
|
#include "hw_vrmodes.h"
|
|
|
|
#include "hw_drawstructs.h"
|
|
#include "hw_drawlist.h"
|
|
#include "hw_drawinfo.h"
|
|
#include "gamecvars.h"
|
|
#include "render.h"
|
|
#include "gamestruct.h"
|
|
#include "gamehud.h"
|
|
|
|
EXTERN_CVAR(Bool, cl_capfps)
|
|
|
|
PalEntry GlobalMapFog;
|
|
float GlobalFogDensity = 350.f;
|
|
TArray<PortalDesc> allPortals;
|
|
void Draw2D(F2DDrawer* drawer, FRenderState& state);
|
|
|
|
CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
|
|
bool hw_int_useindexedcolortextures;
|
|
CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
|
|
{
|
|
if (screen) screen->SetTextureFilterMode();
|
|
}
|
|
CVARD(Bool, hw_models, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model rendering")
|
|
|
|
|
|
|
|
#if 0
|
|
void CollectLights(FLevelLocals* Level)
|
|
{
|
|
IShadowMap* sm = &screen->mShadowMap;
|
|
int lightindex = 0;
|
|
|
|
// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
|
|
for (auto light = Level->lights; light; light = light->next)
|
|
{
|
|
IShadowMap::LightsProcessed++;
|
|
if (light->shadowmapped && light->IsActive() && lightindex < 1024)
|
|
{
|
|
IShadowMap::LightsShadowmapped++;
|
|
|
|
light->mShadowmapIndex = lightindex;
|
|
sm->SetLight(lightindex, (float)light->X(), (float)light->Y(), (float)light->Z(), light->GetRadius());
|
|
lightindex++;
|
|
}
|
|
else
|
|
{
|
|
light->mShadowmapIndex = 1024;
|
|
}
|
|
|
|
}
|
|
|
|
for (; lightindex < 1024; lightindex++)
|
|
{
|
|
sm->SetLight(lightindex, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Renders one viewpoint in a scene
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
|
|
{
|
|
auto& RenderState = *screen->RenderState();
|
|
|
|
/*
|
|
if (mainview && toscreen)
|
|
{
|
|
screen->SetAABBTree(camera->Level->aabbTree);
|
|
screen->mShadowMap.SetCollectLights([=] {
|
|
CollectLights(camera->Level);
|
|
});
|
|
screen->UpdateShadowMap();
|
|
}
|
|
*/
|
|
|
|
// Render (potentially) multiple views for stereo 3d
|
|
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
|
|
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
|
|
const int eyeCount = vrmode->mEyeCount;
|
|
screen->FirstEye();
|
|
hw_int_useindexedcolortextures = eyeCount > 1? false : *hw_useindexedcolortextures;
|
|
|
|
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
|
|
{
|
|
const auto& eye = vrmode->mEyes[eye_ix];
|
|
screen->SetViewportRects(bounds);
|
|
|
|
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
|
|
{
|
|
bool useSSAO = (gl_ssao != 0);
|
|
screen->SetSceneRenderTarget(useSSAO);
|
|
RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
|
|
RenderState.EnableDrawBuffers(RenderState.GetPassDrawBufferCount(), true);
|
|
}
|
|
|
|
auto di = HWDrawInfo::StartDrawInfo(nullptr, mainvp, nullptr);
|
|
di->SetVisibility();
|
|
auto& vp = di->Viewpoint;
|
|
vp = mainvp;
|
|
|
|
di->Set3DViewport(RenderState);
|
|
float flash = 8.f / (r_scenebrightness + 8.f);
|
|
di->Viewpoint.FieldOfView = FAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
|
|
|
|
// Stereo mode specific perspective projection
|
|
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
|
|
// Stereo mode specific viewpoint adjustment
|
|
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
|
|
di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
|
|
|
|
di->ProcessScene(toscreen);
|
|
|
|
if (mainview)
|
|
{
|
|
PostProcess.Clock();
|
|
if (toscreen) di->EndDrawScene(RenderState); // do not call this for camera textures.
|
|
|
|
if (RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
|
|
{
|
|
RenderState.SetPassType(NORMAL_PASS);
|
|
RenderState.EnableDrawBuffers(1);
|
|
}
|
|
|
|
screen->PostProcessScene(false, CM_DEFAULT, flash, []() {
|
|
hw_int_useindexedcolortextures = false;
|
|
PostProcess.Unclock();
|
|
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
|
|
PostProcess.Clock();
|
|
});
|
|
PostProcess.Unclock();
|
|
}
|
|
di->EndDrawInfo();
|
|
if (eyeCount - eye_ix > 1)
|
|
screen->NextEye(eyeCount);
|
|
}
|
|
hw_int_useindexedcolortextures = false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Set up the view point.
|
|
//
|
|
//===========================================================================
|
|
|
|
FRenderViewpoint SetupViewpoint(DCoreActor* cam, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, float fov = -1)
|
|
{
|
|
FRenderViewpoint r_viewpoint{};
|
|
r_viewpoint.CameraActor = cam;
|
|
r_viewpoint.SectNums = nullptr;
|
|
r_viewpoint.SectCount = sectnum;
|
|
r_viewpoint.Pos = { position.X, -position.Y, -position.Z };
|
|
r_viewpoint.HWAngles.Yaw = FAngle::fromDeg(-90.f + (float)angle.Degrees());
|
|
r_viewpoint.HWAngles.Pitch = FAngle::fromDeg(-horizon.aspitch());
|
|
r_viewpoint.HWAngles.Roll = FAngle::fromDeg(-(float)rollang.Degrees());
|
|
r_viewpoint.FieldOfView = FAngle::fromDeg(fov > 0? fov : (float)r_fov);
|
|
r_viewpoint.RotAngle = angle.BAMs();
|
|
double FocalTangent = tan(r_viewpoint.FieldOfView.Radians() / 2);
|
|
DAngle an = DAngle::fromDeg(270. - r_viewpoint.HWAngles.Yaw.Degrees());
|
|
r_viewpoint.TanSin = FocalTangent * an.Sin();
|
|
r_viewpoint.TanCos = FocalTangent * an.Cos();
|
|
r_viewpoint.ViewVector = an.ToVector();
|
|
return r_viewpoint;
|
|
}
|
|
|
|
|
|
void DoWriteSavePic(FileWriter* file, uint8_t* scr, int width, int height, bool upsidedown)
|
|
{
|
|
int pixelsize = 3;
|
|
|
|
int pitch = width * pixelsize;
|
|
if (upsidedown)
|
|
{
|
|
scr += ((height - 1) * width * pixelsize);
|
|
pitch *= -1;
|
|
}
|
|
|
|
M_CreatePNG(file, scr, nullptr, SS_RGB, width, height, pitch, vid_gamma);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Render the view to a savegame picture
|
|
//
|
|
// Currently a bit messy because the game side still needs to be able to
|
|
// handle Polymost.
|
|
//
|
|
//===========================================================================
|
|
bool writingsavepic;
|
|
FileWriter* savefile;
|
|
int savewidth, saveheight;
|
|
|
|
void WriteSavePic(FileWriter* file, int width, int height)
|
|
{
|
|
writingsavepic = true;
|
|
savefile = file;
|
|
savewidth = width;
|
|
saveheight = height;
|
|
/*bool didit =*/ gi->GenerateSavePic();
|
|
writingsavepic = false;
|
|
}
|
|
|
|
void RenderToSavePic(FRenderViewpoint& vp, FileWriter* file, int width, int height)
|
|
{
|
|
IntRect bounds;
|
|
bounds.left = 0;
|
|
bounds.top = 0;
|
|
bounds.width = width;
|
|
bounds.height = height;
|
|
auto& RenderState = *screen->RenderState();
|
|
|
|
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
|
screen->WaitForCommands(false);
|
|
|
|
// Switch to render buffers dimensioned for the savepic
|
|
screen->SetSaveBuffers(true);
|
|
screen->ImageTransitionScene(true);
|
|
|
|
RenderState.SetVertexBuffer(screen->mVertexData);
|
|
screen->mVertexData->Reset();
|
|
screen->mLights->Clear();
|
|
screen->mViewpoints->Clear();
|
|
|
|
twodpsp.Clear();
|
|
|
|
RenderViewpoint(vp, &bounds, vp.FieldOfView.Degrees(), 1.333f, 1.333f, true, false);
|
|
|
|
|
|
int numpixels = width * height;
|
|
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
|
|
screen->CopyScreenToBuffer(width, height, scr);
|
|
|
|
DoWriteSavePic(file, scr, width, height, screen->FlipSavePic());
|
|
M_Free(scr);
|
|
|
|
// Switch back the screen render buffers
|
|
screen->SetViewportRects(nullptr);
|
|
screen->SetSaveBuffers(false);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Renders the main view
|
|
//
|
|
//===========================================================================
|
|
|
|
static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
|
|
{
|
|
// if firstFrame is not yet initialized, initialize it to current time
|
|
// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
|
|
if ((state.firstFrame == 0) || (screen->FrameTime - state.firstFrame >= 1 << 24) || ShaderStartTime >= state.firstFrame)
|
|
state.firstFrame = screen->FrameTime;
|
|
}
|
|
|
|
|
|
void animatecamsprite(double s);
|
|
|
|
|
|
void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double interpfrac, float fov)
|
|
{
|
|
checkRotatedWalls();
|
|
|
|
updatesector(position, §num);
|
|
if (sectnum < 0) return;
|
|
|
|
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
|
checkBenchActive();
|
|
|
|
// reset statistics counters
|
|
ResetProfilingData();
|
|
|
|
// Get this before everything else
|
|
FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang, fov);
|
|
r_viewpoint.TicFrac = !cl_capfps ? interpfrac : 1.;
|
|
|
|
screen->mLights->Clear();
|
|
screen->mViewpoints->Clear();
|
|
screen->mVertexData->Reset();
|
|
|
|
if (writingsavepic) // hack alert! The save code should not go through render_drawrooms, but we can only clean up the game side when Polymost is gone for good.
|
|
{
|
|
RenderToSavePic(r_viewpoint, savefile, savewidth, saveheight);
|
|
return;
|
|
}
|
|
|
|
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
|
|
auto RenderState = screen->RenderState();
|
|
CheckTimer(*RenderState, 0/*ShaderStartTime*/);
|
|
|
|
// prepare all camera textures that have been used in the last frame.
|
|
gi->UpdateCameras(r_viewpoint.TicFrac);
|
|
|
|
RenderState->SetVertexBuffer(screen->mVertexData);
|
|
|
|
// now render the main view
|
|
float fovratio;
|
|
float ratio = ActiveRatio(screen->GetWidth(), screen->GetHeight());
|
|
if (ratio >= 1.33f)
|
|
{
|
|
fovratio = 1.33f;
|
|
}
|
|
else
|
|
{
|
|
fovratio = ratio;
|
|
}
|
|
|
|
screen->ImageTransitionScene(true); // Only relevant for Vulkan.
|
|
|
|
RenderViewpoint(r_viewpoint, nullptr, r_viewpoint.FieldOfView.Degrees(), ratio, fovratio, true, true);
|
|
All.Unclock();
|
|
}
|
|
|
|
void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double interpfrac)
|
|
{
|
|
updatesector(position, §);
|
|
if (!sect) return;
|
|
|
|
screen->RenderState()->SetVertexBuffer(screen->mVertexData);
|
|
|
|
// now render the main view
|
|
float ratio = camtex->GetDisplayWidth() / camtex->GetDisplayHeight();
|
|
|
|
FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang);
|
|
r_viewpoint.TicFrac = !cl_capfps ? interpfrac : 1.;
|
|
|
|
RenderViewpoint(r_viewpoint, &rect, r_viewpoint.FieldOfView.Degrees(), ratio, ratio, false, false);
|
|
All.Unclock();
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* key, PortalDesc& obj, PortalDesc* defval)
|
|
{
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("type", obj.type)
|
|
("dx", obj.dx)
|
|
("dy", obj.dy)
|
|
("dz", obj.dz)
|
|
("targets", obj.targets)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|