raze/source/common/rendering/v_video.h
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

312 lines
9.6 KiB
C++

/*
** 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"
#include "hw_shadowmap.h"
#include "buffers.h"
struct FPortalSceneState;
class FSkyVertexBuffer;
class IIndexBuffer;
class IVertexBuffer;
class IDataBuffer;
class FFlatVertexBuffer;
class HWViewpointBuffer;
class FLightBuffer;
struct HWDrawInfo;
class FMaterial;
class FGameTexture;
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)
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;
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.
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; }
void SetAABBTree(hwrenderer::LevelAABBTree * tree)
{
mShadowMap.SetAABBTree(tree);
}
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() {}
virtual IHardwareTexture *CreateHardwareTexture(int numchannels) { return nullptr; }
virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
virtual FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags);
virtual void BeginFrame() {}
virtual void SetWindowSize(int w, int h) {}
virtual void StartPrecaching() {}
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();
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);
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 ())
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__