raze/source/common/rendering/v_framebuffer.cpp
Christoph Oelckers ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00

378 lines
11 KiB
C++

/*
** The base framebuffer class
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2018 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 <stdio.h>
#include "v_video.h"
#include "c_dispatch.h"
#include "hardware.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "v_font.h"
#include "v_draw.h"
#include "i_time.h"
#include "v_2ddrawer.h"
/*
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/flatvertices.h"
*/
#include <chrono>
#include <thread>
CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
CVAR(Bool, vid_fps, false, 0)
CVAR(Int, vid_showpalette, 0, 0)
EXTERN_CVAR(Bool, ticker)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, vid_maxfps)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Int, screenblocks)
//==========================================================================
//
// DCanvas :: CalcGamma
//
//==========================================================================
void DFrameBuffer::CalcGamma (float gamma, uint8_t gammalookup[256])
{
// I found this formula on the web at
// <http://panda.mostang.com/sane/sane-gamma.html>,
// but that page no longer exits.
double invgamma = 1.f / gamma;
int i;
for (i = 0; i < 256; i++)
{
gammalookup[i] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5);
}
}
//==========================================================================
//
// DFrameBuffer Constructor
//
// A frame buffer canvas is the most common and represents the image that
// gets drawn to the screen.
//
//==========================================================================
DFrameBuffer::DFrameBuffer (int width, int height)
{
SetSize(width, height);
//mPortalState = new FPortalSceneState;
}
DFrameBuffer::~DFrameBuffer()
{
//delete mPortalState;
}
void DFrameBuffer::SetSize(int width, int height)
{
Width = ViewportScaledWidth(width, height);
Height = ViewportScaledHeight(width, height);
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
uint64_t ms = screen->FrameTime;
uint64_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{
char fpsbuff[40];
int chars;
int rate_x;
int textScale = active_con_scale();
chars = snprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod->AddColorOnlyQuad(rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, 0);
DrawText (twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
uint32_t thisSec = (uint32_t)(ms/1000);
if (LastSec < thisSec)
{
LastCount = FrameCount / (thisSec - LastSec);
LastSec = thisSec;
FrameCount = 0;
}
FrameCount++;
}
LastMS = ms;
}
}
//==========================================================================
//
// Palette stuff.
//
//==========================================================================
void DFrameBuffer::Update()
{
//CheckBench();
int initialWidth = GetClientWidth();
int initialHeight = GetClientHeight();
int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
if (clientWidth < VID_MIN_WIDTH) clientWidth = VID_MIN_WIDTH;
if (clientHeight < VID_MIN_HEIGHT) clientHeight = VID_MIN_HEIGHT;
if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight))
{
SetVirtualSize(clientWidth, clientHeight);
V_OutputResized(clientWidth, clientHeight);
//mVertexData->OutputResized(clientWidth, clientHeight);
}
}
//==========================================================================
//
// DFrameBuffer :: SetVSync
//
// Turns vertical sync on and off, if supported.
//
//==========================================================================
void DFrameBuffer::SetVSync (bool vsync)
{
}
//==========================================================================
//
// DFrameBuffer :: WipeStartScreen
//
// Grabs a copy of the screen currently displayed to serve as the initial
// frame of a screen wipe. Also determines which screenwipe will be
// performed.
//
//==========================================================================
FTexture *DFrameBuffer::WipeStartScreen()
{
return nullptr;
}
//==========================================================================
//
// DFrameBuffer :: WipeEndScreen
//
// Grabs a copy of the most-recently drawn, but not yet displayed, screen
// to serve as the final frame of a screen wipe.
//
//==========================================================================
FTexture *DFrameBuffer::WipeEndScreen()
{
return nullptr;
}
//==========================================================================
//
// Calculates the viewport values needed for 2D and 3D operations
//
//==========================================================================
void DFrameBuffer::SetViewportRects(IntRect *bounds)
{
if (bounds)
{
//mSceneViewport = *bounds;
mScreenViewport = *bounds;
mOutputLetterbox = *bounds;
return;
}
#if 0
// Special handling so the view with a visible status bar displays properly
int height, width;
if (screenblocks >= 10)
{
height = GetHeight();
width = GetWidth();
}
else
{
height = (screenblocks*GetHeight() / 10) & ~7;
width = (screenblocks*GetWidth() / 10);
}
#endif
// Back buffer letterbox for the final output
int clientWidth = GetClientWidth();
int clientHeight = GetClientHeight();
if (clientWidth == 0 || clientHeight == 0)
{
// When window is minimized there may not be any client area.
// Pretend to the rest of the render code that we just have a very small window.
clientWidth = 160;
clientHeight = 120;
}
int screenWidth = GetWidth();
int screenHeight = GetHeight();
float scaleX, scaleY;
if (ViewportIsScaled43())
{
scaleX = std::min(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f));
scaleY = scaleX * 1.2f;
}
else
{
scaleX = std::min(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight);
scaleY = scaleX;
}
mOutputLetterbox.width = (int)round(screenWidth * scaleX);
mOutputLetterbox.height = (int)round(screenHeight * scaleY);
mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
// The entire renderable area, including the 2D HUD
mScreenViewport.left = 0;
mScreenViewport.top = 0;
mScreenViewport.width = screenWidth;
mScreenViewport.height = screenHeight;
#if 0
// Viewport for the 3D scene
mSceneViewport.left = viewwindowx;
mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
mSceneViewport.width = viewwidth;
mSceneViewport.height = height;
#else
// For now use the full screen. This needs to be done better.
mSceneViewport = mScreenViewport;
#endif
// Scale viewports to fit letterbox
bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) &&
(mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) &&
!ViewportIsScaled43());
if (gl_scale_viewport && !IsFullscreen() && notScaled)
{
mScreenViewport.width = mOutputLetterbox.width;
mScreenViewport.height = mOutputLetterbox.height;
mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
}
}
//===========================================================================
//
// Calculates the OpenGL window coordinates for a zdoom screen position
//
//===========================================================================
int DFrameBuffer::ScreenToWindowX(int x)
{
return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)GetWidth());
}
int DFrameBuffer::ScreenToWindowY(int y)
{
return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)GetHeight());
}
void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
{
int letterboxX = mOutputLetterbox.left;
int letterboxY = mOutputLetterbox.top;
int letterboxWidth = mOutputLetterbox.width;
int letterboxHeight = mOutputLetterbox.height;
x = int16_t((x - letterboxX) * Width / letterboxWidth);
y = int16_t((y - letterboxY) * Height / letterboxHeight);
}
void DFrameBuffer::FPSLimit()
{
#if 0 // This doesn't work with Build games.
using namespace std::chrono;
using namespace std::this_thread;
if (vid_maxfps <= 0 || cl_capfps)
return;
uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps;
while (true)
{
fpsLimitTime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
int64_t timeToWait = targetWakeTime - fpsLimitTime;
if (timeToWait > 1'000'000 || timeToWait <= 0)
{
break;
}
if (timeToWait <= 2'000)
{
// We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses.
// Yield execution and check time again.
sleep_for(nanoseconds(0));
}
else
{
// Sleep, but try to wake before deadline.
sleep_for(microseconds(timeToWait - 2'000));
}
}
#endif
}