mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
314 lines
9.3 KiB
C++
314 lines
9.3 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 3 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"
|
|
|
|
EXTERN_CVAR(Bool, cl_capfps)
|
|
|
|
PalEntry GlobalMapFog;
|
|
float GlobalFogDensity;
|
|
|
|
|
|
#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();
|
|
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);
|
|
auto& vp = di->Viewpoint;
|
|
vp = mainvp;
|
|
|
|
di->Set3DViewport(RenderState);
|
|
float flash = 1.f;
|
|
di->Viewpoint.FieldOfView = 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, [&]() { });
|
|
PostProcess.Unclock();
|
|
}
|
|
di->EndDrawInfo();
|
|
if (eyeCount - eye_ix > 1)
|
|
screen->NextEye(eyeCount);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Set up the view point.
|
|
//
|
|
//===========================================================================
|
|
|
|
FRenderViewpoint SetupView(spritetype* cam, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang)
|
|
{
|
|
FRenderViewpoint r_viewpoint{};
|
|
r_viewpoint.CameraSprite = cam;
|
|
r_viewpoint.SectNum = sectnum;
|
|
r_viewpoint.Pos = { position.x / 16.f, position.y / -16.f, position.z / -256.f };
|
|
r_viewpoint.HWAngles.Yaw = -90.f + q16ang(q16angle).asdeg();
|
|
r_viewpoint.HWAngles.Pitch = -HorizToPitch(q16horizon);
|
|
r_viewpoint.HWAngles.Roll = -rollang;
|
|
r_viewpoint.FieldOfView = (float)r_fov;
|
|
r_viewpoint.RotAngle = q16ang(q16angle).asbam();
|
|
return r_viewpoint;
|
|
}
|
|
|
|
|
|
void DoWriteSavePic(FileWriter* file, uint8_t* scr, int width, int height, bool upsidedown)
|
|
{
|
|
int pixelsize = 1;
|
|
|
|
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
|
|
//
|
|
//===========================================================================
|
|
|
|
#if 0
|
|
void WriteSavePic(player_t* player, 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);
|
|
|
|
hw_ClearFakeFlat();
|
|
RenderState.SetVertexBuffer(screen->mVertexData);
|
|
screen->mVertexData->Reset();
|
|
screen->mLights->Clear();
|
|
screen->mViewpoints->Clear();
|
|
|
|
// This shouldn't overwrite the global viewpoint even for a short time.
|
|
FRenderViewpoint savevp;
|
|
sector_t* viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
|
|
RenderState.EnableStencil(false);
|
|
RenderState.SetNoSoftLightLevel();
|
|
|
|
int numpixels = width * height;
|
|
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
|
|
screen->CopyScreenToBuffer(width, height, scr);
|
|
|
|
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, screen->FlipSavePic());
|
|
M_Free(scr);
|
|
|
|
// Switch back the screen render buffers
|
|
screen->SetViewportRects(nullptr);
|
|
screen->SetSaveBuffers(false);
|
|
}
|
|
#endif
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang)
|
|
{
|
|
checkRotatedWalls();
|
|
|
|
if (gl_fogmode == 1) gl_fogmode = 2; // still needed?
|
|
|
|
int16_t sect = sectnum;
|
|
updatesector(position.x, position.y, §);
|
|
if (sect >= 0) sectnum = sect;
|
|
if (sectnum < 0) return;
|
|
|
|
auto RenderState = screen->RenderState();
|
|
RenderState->SetVertexBuffer(screen->mVertexData);
|
|
screen->mVertexData->Reset();
|
|
|
|
FRenderViewpoint r_viewpoint = SetupView(playersprite, position, sectnum, q16angle, q16horizon, rollang);
|
|
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
|
|
|
checkBenchActive();
|
|
|
|
// reset statistics counters
|
|
ResetProfilingData();
|
|
|
|
// Get this before everything else
|
|
if (cl_capfps) r_viewpoint.TicFrac = 1.;
|
|
else r_viewpoint.TicFrac = I_GetTimeFrac();
|
|
|
|
screen->mLights->Clear();
|
|
screen->mViewpoints->Clear();
|
|
|
|
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
|
|
CheckTimer(*RenderState, 0/*ShaderStartTime*/);
|
|
|
|
// now render the main view
|
|
float fovratio;
|
|
float ratio = ActiveRatio(windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y + 1);
|
|
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, false, false);
|
|
All.Unclock();
|
|
}
|