mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
516 lines
14 KiB
C++
516 lines
14 KiB
C++
/*
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** glbackend.cpp
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**
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** OpenGL API abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <memory>
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#include "gl_load.h"
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#include "glbackend.h"
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#include "gl_samplers.h"
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#include "gl_shader.h"
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#include "textures.h"
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#include "palette.h"
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#include "imgui.h"
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#include "gamecontrol.h"
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#include "imgui_impl_sdl.h"
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#include "imgui_impl_opengl3.h"
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#include "baselayer.h"
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#include "gl_interface.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "gl_renderer.h"
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float shadediv[MAXPALOOKUPS];
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA };
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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FileReader GetResource(const char* fn)
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{
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auto fr = fileSystem.OpenFileReader(fn, 0);
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if (!fr.isOpen())
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{
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I_Error("Fatal: '%s' not found", fn);
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}
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return fr;
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}
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GLInstance GLInterface;
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GLInstance::GLInstance()
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:palmanager(this)
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{
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}
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void ImGui_Init_Backend();
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ImGuiContext* im_ctx;
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TArray<uint8_t> ttf;
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void GLInstance::Init(int ydim)
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{
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if (!mSamplers)
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{
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mSamplers = new FSamplerManager;
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memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
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}
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//glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
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new(&renderState) PolymostRenderState; // reset to defaults.
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LoadSurfaceShader();
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LoadVPXShader();
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LoadPolymostShader();
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#if 0
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IMGUI_CHECKVERSION();
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im_ctx = ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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ImGui_Init_Backend();
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ImGui_ImplOpenGL3_Init();
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if (!ttf.Size())
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{
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//ttf = fileSystem.LoadFile("engine/Capsmall_clean.ttf", 0);
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ttf = fileSystem.LoadFile("engine/Roboto-Regular.ttf", 0);
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}
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if (ttf.Size()) io.Fonts->AddFontFromMemoryTTF(ttf.Data(), ttf.Size(), std::clamp(ydim / 40, 10, 30));
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#endif
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}
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void GLInstance::LoadPolymostShader()
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{
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auto fr1 = GetResource("engine/shaders/glsl/polymost.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetResource("engine/shaders/glsl/polymost.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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polymostShader = new PolymostShader();
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polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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SetPolymostShader();
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}
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void GLInstance::LoadVPXShader()
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{
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auto fr1 = GetResource("engine/shaders/glsl/animvpx.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetResource("engine/shaders/glsl/animvpx.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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vpxShader = new FShader();
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vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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}
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void GLInstance::LoadSurfaceShader()
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{
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auto fr1 = GetResource("engine/shaders/glsl/glsurface.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetResource("engine/shaders/glsl/glsurface.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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surfaceShader = new SurfaceShader();
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surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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}
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void GLInstance::InitGLState(int fogmode, int multisample)
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{
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glShadeModel(GL_SMOOTH); // GL_FLAT
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glEnable(GL_TEXTURE_2D);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (multisample > 0 )
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{
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//glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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// This is a bad place to call this but without deconstructing the entire render loops in all front ends there is no way to have a well defined spot for this stuff.
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// Before doing that the backend needs to work in some fashion, so we have to make sure everything is set up when the first render call is performed.
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screen->BeginFrame();
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
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}
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void GLInstance::Deinit()
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{
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#if 0
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if (im_ctx)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext(im_ctx);
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}
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#endif
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if (mSamplers) delete mSamplers;
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mSamplers = nullptr;
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if (polymostShader) delete polymostShader;
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polymostShader = nullptr;
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if (surfaceShader) delete surfaceShader;
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surfaceShader = nullptr;
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if (vpxShader) delete vpxShader;
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vpxShader = nullptr;
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activeShader = nullptr;
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palmanager.DeleteAllTextures();
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lastPalswapIndex = -1;
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}
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FHardwareTexture* GLInstance::NewTexture()
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{
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return new FHardwareTexture;
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}
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std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
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{
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Buffer.resize(num);
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return std::make_pair((size_t)0, Buffer.data());
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}
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void GLInstance::RestoreTextureProps()
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{
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// todo: reset everything that's needed to ensure proper functionality
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VSMatrix identity(0);
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if (MatrixChange & 1) GLInterface.SetMatrix(Matrix_Texture, &identity);
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if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &identity);
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MatrixChange = 0;
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}
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static GLint primtypes[] =
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{
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_QUADS,
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GL_LINES
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};
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void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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{
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// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
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bool applied = false;
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if (activeShader == polymostShader)
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{
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glVertexAttrib4fv(2, renderState.Color);
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if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
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renderState.Apply(polymostShader, lastState);
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if (renderState.VertexBuffer != LastVertexBuffer || LastVB_Offset[0] != renderState.VB_Offset[0] || LastVB_Offset[1] != renderState.VB_Offset[1])
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{
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if (renderState.VertexBuffer)
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{
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static_cast<OpenGLRenderer::GLVertexBuffer*>(renderState.VertexBuffer)->Bind(renderState.VB_Offset);
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}
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else glBindBuffer(GL_ARRAY_BUFFER, 0);
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LastVertexBuffer = renderState.VertexBuffer;
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LastVB_Offset[0] = renderState.VB_Offset[0];
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LastVB_Offset[1] = renderState.VB_Offset[1];
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}
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if (renderState.IndexBuffer != LastIndexBuffer)
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{
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if (renderState.IndexBuffer)
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{
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static_cast<OpenGLRenderer::GLIndexBuffer*>(renderState.IndexBuffer)->Bind();
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}
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else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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LastIndexBuffer = renderState.IndexBuffer;
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}
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}
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if (!LastVertexBuffer)
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{
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glBegin(primtypes[type]);
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auto p = &Buffer[start];
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for (size_t i = 0; i < count; i++, p++)
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{
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glVertexAttrib2f(1, p->u, p->v);
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glVertexAttrib3f(0, p->x, p->y, p->z);
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}
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glEnd();
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}
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else if (type != DT_LINES)
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{
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glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t)));
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}
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else
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{
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glDrawArrays(primtypes[type], start, count);
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}
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if (MatrixChange) RestoreTextureProps();
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}
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void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
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{
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if (!tex) return;
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if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
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mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = tex->GetTextureHandle();
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if (texunit == 0) texv = tex;
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}
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void GLInstance::UnbindTexture(int texunit)
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{
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if (LastBoundTextures[texunit] != 0)
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{
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = 0;
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}
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}
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void GLInstance::UnbindAllTextures()
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{
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for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
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{
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UnbindTexture(texunit);
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}
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}
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void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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matrices[num] = *mat;
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switch(num)
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{
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default:
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return;
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case Matrix_View:
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polymostShader->RotMatrix.Set(mat->get());
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break;
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case Matrix_Projection:
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polymostShader->ProjectionMatrix.Set(mat->get());
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break;
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case Matrix_ModelView:
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polymostShader->ModelMatrix.Set(mat->get());
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break;
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case Matrix_Detail:
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polymostShader->DetailMatrix.Set(mat->get());
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break;
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case Matrix_Texture:
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polymostShader->TextureMatrix.Set(mat->get());
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break;
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}
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}
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void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
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{
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glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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}
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void GLInstance::SetPolymostShader()
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{
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if (activeShader != polymostShader)
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{
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polymostShader->Bind();
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activeShader = polymostShader;
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}
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}
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void GLInstance::SetSurfaceShader()
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{
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if (activeShader != surfaceShader)
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{
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surfaceShader->Bind();
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activeShader = surfaceShader;
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}
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}
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void GLInstance::SetVPXShader()
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{
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if (activeShader != vpxShader)
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{
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vpxShader->Bind();
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activeShader = vpxShader;
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}
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}
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void GLInstance::SetPalette(int index)
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{
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palmanager.BindPalette(index);
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}
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void GLInstance::SetPalswap(int index)
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{
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palmanager.BindPalswap(index);
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renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades - 2) : shadediv[index];
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}
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void GLInstance::DrawImGui(ImDrawData* data)
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{
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#if 0
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ImGui_ImplOpenGL3_RenderDrawData(data);
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#endif
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}
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void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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{
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if (StateFlags != oldState.Flags)
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{
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if ((StateFlags ^ oldState.Flags) & STF_DEPTHTEST)
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{
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if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST);
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else glDisable(GL_DEPTH_TEST);
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}
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if ((StateFlags ^ oldState.Flags) & STF_BLEND)
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{
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if (StateFlags & STF_BLEND) glEnable(GL_BLEND);
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else glDisable(GL_BLEND);
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}
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if ((StateFlags ^ oldState.Flags) & STF_MULTISAMPLE)
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{
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if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE);
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else glDisable(GL_MULTISAMPLE);
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}
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if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST|STF_STENCILWRITE))
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{
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if (StateFlags & STF_STENCILWRITE)
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{
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1/*value*/, 0xFF);
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}
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else if (StateFlags & STF_STENCILTEST)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1/*value*/, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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else
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{
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glDisable(GL_STENCIL_TEST);
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}
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}
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if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
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{
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if (StateFlags & (STF_CULLCW | STF_CULLCCW))
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{
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glFrontFace(StateFlags & STF_CULLCW ? GL_CW : GL_CCW);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK); // Cull_Front is not being used.
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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}
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if ((StateFlags ^ oldState.Flags) & STF_COLORMASK)
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{
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if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1);
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else glColorMask(0, 0, 0, 0);
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}
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if ((StateFlags ^ oldState.Flags) & STF_DEPTHMASK)
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{
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if (StateFlags & STF_DEPTHMASK) glDepthMask(1);
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else glDepthMask(0);
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}
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if ((StateFlags ^ oldState.Flags) & STF_WIREFRAME)
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{
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glPolygonMode(GL_FRONT_AND_BACK, (StateFlags & STF_WIREFRAME) ? GL_LINE : GL_FILL);
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}
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if (StateFlags & (STF_CLEARCOLOR| STF_CLEARDEPTH))
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{
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glClearColor(ClearColor.r / 255.f, ClearColor.g / 255.f, ClearColor.b / 255.f, 1.f);
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int bit = 0;
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if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT;
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if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT;
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glClear(bit);
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}
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if (StateFlags & STF_VIEWPORTSET)
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{
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glViewport(vp_x, vp_y, vp_w, vp_h);
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}
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if (StateFlags & STF_SCISSORSET)
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{
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if (sc_x >= 0)
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{
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glScissor(sc_x, sc_y, sc_w, sc_h);
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glEnable(GL_SCISSOR_TEST);
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}
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else
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glDisable(GL_SCISSOR_TEST);
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}
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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oldState.Flags = StateFlags;
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}
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if (Style != oldState.Style)
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{
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glBlendFunc(blendstyles[Style.SrcAlpha], blendstyles[Style.DestAlpha]);
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if (Style.BlendOp != oldState.Style.BlendOp) glBlendEquation(renderops[Style.BlendOp]);
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oldState.Style = Style;
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// Flags are not being checked yet, the current shader has no implementation for them.
|
|
}
|
|
if (DepthFunc != oldState.DepthFunc)
|
|
{
|
|
glDepthFunc(depthf[DepthFunc]);
|
|
oldState.DepthFunc = DepthFunc;
|
|
}
|
|
// Disable brightmaps if non-black fog is used.
|
|
if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
|
|
shader->Flags.Set(Flags);
|
|
shader->Shade.Set(Shade);
|
|
shader->NumShades.Set(NumShades);
|
|
shader->ShadeDiv.Set(ShadeDiv);
|
|
shader->VisFactor.Set(VisFactor);
|
|
shader->Flags.Set(Flags);
|
|
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
|
|
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
|
|
shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
|
|
shader->Brightness.Set(Brightness);
|
|
shader->FogColor.Set(FogColor);
|
|
|
|
}
|
|
|