mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 09:21:12 +00:00
b7c7328cdd
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
503 lines
14 KiB
C++
503 lines
14 KiB
C++
/*
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** Softpoly backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "v_video.h"
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#include "m_png.h"
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#include "r_videoscale.h"
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#include "i_time.h"
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#include "v_text.h"
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#include "i_video.h"
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#include "v_draw.h"
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#include "hw_clock.h"
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#include "hw_vrmodes.h"
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#include "hw_cvars.h"
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#include "hw_skydome.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "flatvertices.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hw_lightbuffer.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "poly_framebuffer.h"
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#include "poly_buffers.h"
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#include "poly_renderstate.h"
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#include "poly_hwtexture.h"
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#include "engineerrors.h"
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void Draw2D(F2DDrawer *drawer, FRenderState &state);
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extern int rendered_commandbuffers;
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extern int current_rendered_commandbuffers;
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extern bool gpuStatActive;
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extern bool keepGpuStatActive;
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extern FString gpuStatOutput;
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PolyFrameBuffer::PolyFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen)
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{
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I_PolyPresentInit();
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}
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PolyFrameBuffer::~PolyFrameBuffer()
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{
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// screen is already null at this point, but PolyHardwareTexture::ResetAll needs it during clean up. Is there a better way we can do this?
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auto tmp = screen;
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screen = this;
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PolyHardwareTexture::ResetAll();
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PolyBuffer::ResetAll();
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PPResource::ResetAll();
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delete mScreenQuad.VertexBuffer;
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delete mScreenQuad.IndexBuffer;
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delete mVertexData;
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delete mSkyData;
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delete mViewpoints;
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delete mLights;
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mShadowMap.Reset();
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screen = tmp;
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I_PolyPresentDeinit();
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}
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void PolyFrameBuffer::InitializeState()
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{
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vendorstring = "Poly";
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hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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glslversion = 4.50f;
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uniformblockalignment = 1;
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maxuniformblock = 0x7fffffff;
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mRenderState.reset(new PolyRenderState());
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mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
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mSkyData = new FSkyVertexBuffer;
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mViewpoints = new HWViewpointBuffer;
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mLights = new FLightBuffer();
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static const FVertexBufferAttribute format[] =
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{
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(ScreenQuadVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(ScreenQuadVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(ScreenQuadVertex, color0) }
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};
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uint32_t indices[6] = { 0, 1, 2, 1, 3, 2 };
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mScreenQuad.VertexBuffer = screen->CreateVertexBuffer();
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mScreenQuad.VertexBuffer->SetFormat(1, 3, sizeof(ScreenQuadVertex), format);
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mScreenQuad.IndexBuffer = screen->CreateIndexBuffer();
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mScreenQuad.IndexBuffer->SetData(6 * sizeof(uint32_t), indices, BufferUsageType::Stream);
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CheckCanvas();
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}
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void PolyFrameBuffer::CheckCanvas()
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{
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if (!mCanvas || mCanvas->GetWidth() != GetWidth() || mCanvas->GetHeight() != GetHeight())
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{
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FlushDrawCommands();
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DrawerThreads::WaitForWorkers();
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mCanvas.reset(new DCanvas(0, 0, true));
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mCanvas->Resize(GetWidth(), GetHeight(), false);
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mDepthStencil.reset();
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mDepthStencil.reset(new PolyDepthStencil(GetWidth(), GetHeight()));
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mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil(), true);
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}
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}
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PolyCommandBuffer *PolyFrameBuffer::GetDrawCommands()
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{
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if (!mDrawCommands)
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{
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mDrawCommands.reset(new PolyCommandBuffer(&mFrameMemory));
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mDrawCommands->SetLightBuffer(mLightBuffer->Memory());
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}
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return mDrawCommands.get();
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}
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void PolyFrameBuffer::FlushDrawCommands()
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{
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mRenderState->EndRenderPass();
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if (mDrawCommands)
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{
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mDrawCommands->Submit();
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mDrawCommands.reset();
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}
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_saturation)
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void PolyFrameBuffer::Update()
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{
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twoD.Reset();
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Flush3D.Reset();
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Flush3D.Clock();
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Draw2D();
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twod->Clear();
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Flush3D.Unclock();
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FlushDrawCommands();
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if (mCanvas)
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{
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int w = mCanvas->GetWidth();
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int h = mCanvas->GetHeight();
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int pixelsize = 4;
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const uint8_t *src = (const uint8_t*)mCanvas->GetPixels();
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int pitch = 0;
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uint8_t *dst = I_PolyPresentLock(w, h, cur_vsync, pitch);
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if (dst)
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{
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#if 1
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// [GEC] with the help of dpJudas a new system of copying and applying gamma in the video buffer
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auto copyqueue = std::make_shared<DrawerCommandQueue>(&mFrameMemory);
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copyqueue->Push<CopyAndApplyGammaCommand>(dst, pitch / pixelsize, src, w, h, w, vid_gamma, vid_contrast, vid_brightness, vid_saturation);
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DrawerThreads::Execute(copyqueue);
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#else
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for (int y = 0; y < h; y++)
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{
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memcpy(dst + y * pitch, src + y * w * pixelsize, w * pixelsize);
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}
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#endif
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DrawerThreads::WaitForWorkers();
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I_PolyPresentUnlock(mOutputLetterbox.left, mOutputLetterbox.top, mOutputLetterbox.width, mOutputLetterbox.height);
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}
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FPSLimit();
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}
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DrawerThreads::WaitForWorkers();
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mFrameMemory.Clear();
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FrameDeleteList.Buffers.clear();
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FrameDeleteList.Images.clear();
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CheckCanvas();
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Super::Update();
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}
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void PolyFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
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{
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auto BaseLayer = static_cast<PolyHardwareTexture*>(tex->GetHardwareTexture(0, 0));
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DCanvas *image = BaseLayer->GetImage(tex, 0, 0);
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PolyDepthStencil *depthStencil = BaseLayer->GetDepthStencil(tex);
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mRenderState->SetRenderTarget(image, depthStencil, false);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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bounds.width = min(tex->GetWidth(), image->GetWidth());
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bounds.height = min(tex->GetHeight(), image->GetHeight());
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renderFunc(bounds);
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FlushDrawCommands();
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DrawerThreads::WaitForWorkers();
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mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil(), true);
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tex->SetUpdated(true);
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}
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static uint8_t ToIntColorComponent(float v)
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{
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return clamp((int)(v * 255.0f + 0.5f), 0, 255);
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}
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void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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afterBloomDrawEndScene2D();
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if (fixedcm >= CM_FIRSTSPECIALCOLORMAP && fixedcm < CM_MAXCOLORMAP)
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{
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FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
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mRenderState->SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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screen->mViewpoints->Set2D(*mRenderState, screen->GetWidth(), screen->GetHeight());
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ScreenQuadVertex vertices[4] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ (float)mScreenViewport.width, 0.0f, 1.0f, 0.0f },
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{ 0.0f, (float)mScreenViewport.height, 0.0f, 1.0f },
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{ (float)mScreenViewport.width, (float)mScreenViewport.height, 1.0f, 1.0f }
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};
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mScreenQuad.VertexBuffer->SetData(4 * sizeof(ScreenQuadVertex), vertices, BufferUsageType::Stream);
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mRenderState->SetVertexBuffer(mScreenQuad.VertexBuffer, 0, 0);
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mRenderState->SetIndexBuffer(mScreenQuad.IndexBuffer);
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mRenderState->SetObjectColor(PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f)));
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mRenderState->SetAddColor(PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f)));
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mRenderState->EnableDepthTest(false);
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mRenderState->EnableMultisampling(false);
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mRenderState->SetCulling(Cull_None);
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mRenderState->SetScissor(-1, -1, -1, -1);
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mRenderState->SetColor(1, 1, 1, 1);
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mRenderState->AlphaFunc(Alpha_GEqual, 0.f);
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mRenderState->EnableTexture(false);
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mRenderState->SetColormapShader(true);
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mRenderState->DrawIndexed(DT_Triangles, 0, 6);
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mRenderState->SetColormapShader(false);
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mRenderState->SetObjectColor(0xffffffff);
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mRenderState->SetAddColor(0);
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mRenderState->SetVertexBuffer(screen->mVertexData);
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mRenderState->EnableTexture(true);
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mRenderState->ResetColor();
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}
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}
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void PolyFrameBuffer::SetVSync(bool vsync)
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{
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cur_vsync = vsync;
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}
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FRenderState* PolyFrameBuffer::RenderState()
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{
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return mRenderState.get();
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}
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void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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MaterialLayerInfo* layer;
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auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
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int numLayers = mat->NumLayers();
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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systex->GetImage(layer->layerTexture, 0, layer->scaleFlags); // fixme: Upscale flags must be disabled for certain layers.
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}
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}
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IHardwareTexture *PolyFrameBuffer::CreateHardwareTexture(int numchannels)
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{
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return new PolyHardwareTexture();
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}
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IVertexBuffer *PolyFrameBuffer::CreateVertexBuffer()
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{
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return new PolyVertexBuffer();
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}
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IIndexBuffer *PolyFrameBuffer::CreateIndexBuffer()
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{
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return new PolyIndexBuffer();
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}
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IDataBuffer *PolyFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
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{
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IDataBuffer *buffer = new PolyDataBuffer(bindingpoint, ssbo, needsresize);
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if (bindingpoint == LIGHTBUF_BINDINGPOINT)
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mLightBuffer = buffer;
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return buffer;
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}
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void PolyFrameBuffer::SetTextureFilterMode()
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{
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}
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void PolyFrameBuffer::BlurScene(float amount)
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{
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}
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void PolyFrameBuffer::UpdatePalette()
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{
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}
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FTexture *PolyFrameBuffer::WipeStartScreen()
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{
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SetViewportRects(nullptr);
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
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return tex;
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}
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FTexture *PolyFrameBuffer::WipeEndScreen()
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{
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Draw2D();
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twod->Clear();
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
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return tex;
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}
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TArray<uint8_t> PolyFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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{
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// [GEC] Really necessary to apply gamma, brightness, contrast and saturation for screenshot
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std::vector<uint8_t> gammatablebuf(256);
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uint8_t* gammatable = gammatablebuf.data();
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float InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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float Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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float Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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float Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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for (int x = 0; x < 256; x++)
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{
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float ramp = (float)(x / 255.f);
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// Apply Contrast
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// vec4 finalColor = vec4((((originalColor.rgb - vec3(0.5)) * Contrast) + vec3(0.5)), 1.0);
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if(vid_contrast != 1.0f)
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ramp = (((ramp - 0.5f) * Contrast) + 0.5f);
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// Apply Brightness
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// vec4 finalColor = vec4(originalColor.rgb + Brightness, 1.0);
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if (vid_brightness != 0.0f)
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ramp += (Brightness / 2.0f);
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// Apply Gamma
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// FragColor.rgb = pow(fragColor.rgb, vec3(1.0/gamma));
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if (vid_gamma != 1.0f)
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ramp = pow(ramp, InvGamma);
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// Clamp ramp
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ramp = clamp<float>(ramp, 0.0f, 1.f);
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gammatable[x] = (uint8_t)(ramp * 255);
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}
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
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const uint8_t* pixels = GetCanvas()->GetPixels();
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int dindex = 0;
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// Convert to RGB
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for (int y = 0; y < h; y++)
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{
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int sindex = y * w * 4;
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for (int x = 0; x < w; x++)
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{
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uint32_t red = pixels[sindex + 2];
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uint32_t green = pixels[sindex + 1];
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uint32_t blue = pixels[sindex];
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if (vid_saturation != 1.0f)
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{
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float NewR = (float)(red / 255.f);
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float NewG = (float)(green / 255.f);
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float NewB = (float)(blue / 255.f);
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// Apply Saturation
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// float luma = dot(In, float3(0.2126729, 0.7151522, 0.0721750));
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// Out = luma.xxx + Saturation.xxx * (In - luma.xxx);
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//float luma = (NewR * 0.2126729f) + (NewG * 0.7151522f) + (NewB * 0.0721750f); // Rec. 709
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float luma = (NewR * 0.299f) + (NewG * 0.587f) + (NewB * 0.114f); //Rec. 601
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NewR = luma + (Saturation * (NewR - luma));
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NewG = luma + (Saturation * (NewG - luma));
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NewB = luma + (Saturation * (NewB - luma));
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// Clamp All
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NewR = clamp<float>(NewR, 0.0f, 1.f);
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NewG = clamp<float>(NewG, 0.0f, 1.f);
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NewB = clamp<float>(NewB, 0.0f, 1.f);
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red = (uint32_t)(NewR * 255.f);
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green = (uint32_t)(NewG * 255.f);
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blue = (uint32_t)(NewB * 255.f);
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}
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// Apply Contrast / Brightness / Gamma
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red = gammatable[red];
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green = gammatable[green];
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blue = gammatable[blue];
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ScreenshotBuffer[dindex ] = red;
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ScreenshotBuffer[dindex + 1] = green;
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ScreenshotBuffer[dindex + 2] = blue;
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dindex += 3;
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sindex += 4;
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}
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}
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pitch = w * 3;
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color_type = SS_RGB;
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gamma = 1.0f;
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return ScreenshotBuffer;
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}
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void PolyFrameBuffer::BeginFrame()
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{
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SetViewportRects(nullptr);
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CheckCanvas();
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#if 0
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swrenderer::R_InitFuzzTable(GetCanvas()->GetPitch());
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static int next_random = 0;
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swrenderer::fuzzpos = (swrenderer::fuzzpos + swrenderer::fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
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next_random++;
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if (next_random == FUZZ_RANDOM_X_SIZE)
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next_random = 0;
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#endif
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}
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void PolyFrameBuffer::Draw2D()
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{
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::Draw2D(twod, *mRenderState);
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}
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unsigned int PolyFrameBuffer::GetLightBufferBlockSize() const
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{
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return mLights->GetBlockSize();
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}
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void PolyFrameBuffer::UpdateShadowMap()
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{
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}
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void PolyFrameBuffer::AmbientOccludeScene(float m5)
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{
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//mPostprocess->AmbientOccludeScene(m5);
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}
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