gzdoom-gles/src/gl/system/gl_framebuffer.cpp

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/*
** gl_framebuffer.cpp
** Implementation of the non-hardware specific parts of the
** OpenGL frame buffer
**
**---------------------------------------------------------------------------
** Copyright 2000-2007 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.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** 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 "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "doomstat.h"
#include "m_png.h"
#include "m_crc32.h"
#include "vectors.h"
#include "v_palette.h"
#include "templates.h"
#include "farchive.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/data/gl_data.h"
#include "gl/textures/gl_hwtexture.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/gl_functions.h"
IMPLEMENT_CLASS(OpenGLFrameBuffer)
EXTERN_CVAR (Float, vid_brightness)
EXTERN_CVAR (Float, vid_contrast)
EXTERN_CVAR (Bool, vid_vsync)
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
FGLRenderer *GLRenderer;
void gl_LoadExtensions();
void gl_PrintStartupLog();
void gl_SetupMenu();
CUSTOM_CVAR(Int, vid_hwgamma, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self < 0 || self > 2) self = 2;
if (GLRenderer != NULL && GLRenderer->framebuffer != NULL) GLRenderer->framebuffer->DoSetGamma();
}
//==========================================================================
//
//
//
//==========================================================================
OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) :
Super(hMonitor, width, height, bits, refreshHz, fullscreen)
{
GLRenderer = new FGLRenderer(this);
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette ();
ScreenshotBuffer = NULL;
LastCamera = NULL;
InitializeState();
gl_SetupMenu();
gl_GenerateGlobalBrightmapFromColormap();
DoSetGamma();
needsetgamma = true;
swapped = false;
Accel2D = true;
SetVSync(vid_vsync);
}
OpenGLFrameBuffer::~OpenGLFrameBuffer()
{
delete GLRenderer;
GLRenderer = NULL;
}
//==========================================================================
//
// Initializes the GL renderer
//
//==========================================================================
void OpenGLFrameBuffer::InitializeState()
{
static bool first=true;
if (first)
{
ogl_LoadFunctions();
}
gl_LoadExtensions();
Super::InitializeState();
if (first)
{
first=false;
gl_PrintStartupLog();
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glDepthFunc(GL_LESS);
glEnable(GL_DITHER);
glDisable(GL_CULL_FACE);
glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_CLAMP);
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//int trueH = GetTrueHeight();
//int h = GetHeight();
//glViewport(0, (trueH - h)/2, GetWidth(), GetHeight());
GLRenderer->Initialize();
GLRenderer->SetOutputViewport(nullptr);
Begin2D(false);
}
//==========================================================================
//
// Updates the screen
//
//==========================================================================
// Testing only for now.
CVAR(Bool, gl_draw_sync, true, 0) //false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
void OpenGLFrameBuffer::Update()
{
if (!CanUpdate())
{
GLRenderer->Flush();
return;
}
Begin2D(false);
DrawRateStuff();
GLRenderer->Flush();
if (GetTrueHeight() != GetHeight())
{
if (GLRenderer != NULL)
GLRenderer->ClearBorders();
Begin2D(false);
}
if (gl_draw_sync || !swapped)
{
Swap();
}
swapped = false;
Unlock();
CheckBench();
}
//==========================================================================
//
// Swap the buffers
//
//==========================================================================
void OpenGLFrameBuffer::Swap()
{
Finish.Reset();
Finish.Clock();
glFinish();
if (needsetgamma)
{
//DoSetGamma();
needsetgamma = false;
}
SwapBuffers();
Finish.Unclock();
swapped = true;
FHardwareTexture::UnbindAll();
}
//===========================================================================
//
// DoSetGamma
//
// (Unfortunately Windows has some safety precautions that block gamma ramps
// that are considered too extreme. As a result this doesn't work flawlessly)
//
//===========================================================================
void OpenGLFrameBuffer::DoSetGamma()
{
bool useHWGamma = m_supportsGamma && ((vid_hwgamma == 0) || (vid_hwgamma == 2 && IsFullscreen()));
if (useHWGamma)
{
WORD gammaTable[768];
// This formula is taken from Doomsday
float gamma = clamp<float>(Gamma, 0.1f, 4.f);
float contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
float bright = clamp<float>(vid_brightness, -0.8f, 0.8f);
double invgamma = 1 / gamma;
double norm = pow(255., invgamma - 1);
for (int i = 0; i < 256; i++)
{
double val = i * contrast - (contrast - 1) * 127;
if(gamma != 1) val = pow(val, invgamma) / norm;
val += bright * 128;
gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (WORD)clamp<double>(val*256, 0, 0xffff);
}
SetGammaTable(gammaTable);
HWGammaActive = true;
}
else if (HWGammaActive)
{
ResetGammaTable();
HWGammaActive = false;
}
}
bool OpenGLFrameBuffer::SetGamma(float gamma)
{
DoSetGamma();
return true;
}
bool OpenGLFrameBuffer::SetBrightness(float bright)
{
DoSetGamma();
return true;
}
bool OpenGLFrameBuffer::SetContrast(float contrast)
{
DoSetGamma();
return true;
}
//===========================================================================
//
//
//===========================================================================
void OpenGLFrameBuffer::UpdatePalette()
{
int rr=0,gg=0,bb=0;
for(int x=0;x<256;x++)
{
rr+=GPalette.BaseColors[x].r;
gg+=GPalette.BaseColors[x].g;
bb+=GPalette.BaseColors[x].b;
}
rr>>=8;
gg>>=8;
bb>>=8;
palette_brightness = (rr*77 + gg*143 + bb*35)/255;
}
void OpenGLFrameBuffer::GetFlashedPalette (PalEntry pal[256])
{
memcpy(pal, SourcePalette, 256*sizeof(PalEntry));
}
PalEntry *OpenGLFrameBuffer::GetPalette ()
{
return SourcePalette;
}
bool OpenGLFrameBuffer::SetFlash(PalEntry rgb, int amount)
{
Flash = PalEntry(amount, rgb.r, rgb.g, rgb.b);
return true;
}
void OpenGLFrameBuffer::GetFlash(PalEntry &rgb, int &amount)
{
rgb = Flash;
rgb.a = 0;
amount = Flash.a;
}
int OpenGLFrameBuffer::GetPageCount()
{
return 1;
}
//==========================================================================
//
// DFrameBuffer :: CreatePalette
//
// Creates a native palette from a remap table, if supported.
//
//==========================================================================
FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
{
return GLTranslationPalette::CreatePalette(remap);
}
//==========================================================================
//
//
//
//==========================================================================
bool OpenGLFrameBuffer::Begin2D(bool)
{
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(0, GetWidth(), GetHeight(), 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
glDisable(GL_DEPTH_TEST);
// Korshun: ENABLE AUTOMAP ANTIALIASING!!!
if (gl_aalines)
glEnable(GL_LINE_SMOOTH);
else
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0);
}
if (GLRenderer != NULL)
GLRenderer->Begin2D();
return true;
}
//==========================================================================
//
// Draws a texture
//
//==========================================================================
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void OpenGLFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
{
if (GLRenderer != NULL) GLRenderer->DrawTexture(img, parms);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color)
{
if (GLRenderer != NULL)
GLRenderer->DrawLine(x1, y1, x2, y2, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
{
if (GLRenderer != NULL)
GLRenderer->DrawPixel(x1, y1, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::Dim(PalEntry)
{
// Unlike in the software renderer the color is being ignored here because
// view blending only affects the actual view with the GL renderer.
Super::Dim(0);
}
void OpenGLFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
{
if (GLRenderer != NULL)
GLRenderer->Dim(color, damount, x1, y1, w, h);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
if (GLRenderer != NULL)
GLRenderer->FlatFill(left, top, right, bottom, src, local_origin);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palcolor, uint32 color)
{
if (GLRenderer != NULL)
GLRenderer->Clear(left, top, right, bottom, palcolor, color);
}
//==========================================================================
//
// D3DFB :: FillSimplePoly
//
// Here, "simple" means that a simple triangle fan can draw it.
//
//==========================================================================
void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
2016-03-25 14:14:09 +00:00
DAngle rotation, FDynamicColormap *colormap, int lightlevel)
{
if (GLRenderer != NULL)
{
GLRenderer->FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley,
rotation, colormap, lightlevel);
}
}
//===========================================================================
//
// Takes a screenshot
//
//===========================================================================
void OpenGLFrameBuffer::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
ReleaseScreenshotBuffer();
ScreenshotBuffer = new BYTE[w * h * 3];
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,(GetTrueHeight() - GetHeight()) / 2,w,h,GL_RGB,GL_UNSIGNED_BYTE,ScreenshotBuffer);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
pitch = -w*3;
color_type = SS_RGB;
buffer = ScreenshotBuffer + w * 3 * (h - 1);
}
//===========================================================================
//
// Releases the screenshot buffer.
//
//===========================================================================
void OpenGLFrameBuffer::ReleaseScreenshotBuffer()
{
if (ScreenshotBuffer != NULL) delete [] ScreenshotBuffer;
ScreenshotBuffer = NULL;
}
void OpenGLFrameBuffer::GameRestart()
{
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette ();
ScreenshotBuffer = NULL;
LastCamera = NULL;
gl_GenerateGlobalBrightmapFromColormap();
}