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

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2010-2016 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_framebuffer.cpp
** Implementation of the non-hardware specific parts of the
** OpenGL frame buffer
**
*/
#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"
#include "gl/renderer/gl_2ddrawer.h"
#include "gl_debug.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)
{
// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
SetVSync(vid_vsync);
// Make sure all global variables tracking OpenGL context state are reset..
FHardwareTexture::InitGlobalState();
FMaterial::InitGlobalState();
gl_RenderState.Reset();
GLRenderer = new FGLRenderer(this);
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette ();
ScreenshotBuffer = NULL;
LastCamera = NULL;
InitializeState();
mDebug = std::make_shared<FGLDebug>();
mDebug->Update();
gl_SetupMenu();
gl_GenerateGlobalBrightmapFromColormap();
DoSetGamma();
needsetgamma = true;
swapped = false;
Accel2D = true;
}
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);
if (gl.legacyMode) 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);
GLRenderer->Initialize(GetWidth(), GetHeight());
GLRenderer->SetOutputViewport(nullptr);
Begin2D(false);
}
//==========================================================================
//
// Updates the screen
//
//==========================================================================
void OpenGLFrameBuffer::Update()
{
if (!CanUpdate())
{
GLRenderer->Flush();
return;
}
Begin2D(false);
DrawRateStuff();
GLRenderer->Flush();
Swap();
swapped = false;
Unlock();
CheckBench();
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if (!IsFullscreen())
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{
int clientWidth = GetClientWidth();
int clientHeight = GetClientHeight();
if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
{
Resize(clientWidth, clientHeight);
V_OutputResized(Width, Height);
GLRenderer->mVBO->OutputResized(Width, Height);
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}
}
GLRenderer->SetOutputViewport(nullptr);
}
//==========================================================================
//
// Swap the buffers
//
//==========================================================================
void OpenGLFrameBuffer::Swap()
{
Finish.Reset();
Finish.Clock();
glFinish();
if (needsetgamma)
{
//DoSetGamma();
needsetgamma = false;
}
SwapBuffers();
Finish.Unclock();
swapped = true;
FHardwareTexture::UnbindAll();
mDebug->Update();
}
//===========================================================================
//
// 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;
if (GLRenderer)
GLRenderer->ClearTonemapPalette();
}
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 != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddTexture(img, parms);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddLine(x1, y1, x2, y2, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddPixel(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 != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddDim(color, damount, x1, y1, w, h);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddFlatFill(left, top, right, bottom, src, local_origin);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palcolor, uint32 color)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddClear(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,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
{
GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel);
}
}
//===========================================================================
//
// Takes a screenshot
//
//===========================================================================
void OpenGLFrameBuffer::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
{
const auto &viewport = GLRenderer->mOutputLetterbox;
// Grab what is in the back buffer.
// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
TArray<uint8_t> pixels;
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pixels.Resize(viewport.width * viewport.height * 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
// Copy to screenshot buffer:
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
ReleaseScreenshotBuffer();
ScreenshotBuffer = new BYTE[w * h * 3];
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float rcpWidth = 1.0f / w;
float rcpHeight = 1.0f / h;
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
float u = (x + 0.5f) * rcpWidth;
float v = (y + 0.5f) * rcpHeight;
int sx = u * viewport.width;
int sy = v * viewport.height;
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int sindex = (sx + sy * viewport.width) * 3;
int dindex = (x + y * w) * 3;
ScreenshotBuffer[dindex] = pixels[sindex];
ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
}
}
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();
}