- moved the 2D drawer tp hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-10-29 12:14:36 +01:00
parent 8a0596893b
commit 8991537e57
8 changed files with 301 additions and 268 deletions

View file

@ -1067,6 +1067,7 @@ set (PCH_SOURCES
hwrenderer/textures/hw_precache.cpp
hwrenderer/utility/hw_clock.cpp
hwrenderer/utility/hw_cvars.cpp
hwrenderer/utility/hw_draw2d.cpp
hwrenderer/utility/hw_lighting.cpp
hwrenderer/utility/hw_shaderpatcher.cpp
hwrenderer/utility/hw_vrmodes.cpp

View file

@ -379,195 +379,3 @@ void FGLRenderer::BeginFrame()
mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
}
//===========================================================================
//
// Vertex buffer for 2D drawer
//
//===========================================================================
class F2DVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
F2DVertexBuffer()
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, myoffsetof(F2DDrawer::TwoDVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, myoffsetof(F2DDrawer::TwoDVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, myoffsetof(F2DDrawer::TwoDVertex, color0) }
};
mVertexBuffer->SetFormat(1, 3, sizeof(FSkyVertex), format);
}
~F2DVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
}
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
{
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
}
void Bind(FRenderState &state)
{
state.SetVertexBuffer(mVertexBuffer, 0, 0);
state.SetIndexBuffer(mIndexBuffer);
}
};
//===========================================================================
//
// Draws the 2D stuff. This is the version for OpenGL 3 and later.
//
//===========================================================================
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
twoD.Clock();
FGLDebug::PushGroup("Draw2D");
if (VRMode::GetVRMode(true)->mEyeCount == 1)
mBuffers->BindCurrentFB();
const auto &mScreenViewport = screen->mScreenViewport;
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->mViewpoints->Set2D(gl_RenderState, screen->GetWidth(), screen->GetHeight());
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);
}
auto &vertices = drawer->mVertices;
auto &indices = drawer->mIndices;
auto &commands = drawer->mData;
if (commands.Size() == 0)
{
twoD.Unclock();
return;
}
for (auto &v : vertices)
{
// Change from BGRA to RGBA
std::swap(v.color0.r, v.color0.b);
}
F2DVertexBuffer vb;
vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
vb.Bind(gl_RenderState);
gl_RenderState.EnableFog(false);
for(auto &cmd : commands)
{
int gltrans = -1;
gl_RenderState.SetRenderStyle(cmd.mRenderStyle);
gl_RenderState.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
gl_RenderState.EnableFog(2); // Special 2D mode 'fog'.
// Rather than adding remapping code, let's enforce that the constants here are equal.
gl_RenderState.SetTextureMode(cmd.mDrawMode);
if (cmd.mFlags & F2DDrawer::DTF_Scissor)
{
glEnable(GL_SCISSOR_TEST);
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
// Note that the origin here is the lower left corner!
auto sciX = screen->ScreenToWindowX(cmd.mScissor[0]);
auto sciY = screen->ScreenToWindowY(cmd.mScissor[3]);
auto sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX;
auto sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY;
glScissor(sciX, sciY, sciW, sciH);
}
else glDisable(GL_SCISSOR_TEST);
if (cmd.mSpecialColormap[0].a != 0)
{
gl_RenderState.SetTextureMode(TM_FIXEDCOLORMAP);
gl_RenderState.SetObjectColor(cmd.mSpecialColormap[0]);
gl_RenderState.SetObjectColor2(cmd.mSpecialColormap[1]);
}
gl_RenderState.SetFog(cmd.mColor1, 0);
gl_RenderState.SetColor(1, 1, 1, 1, cmd.mDesaturate);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
if (cmd.mTexture != nullptr)
{
auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
if (mat == nullptr) continue;
if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex();
gl_RenderState.ApplyMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1);
gl_RenderState.EnableTexture(true);
// Canvas textures are stored upside down
if (cmd.mTexture->bHasCanvas)
{
gl_RenderState.mTextureMatrix.loadIdentity();
gl_RenderState.mTextureMatrix.scale(1.f, -1.f, 1.f);
gl_RenderState.mTextureMatrix.translate(0.f, 1.f, 0.0f);
gl_RenderState.EnableTextureMatrix(true);
}
if (cmd.mFlags & F2DDrawer::DTF_Burn)
{
gl_RenderState.SetEffect(EFF_BURN);
}
}
else
{
gl_RenderState.EnableTexture(false);
}
gl_RenderState.Apply();
switch (cmd.mType)
{
case F2DDrawer::DrawTypeTriangles:
glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int)));
break;
case F2DDrawer::DrawTypeLines:
glDrawArrays(GL_LINES, cmd.mVertIndex, cmd.mVertCount);
break;
case F2DDrawer::DrawTypePoints:
glDrawArrays(GL_POINTS, cmd.mVertIndex, cmd.mVertCount);
break;
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetObjectColor2(0);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.SetEffect(EFF_NONE);
}
glDisable(GL_SCISSOR_TEST);
gl_RenderState.SetRenderStyle(STYLE_Translucent);
screen->mVertexData->Bind(gl_RenderState);
gl_RenderState.EnableTexture(true);
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetTextureMode(TM_NORMAL);
gl_RenderState.EnableFog(false);
gl_RenderState.ResetColor();
FGLDebug::PopGroup();
twoD.Unclock();
}

View file

@ -388,10 +388,9 @@ static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TR
void FGLRenderState::Draw(int dt, int index, int count, bool apply)
{
assert(this == &gl_RenderState);
if (apply)
{
gl_RenderState.Apply();
Apply();
}
drawcalls.Clock();
glDrawArrays(dt2gl[dt], index, count);
@ -400,10 +399,9 @@ void FGLRenderState::Draw(int dt, int index, int count, bool apply)
void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
assert(this == &gl_RenderState);
if (apply)
{
gl_RenderState.Apply();
Apply();
}
drawcalls.Clock();
glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
@ -428,7 +426,7 @@ void FGLRenderState::SetDepthRange(float min, float max)
void FGLRenderState::EnableDrawBufferAttachments(bool on)
{
EnableDrawBuffers(on ? gl_RenderState.GetPassDrawBufferCount() : 1);
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
}
void FGLRenderState::SetStencil(int offs, int op, int flags)
@ -443,6 +441,18 @@ void FGLRenderState::SetStencil(int offs, int op, int flags)
glDepthMask(!(flags & SF_DepthMaskOff));
}
void FGLRenderState::ToggleState(int state, bool on)
{
if (on)
{
glEnable(state);
}
else
{
glDisable(state);
}
}
void FGLRenderState::SetCulling(int mode)
{
if (mode != Cull_None)
@ -461,14 +471,7 @@ void FGLRenderState::EnableClipDistance(int num, bool state)
// Update the viewpoint-related clip plane setting.
if (!(gl.flags & RFL_NO_CLIP_PLANES))
{
if (state)
{
glEnable(GL_CLIP_DISTANCE0 + num);
}
else
{
glDisable(GL_CLIP_DISTANCE0 + num);
}
ToggleState(GL_CLIP_DISTANCE0 + num, state);
}
}
@ -496,14 +499,7 @@ void FGLRenderState::Clear(int targets)
void FGLRenderState::EnableStencil(bool on)
{
if (on)
{
glEnable(GL_STENCIL_TEST);
}
else
{
glDisable(GL_STENCIL_TEST);
}
ToggleState(GL_STENCIL_TEST, on);
}
void FGLRenderState::SetScissor(int x, int y, int w, int h)
@ -526,26 +522,17 @@ void FGLRenderState::SetViewport(int x, int y, int w, int h)
void FGLRenderState::EnableDepthTest(bool on)
{
if (on)
{
glEnable(GL_DEPTH_TEST);
}
else
{
glDisable(GL_DEPTH_TEST);
}
ToggleState(GL_DEPTH_TEST, on);
}
void FGLRenderState::EnableMultisampling(bool on)
{
if (on)
{
glEnable(GL_MULTISAMPLE);
ToggleState(GL_MULTISAMPLE, on);
}
else
void FGLRenderState::EnableLineSmooth(bool on)
{
glDisable(GL_MULTISAMPLE);
}
ToggleState(GL_LINE_SMOOTH, on);
}
//==========================================================================

View file

@ -140,6 +140,8 @@ public:
return mPassType == GBUFFER_PASS ? 3 : 1;
}
void ToggleState(int state, bool on);
void ClearScreen() override;
void Draw(int dt, int index, int count, bool apply = true) override;
void DrawIndexed(int dt, int index, int count, bool apply = true) override;
@ -158,6 +160,7 @@ public:
void SetViewport(int x, int y, int w, int h) override;
void EnableDepthTest(bool on) override;
void EnableMultisampling(bool on) override;
void EnableLineSmooth(bool on) override;
};

View file

@ -56,6 +56,8 @@ FGLRenderer *GLRenderer;
void gl_LoadExtensions();
void gl_PrintStartupLog();
void Draw2D(F2DDrawer *drawer, FRenderState &state);
CUSTOM_CVAR(Int, vid_hwgamma, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
@ -480,7 +482,15 @@ void OpenGLFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch,
void OpenGLFrameBuffer::Draw2D()
{
if (GLRenderer != nullptr) GLRenderer->Draw2D(&m2DDrawer);
if (GLRenderer != nullptr)
{
FGLDebug::PushGroup("Draw2D");
if (VRMode::GetVRMode(true)->mEyeCount == 1)
GLRenderer->mBuffers->BindCurrentFB();
::Draw2D(&m2DDrawer, gl_RenderState);
FGLDebug::PopGroup();
}
}
void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)

View file

@ -17,44 +17,6 @@ enum EDrawMode
DM_SKYPORTAL
};
enum EDrawType
{
DT_Points = 0,
DT_Lines = 1,
DT_Triangles = 2,
DT_TriangleFan = 3,
DT_TriangleStrip = 4
};
enum EDepthFunc
{
DF_Less,
DF_LEqual,
DF_Always
};
enum EStencilFlags
{
SF_AllOn = 0,
SF_ColorMaskOff = 1,
SF_DepthMaskOff = 2,
};
enum EStencilOp
{
SOP_Keep = 0,
SOP_Increment = 1,
SOP_Decrement = 2
};
enum ECull
{
Cull_None,
Cull_CCW,
Cull_CW
};
struct FSectorPortalGroup;
struct FLinePortalSpan;
struct FFlatVertex;

View file

@ -36,6 +36,45 @@ enum EAlphaFunc
Alpha_Greater = 1
};
enum EDrawType
{
DT_Points = 0,
DT_Lines = 1,
DT_Triangles = 2,
DT_TriangleFan = 3,
DT_TriangleStrip = 4
};
enum EDepthFunc
{
DF_Less,
DF_LEqual,
DF_Always
};
enum EStencilFlags
{
SF_AllOn = 0,
SF_ColorMaskOff = 1,
SF_DepthMaskOff = 2,
};
enum EStencilOp
{
SOP_Keep = 0,
SOP_Increment = 1,
SOP_Decrement = 2
};
enum ECull
{
Cull_None,
Cull_CCW,
Cull_CW
};
struct FStateVec4
{
float vec[4];
@ -453,6 +492,7 @@ public:
virtual void SetViewport(int x, int y, int w, int h) = 0;
virtual void EnableDepthTest(bool on) = 0;
virtual void EnableMultisampling(bool on) = 0;
virtual void EnableLineSmooth(bool on) = 0;
};

View file

@ -0,0 +1,222 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2018 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/
//
//--------------------------------------------------------------------------
//
/*
** 2d drawer
** Renderer interface
**
*/
#include "doomstat.h"
#include "v_video.h"
#include "cmdlib.h"
#include "r_defs.h"
#include "hwrenderer/data/buffers.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "r_videoscale.h"
//===========================================================================
//
// Vertex buffer for 2D drawer
//
//===========================================================================
class F2DVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
F2DVertexBuffer()
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, myoffsetof(F2DDrawer::TwoDVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, myoffsetof(F2DDrawer::TwoDVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, myoffsetof(F2DDrawer::TwoDVertex, color0) }
};
mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
}
~F2DVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
}
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
{
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
}
void Bind(FRenderState &state)
{
state.SetVertexBuffer(mVertexBuffer, 0, 0);
state.SetIndexBuffer(mIndexBuffer);
}
};
//===========================================================================
//
// Draws the 2D stuff. This is the version for OpenGL 3 and later.
//
//===========================================================================
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void Draw2D(F2DDrawer *drawer, FRenderState &state)
{
twoD.Clock();
const auto &mScreenViewport = screen->mScreenViewport;
state.SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->mViewpoints->Set2D(state, screen->GetWidth(), screen->GetHeight());
state.EnableDepthTest(false);
state.EnableMultisampling(false);
state.EnableLineSmooth(gl_aalines);
auto &vertices = drawer->mVertices;
auto &indices = drawer->mIndices;
auto &commands = drawer->mData;
if (commands.Size() == 0)
{
twoD.Unclock();
return;
}
for (auto &v : vertices)
{
// Change from BGRA to RGBA
std::swap(v.color0.r, v.color0.b);
}
F2DVertexBuffer vb;
vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
vb.Bind(state);
state.EnableFog(false);
for(auto &cmd : commands)
{
int gltrans = -1;
state.SetRenderStyle(cmd.mRenderStyle);
state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
state.EnableFog(2); // Special 2D mode 'fog'.
// Rather than adding remapping code, let's enforce that the constants here are equal.
state.SetTextureMode(cmd.mDrawMode);
int sciX, sciY, sciW, sciH;
if (cmd.mFlags & F2DDrawer::DTF_Scissor)
{
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
// Note that the origin here is the lower left corner!
sciX = screen->ScreenToWindowX(cmd.mScissor[0]);
sciY = screen->ScreenToWindowY(cmd.mScissor[3]);
sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX;
sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY;
}
else
{
sciX = sciY = sciW = sciH = -1;
}
state.SetScissor(sciX, sciY, sciW, sciH);
if (cmd.mSpecialColormap[0].a != 0)
{
state.SetTextureMode(TM_FIXEDCOLORMAP);
state.SetObjectColor(cmd.mSpecialColormap[0]);
state.SetObjectColor2(cmd.mSpecialColormap[1]);
}
state.SetFog(cmd.mColor1, 0);
state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
state.AlphaFunc(Alpha_GEqual, 0.f);
if (cmd.mTexture != nullptr)
{
auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
if (mat == nullptr) continue;
if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex();
state.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1);
state.EnableTexture(true);
// Canvas textures are stored upside down
if (cmd.mTexture->bHasCanvas)
{
state.mTextureMatrix.loadIdentity();
state.mTextureMatrix.scale(1.f, -1.f, 1.f);
state.mTextureMatrix.translate(0.f, 1.f, 0.0f);
state.EnableTextureMatrix(true);
}
if (cmd.mFlags & F2DDrawer::DTF_Burn)
{
state.SetEffect(EFF_BURN);
}
}
else
{
state.EnableTexture(false);
}
switch (cmd.mType)
{
case F2DDrawer::DrawTypeTriangles:
state.DrawIndexed(DT_Triangles, cmd.mIndexIndex, cmd.mIndexCount);
break;
case F2DDrawer::DrawTypeLines:
state.Draw(DT_Lines, cmd.mVertIndex, cmd.mVertCount);
break;
case F2DDrawer::DrawTypePoints:
state.Draw(DT_Points, cmd.mVertIndex, cmd.mVertCount);
break;
}
state.SetObjectColor(0xffffffff);
state.SetObjectColor2(0);
state.EnableTextureMatrix(false);
state.SetEffect(EFF_NONE);
}
state.SetScissor(-1, -1, -1, -1);
state.SetRenderStyle(STYLE_Translucent);
screen->mVertexData->Bind(state);
state.EnableTexture(true);
state.EnableBrightmap(true);
state.SetTextureMode(TM_NORMAL);
state.EnableFog(false);
state.ResetColor();
twoD.Unclock();
}