// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 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_scene.cpp ** manages the rendering of the player's view ** */ #include "gl/system/gl_system.h" #include "gi.h" #include "m_png.h" #include "m_random.h" #include "st_stuff.h" #include "dobject.h" #include "doomstat.h" #include "g_level.h" #include "r_data/r_interpolate.h" #include "r_utility.h" #include "d_player.h" #include "p_effect.h" #include "sbar.h" #include "po_man.h" #include "r_utility.h" #include "p_local.h" #include "gl/gl_functions.h" #include "serializer.h" #include "g_levellocals.h" #include "events.h" #include "gl/dynlights/gl_lightbuffer.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/models/gl_models.h" #include "gl/scene/gl_clipper.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/scene/gl_scenedrawer.h" #include "gl/shaders/gl_shader.h" #include "gl/stereo3d/gl_stereo3d.h" #include "gl/stereo3d/scoped_view_shifter.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_convert.h" #include "gl/utility/gl_templates.h" //========================================================================== // // CVARs // //========================================================================== CVAR(Bool, gl_texture, true, 0) CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) EXTERN_CVAR (Bool, cl_capfps) EXTERN_CVAR (Bool, r_deathcamera) EXTERN_CVAR (Float, underwater_fade_scalar) EXTERN_CVAR (Float, r_visibility) EXTERN_CVAR (Bool, gl_legacy_mode) EXTERN_CVAR (Bool, r_drawvoxels) extern bool NoInterpolateView; area_t in_area; TArray currentmapsection; int camtexcount; //----------------------------------------------------------------------------- // // R_FrustumAngle // //----------------------------------------------------------------------------- angle_t GLSceneDrawer::FrustumAngle() { float tilt = fabs(GLRenderer->mAngles.Pitch.Degrees); // If the pitch is larger than this you can look all around at a FOV of 90° if (tilt > 46.0f) return 0xffffffff; // ok, this is a gross hack that barely works... // but at least it doesn't overestimate too much... double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*GLRenderer->mCurrentFoV*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0; angle_t a1 = DAngle(floatangle).BAMs(); if (a1 >= ANGLE_180) return 0xffffffff; return a1; } //----------------------------------------------------------------------------- // // Sets the area the camera is in // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewArea() { // The render_sector is better suited to represent the current position in GL r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector; // Get the heightsec state from the render sector, not the current one! if (r_viewpoint.sector->heightsec && !(r_viewpoint.sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) { in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below : (r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) && !(r_viewpoint.sector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal; } else { in_area = area_default; // depends on exposed lower sectors } } //----------------------------------------------------------------------------- // // resets the 3D viewport // //----------------------------------------------------------------------------- void GLSceneDrawer::Reset3DViewport() { glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height); } //----------------------------------------------------------------------------- // // sets 3D viewport and initial state // //----------------------------------------------------------------------------- void GLSceneDrawer::Set3DViewport(bool mainview) { if (mainview && GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height)) { bool useSSAO = (gl_ssao != 0); GLRenderer->mBuffers->BindSceneFB(useSSAO); gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); } // Always clear all buffers with scissor test disabled. // This is faster on newer hardware because it allows the GPU to skip // reading from slower memory where the full buffers are stored. glDisable(GL_SCISSOR_TEST); glClearColor(GLRenderer->mSceneClearColor[0], GLRenderer->mSceneClearColor[1], GLRenderer->mSceneClearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); const auto &bounds = GLRenderer->mSceneViewport; glViewport(bounds.left, bounds.top, bounds.width, bounds.height); glScissor(bounds.left, bounds.top, bounds.width, bounds.height); glEnable(GL_SCISSOR_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS,0,~0); // default stencil glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); } //----------------------------------------------------------------------------- // // Setup the camera position // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewAngle(DAngle viewangle) { GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees); DVector2 v = r_viewpoint.Angles.Yaw.ToVector(); GLRenderer->mViewVector.X = v.X; GLRenderer->mViewVector.Y = v.Y; R_SetViewAngle(r_viewpoint, r_viewwindow); } //----------------------------------------------------------------------------- // // SetProjection // sets projection matrix // //----------------------------------------------------------------------------- void GLSceneDrawer::SetProjection(VSMatrix matrix) { gl_RenderState.mProjectionMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.multMatrix(matrix); } //----------------------------------------------------------------------------- // // Setup the modelview matrix // //----------------------------------------------------------------------------- void GLSceneDrawer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror) { float mult = mirror? -1:1; float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch; gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f); gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f); gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy); gl_RenderState.mViewMatrix.scale(-mult, planemult, 1); } //----------------------------------------------------------------------------- // // SetupView // Setup the view rotation matrix for the given viewpoint // //----------------------------------------------------------------------------- void GLSceneDrawer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror) { SetViewAngle(va); SetViewMatrix(vx, vy, vz, mirror, planemirror); gl_RenderState.ApplyMatrices(); } //----------------------------------------------------------------------------- // // CreateScene // // creates the draw lists for the current scene // //----------------------------------------------------------------------------- void GLSceneDrawer::CreateScene() { angle_t a1 = FrustumAngle(); InitClipper(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1); // reset the portal manager GLPortal::StartFrame(); PO_LinkToSubsectors(); ProcessAll.Clock(); // clip the scene and fill the drawlists for(unsigned i=0;iglportal = NULL; GLRenderer->gl_spriteindex=0; Bsp.Clock(); GLRenderer->mVBO->Map(); SetView(); validcount++; // used for processing sidedefs only once by the renderer. RenderBSPNode (level.HeadNode()); if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(); Bsp.Unclock(); // And now the crappy hacks that have to be done to avoid rendering anomalies: gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks GLRenderer->mVBO->Unmap(); ProcessAll.Unclock(); } //----------------------------------------------------------------------------- // // RenderScene // // Draws the current draw lists for the non GLSL renderer // //----------------------------------------------------------------------------- void GLSceneDrawer::RenderScene(int recursion) { RenderAll.Clock(); glDepthMask(true); if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion); gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z); gl_RenderState.EnableFog(true); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); if (gl_sort_textures) { gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls(); gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats(); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls(); gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats(); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls(); } // if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front, // so that we don't have to do repeated map/unmap calls on the buffer. bool haslights = GLRenderer->mLightCount > 0 && FixedColormap == CM_DEFAULT && gl_lights; if (gl.lightmethod == LM_DEFERRED && haslights) { GLRenderer->mLights->Begin(); gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true); GLRenderer->mLights->Finish(); } // Part 1: solid geometry. This is set up so that there are no transparent parts glDepthFunc(GL_LESS); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); glDisable(GL_POLYGON_OFFSET_FILL); int pass; if (!haslights || gl.lightmethod == LM_DEFERRED) { pass = GLPASS_PLAIN; } else if (gl.lightmethod == LM_DIRECT) { pass = GLPASS_ALL; } else // GL 2.x legacy mode { // process everything that needs to handle textured dynamic lights. if (haslights) RenderMultipassStuff(); // The remaining lists which are unaffected by dynamic lights are just processed as normal. pass = GLPASS_PLAIN; } gl_RenderState.EnableTexture(gl_texture); gl_RenderState.EnableBrightmap(true); gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass); gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass); // Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show if (!gl_texture) { gl_RenderState.EnableTexture(true); gl_RenderState.SetTextureMode(TM_MASK); } gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass); gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass); // Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use. if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0, 0); } gl_drawinfo->drawlists[GLDL_MODELS].Draw(pass); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Part 4: Draw decals (not a real pass) glDepthFunc(GL_LEQUAL); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); glDepthMask(false); // this is the only geometry type on which decals can possibly appear gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals(); if (gl.legacyMode) { // also process the render lists with walls and dynamic lights gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals(); gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawDecals(); } gl_RenderState.SetTextureMode(TM_MODULATE); glDepthMask(true); // Push bleeding floor/ceiling textures back a little in the z-buffer // so they don't interfere with overlapping mid textures. glPolygonOffset(1.0f, 128.0f); // Part 5: flood all the gaps with the back sector's flat texture // This will always be drawn like GLDL_PLAIN, depending on the fog settings glDepthMask(false); // don't write to Z-buffer! gl_RenderState.EnableFog(true); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_drawinfo->DrawUnhandledMissingTextures(); glDepthMask(true); glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); RenderAll.Unclock(); } //----------------------------------------------------------------------------- // // RenderTranslucent // // Draws the current draw lists for the non GLSL renderer // //----------------------------------------------------------------------------- void GLSceneDrawer::RenderTranslucent() { RenderAll.Clock(); glDepthMask(false); gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z); // final pass: translucent stuff gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.EnableBrightmap(true); gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted(); gl_RenderState.EnableBrightmap(false); glDepthMask(true); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f); RenderAll.Unclock(); } //----------------------------------------------------------------------------- // // gl_drawscene - this function renders the scene from the current // viewpoint, including mirrors and skyboxes and other glSectorPortals // It is assumed that the GLPortal::EndFrame returns with the // stencil, z-buffer and the projection matrix intact! // //----------------------------------------------------------------------------- void GLSceneDrawer::DrawScene(int drawmode) { static int recursion=0; static int ssao_portals_available = 0; bool applySSAO = false; if (drawmode == DM_MAINVIEW) { ssao_portals_available = gl_ssao_portals; applySSAO = true; } else if (drawmode == DM_OFFSCREEN) { ssao_portals_available = 0; } else if (drawmode == DM_PORTAL && ssao_portals_available > 0) { applySSAO = true; ssao_portals_available--; } if (r_viewpoint.camera != nullptr) { ActorRenderFlags savedflags = r_viewpoint.camera->renderflags; CreateScene(); r_viewpoint.camera->renderflags = savedflags; } else { CreateScene(); } GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place. RenderScene(recursion); if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS) { gl_RenderState.EnableDrawBuffers(1); GLRenderer->AmbientOccludeScene(); GLRenderer->mBuffers->BindSceneFB(true); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); gl_RenderState.ApplyMatrices(); } // Handle all glSectorPortals after rendering the opaque objects but before // doing all translucent stuff recursion++; GLPortal::EndFrame(); recursion--; RenderTranslucent(); } void gl_FillScreen() { gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.EnableTexture(false); gl_RenderState.Apply(); // The fullscreen quad is stored at index 4 in the main vertex buffer. GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4); } //========================================================================== // // Draws a blend over the entire view // //========================================================================== void GLSceneDrawer::DrawBlend(sector_t * viewsector) { float blend[4]={0,0,0,0}; PalEntry blendv=0; float extra_red; float extra_green; float extra_blue; player_t *player = NULL; if (players[consoleplayer].camera != NULL) { player=players[consoleplayer].camera->player; } // don't draw sector based blends when an invulnerability colormap is active if (!FixedColormap) { if (!viewsector->e->XFloor.ffloors.Size()) { if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC)) { switch (in_area) { default: case area_normal: blendv = viewsector->heightsec->midmap; break; case area_above: blendv = viewsector->heightsec->topmap; break; case area_below: blendv = viewsector->heightsec->bottommap; break; } } } else { TArray & lightlist = viewsector->e->XFloor.lightlist; for (unsigned int i = 0; i < lightlist.Size(); i++) { double lightbottom; if (i < lightlist.Size() - 1) lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos); else lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos); if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS))) { // 3d floor 'fog' is rendered as a blending value blendv = lightlist[i].blend; // If this is the same as the sector's it doesn't apply! if (blendv == viewsector->Colormap.FadeColor) blendv = 0; // a little hack to make this work for Legacy maps. if (blendv.a == 0 && blendv != 0) blendv.a = 128; break; } } } if (blendv.a == 0) { blendv = R_BlendForColormap(blendv); } if (blendv.a == 255) { extra_red = blendv.r / 255.0f; extra_green = blendv.g / 255.0f; extra_blue = blendv.b / 255.0f; // If this is a multiplicative blend do it separately and add the additive ones on top of it. blendv = 0; // black multiplicative blends are ignored if (extra_red || extra_green || extra_blue) { gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO); gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f); gl_FillScreen(); } } else if (blendv.a) { // [Nash] allow user to set blend intensity int cnt = blendv.a; cnt = (int)(cnt * underwater_fade_scalar); V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend); } } // This mostly duplicates the code in shared_sbar.cpp // When I was writing this the original was called too late so that I // couldn't get the blend in time. However, since then I made some changes // here that would get lost if I switched back so I won't do it. if (player) { V_AddPlayerBlend(player, blend, 0.5, 175); } if (players[consoleplayer].camera != NULL) { // except for fadeto effects player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer]; V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend); } gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (blend[3]>0.0f) { gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]); gl_FillScreen(); } gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); } //----------------------------------------------------------------------------- // // Draws player sprites and color blend // //----------------------------------------------------------------------------- void GLSceneDrawer::EndDrawScene(sector_t * viewsector) { gl_RenderState.EnableFog(false); // [BB] HUD models need to be rendered here. Make sure that // DrawPlayerSprites is only called once. Either to draw // HUD models or to draw the weapon sprites. const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player ); if ( renderHUDModel ) { // [BB] The HUD model should be drawn over everything else already drawn. glClear(GL_DEPTH_BUFFER_BIT); DrawPlayerSprites (viewsector, true); } glDisable(GL_STENCIL_TEST); GLRenderer->framebuffer->Begin2D(false); Reset3DViewport(); // [BB] Only draw the sprites if we didn't render a HUD model before. if ( renderHUDModel == false ) { DrawPlayerSprites (viewsector, false); } if (gl.legacyMode) { gl_RenderState.DrawColormapOverlay(); } gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); DrawTargeterSprites(); if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); } // Restore standard rendering state gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); glDisable(GL_SCISSOR_TEST); } //----------------------------------------------------------------------------- // // R_RenderView - renders one view - either the screen or a camera texture // //----------------------------------------------------------------------------- void GLSceneDrawer::ProcessScene(bool toscreen) { FDrawInfo::StartDrawInfo(this); iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; GLPortal::BeginScene(); int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection; memset(¤tmapsection[0], 0, currentmapsection.Size()); currentmapsection[mapsection>>3] |= 1 << (mapsection & 7); DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN); FDrawInfo::EndDrawInfo(); } //----------------------------------------------------------------------------- // // gl_SetFixedColormap // //----------------------------------------------------------------------------- void GLSceneDrawer::SetFixedColormap (player_t *player) { FixedColormap=CM_DEFAULT; // check for special colormaps player_t * cplayer = player->camera->player; if (cplayer) { if (cplayer->extralight == INT_MIN) { FixedColormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP; r_viewpoint.extralight=0; } else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP) { FixedColormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap; } else if (cplayer->fixedlightlevel != -1) { auto torchtype = PClass::FindActor(NAME_PowerTorch); auto litetype = PClass::FindActor(NAME_PowerLightAmp); for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory) { PalEntry color = in->CallGetBlend (); // Need special handling for light amplifiers if (in->IsKindOf(torchtype)) { FixedColormap = cplayer->fixedlightlevel + CM_TORCH; } else if (in->IsKindOf(litetype)) { FixedColormap = CM_LITE; } } } } gl_RenderState.SetFixedColormap(FixedColormap); } //----------------------------------------------------------------------------- // // Renders one viewpoint in a scene // //----------------------------------------------------------------------------- sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) { sector_t * lviewsector; GLRenderer->mSceneClearColor[0] = 0.0f; GLRenderer->mSceneClearColor[1] = 0.0f; GLRenderer->mSceneClearColor[2] = 0.0f; R_SetupFrame (r_viewpoint, r_viewwindow, camera); SetViewArea(); GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility); // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * level.info->pixelstretch; double alen = sqrt(angx*angx + angy*angy); GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees; // Scroll the sky GLRenderer->mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f; GLRenderer->mSky2Pos = (float)fmod(gl_frameMS * level.skyspeed2, 1024.f) * 90.f/256.f; if (camera->player && camera->player-players==consoleplayer && ((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo) { GLRenderer->mViewActor=NULL; } else { GLRenderer->mViewActor=camera; } // 'viewsector' will not survive the rendering so it cannot be used anymore below. lviewsector = r_viewpoint.sector; // Render (potentially) multiple views for stereo 3d float viewShift[3]; const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode(); stereo3dMode.SetUp(); for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix) { if (eye_ix > 0) SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); eye->SetUp(); GLRenderer->SetOutputViewport(bounds); Set3DViewport(mainview); GLRenderer->mDrawingScene2D = true; GLRenderer->mCurrentFoV = fov; // Stereo mode specific perspective projection SetProjection( eye->GetProjection(fov, ratio, fovratio) ); // SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper SetViewAngle(r_viewpoint.Angles.Yaw); // Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift); s3d::ScopedViewShifter viewShifter(viewShift); SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); gl_RenderState.ApplyMatrices(); ProcessScene(toscreen); if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { GLRenderer->PostProcessScene(FixedColormap); // This should be done after postprocessing, not before. GLRenderer->mBuffers->BindCurrentFB(); glViewport(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.top, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height); if (!toscreen) { gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.ortho(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mScreenViewport.top, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); } DrawBlend(lviewsector); } GLRenderer->mDrawingScene2D = false; if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled()) GLRenderer->mBuffers->BlitToEyeTexture(eye_ix); eye->TearDown(); } stereo3dMode.TearDown(); interpolator.RestoreInterpolations (); return lviewsector; } //----------------------------------------------------------------------------- // // renders the view // //----------------------------------------------------------------------------- void FGLRenderer::RenderView (player_t* player) { checkBenchActive(); gl_RenderState.SetVertexBuffer(mVBO); mVBO->Reset(); // reset statistics counters ResetProfilingData(); // Get this before everything else if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.; else r_viewpoint.TicFrac = I_GetTimeFrac (&r_viewpoint.FrameTime); gl_frameMS = I_MSTime(); P_FindParticleSubsectors (); if (!gl.legacyMode) mLights->Clear(); // NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below. bool saved_niv = NoInterpolateView; NoInterpolateView = false; // prepare all camera textures that have been used in the last frame FCanvasTextureInfo::UpdateAll(); NoInterpolateView = saved_niv; // now render the main view float fovratio; float ratio = r_viewwindow.WidescreenRatio; if (r_viewwindow.WidescreenRatio >= 1.3f) { fovratio = 1.333333f; } else { fovratio = ratio; } GLSceneDrawer drawer; drawer.SetFixedColormap (player); // Check if there's some lights. If not some code can be skipped. TThinkerIterator it(STAT_DLIGHT); mLightCount = ((it.Next()) != NULL); mShadowMap.Update(); sector_t * viewsector = drawer.RenderViewpoint(player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true); All.Unclock(); } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { GL_IRECT bounds; P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector. bounds.left=0; bounds.top=0; bounds.width=width; bounds.height=height; glFlush(); SetFixedColormap(player); gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); GLRenderer->mVBO->Reset(); if (!gl.legacyMode) GLRenderer->mLights->Clear(); // Check if there's some lights. If not some code can be skipped. TThinkerIterator it(STAT_DLIGHT); GLRenderer->mLightCount = ((it.Next()) != NULL); sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false); glDisable(GL_STENCIL_TEST); gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); screen->Begin2D(false); if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); } GLRenderer->CopyToBackbuffer(&bounds, false); glFlush(); uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3); glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr); M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width*3); M_Free(scr); } //=========================================================================== // // // //=========================================================================== struct FGLInterface : public FRenderer { void Precache(uint8_t *texhitlist, TMap &actorhitlist) override; void RenderView(player_t *player) override; void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override; void StartSerialize(FSerializer &arc) override; void EndSerialize(FSerializer &arc) override; void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, double fov) override; void PreprocessLevel() override; void CleanLevelData() override; bool RequireGLNodes() override; int GetMaxViewPitch(bool down) override; void SetClearColor(int color) override; void Init() override; uint32_t GetCaps() override; }; //========================================================================== // // DFrameBuffer :: Precache // //========================================================================== void gl_PrecacheTexture(uint8_t *texhitlist, TMap &actorhitlist); void FGLInterface::Precache(uint8_t *texhitlist, TMap &actorhitlist) { gl_PrecacheTexture(texhitlist, actorhitlist); } //=========================================================================== // // notify the renderer that serialization of the curent level is about to start/end // //=========================================================================== void FGLInterface::StartSerialize(FSerializer &arc) { } void FGLInterface::EndSerialize(FSerializer &arc) { if (arc.isReading()) { // The portal data needs to be recreated after reading a savegame. gl_InitPortals(); } } //=========================================================================== // // Get max. view angle (renderer specific information so it goes here now) // //=========================================================================== EXTERN_CVAR(Float, maxviewpitch) int FGLInterface::GetMaxViewPitch(bool down) { return int(maxviewpitch); } //=========================================================================== // // // //=========================================================================== void FGLInterface::SetClearColor(int color) { PalEntry pe = GPalette.BaseColors[color]; GLRenderer->mSceneClearColor[0] = pe.r / 255.f; GLRenderer->mSceneClearColor[1] = pe.g / 255.f; GLRenderer->mSceneClearColor[2] = pe.b / 255.f; } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { GLSceneDrawer drawer; drawer.WriteSavePic(player, file, width, height); } //=========================================================================== // // // //=========================================================================== void FGLInterface::RenderView(player_t *player) { GLRenderer->RenderView(player); } //=========================================================================== // // // //=========================================================================== void FGLInterface::Init() { gl_InitData(); } //=========================================================================== // // Camera texture rendering // //=========================================================================== CVAR(Bool, gl_usefb, false , CVAR_ARCHIVE|CVAR_GLOBALCONFIG) extern TexFilter_s TexFilter[]; void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, double FOV) { FMaterial * gltex = FMaterial::ValidateTexture(tex, false); int width = gltex->TextureWidth(); int height = gltex->TextureHeight(); if (gl.legacyMode) { // In legacy mode, fail if the requested texture is too large. if (gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight()) return; glFlush(); } else { GLRenderer->StartOffscreen(); gltex->BindToFrameBuffer(); } GL_IRECT bounds; bounds.left=bounds.top=0; bounds.width=FHardwareTexture::GetTexDimension(gltex->GetWidth()); bounds.height=FHardwareTexture::GetTexDimension(gltex->GetHeight()); GLSceneDrawer drawer; drawer.FixedColormap = CM_DEFAULT; gl_RenderState.SetFixedColormap(CM_DEFAULT); drawer.RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false); if (gl.legacyMode) { glFlush(); gl_RenderState.SetMaterial(gltex, 0, 0, -1, false); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height); } else { GLRenderer->EndOffscreen(); } tex->SetUpdated(); camtexcount++; } //=========================================================================== // // // //=========================================================================== void FGLInterface::PreprocessLevel() { gl_PreprocessLevel(); } void FGLInterface::CleanLevelData() { gl_CleanLevelData(); } bool FGLInterface::RequireGLNodes() { return true; } uint32_t FGLInterface::GetCaps() { // describe our basic feature set ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS | RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL; if (r_drawvoxels) FlagSet |= RFF_VOXELS; if (gl_legacy_mode) { // legacy mode always has truecolor because palette tonemap is not available FlagSet |= RFF_TRUECOLOR; } else if (!(FGLRenderBuffers::IsEnabled())) { // truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP; } else { if (gl_tonemap != 5) // not running palette tonemap shader FlagSet |= RFF_TRUECOLOR; FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP; } return (uint32_t)FlagSet; } //=========================================================================== // // // //=========================================================================== FRenderer *gl_CreateInterface() { return new FGLInterface; }