// //--------------------------------------------------------------------------- // // 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 "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 "textures/skyboxtexture.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_lightdata.h" #include "gl/textures/gl_hwtexture.h" #include "gl/utility/gl_clock.h" #include "gl/data/gl_vertexbuffer.h" #include "gl_debug.h" #include "r_videoscale.h" 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, false) { // 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! Super::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; InitializeState(); mDebug = std::make_shared(); mDebug->Update(); gl_SetupMenu(); DoSetGamma(); } OpenGLFrameBuffer::~OpenGLFrameBuffer() { delete GLRenderer; GLRenderer = NULL; } //========================================================================== // // Initializes the GL renderer // //========================================================================== void OpenGLFrameBuffer::InitializeState() { static bool first=true; if (first) { if (ogl_LoadFunctions() == ogl_LOAD_FAILED) { I_FatalError("Failed to load OpenGL functions."); } } 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(); CheckBench(); int initialWidth = IsFullscreen() ? VideoWidth : GetClientWidth(); int initialHeight = IsFullscreen() ? VideoHeight : GetClientHeight(); int clientWidth = ViewportScaledWidth(initialWidth, initialHeight); int clientHeight = ViewportScaledHeight(initialWidth, initialHeight); if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight)) { // Do not call Resize here because it's only for software canvases Width = clientWidth; Height = clientHeight; V_OutputResized(Width, Height); GLRenderer->mVBO->OutputResized(Width, Height); } GLRenderer->SetOutputViewport(nullptr); } //=========================================================================== // // // //=========================================================================== extern int currentrenderer; void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV) { if (currentrenderer == 0) Super::RenderTextureView(tex, Viewpoint, FOV); else if (GLRenderer != nullptr) { GLRenderer->RenderTextureView(tex, Viewpoint, FOV); camtexcount++; } } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void OpenGLFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height) { if (currentrenderer == 0) Super::WriteSavePic(player, file, width, height); if (GLRenderer != nullptr) GLRenderer->WriteSavePic(player, file, width, height); } //=========================================================================== // // // //=========================================================================== void OpenGLFrameBuffer::RenderView(player_t *player) { if (GLRenderer != nullptr) GLRenderer->RenderView(player); } //=========================================================================== // // // //=========================================================================== EXTERN_CVAR(Bool, r_drawvoxels) EXTERN_CVAR(Int, gl_tonemap) uint32_t OpenGLFrameBuffer::GetCaps() { if (currentrenderer == 0) return Super::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.legacyMode) { // 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; } //========================================================================== // // Swap the buffers // //========================================================================== CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); void OpenGLFrameBuffer::Swap() { bool swapbefore = gl_finishbeforeswap && camtexcount == 0; Finish.Reset(); Finish.Clock(); if (swapbefore) glFinish(); SwapBuffers(); if (!swapbefore) glFinish(); Finish.Unclock(); camtexcount = 0; FHardwareTexture::UnbindAll(); mDebug->Update(); } //========================================================================== // // Enable/disable vertical sync // //========================================================================== void OpenGLFrameBuffer::SetVSync(bool vsync) { // Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object. GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding); glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); Super::SetVSync(vsync); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding); } //=========================================================================== // // 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) { uint16_t gammaTable[768]; // This formula is taken from Doomsday float gamma = clamp(Gamma, 0.1f, 4.f); float contrast = clamp(vid_contrast, 0.1f, 3.f); float bright = clamp(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; val += bright * 128; if(gamma != 1) val = pow(val, invgamma) / norm; gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (uint16_t)clamp(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() { 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; } void OpenGLFrameBuffer::InitForLevel() { if (GLRenderer != NULL) { GLRenderer->SetupLevel(); } } //=========================================================================== // // // //=========================================================================== void OpenGLFrameBuffer::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; } //========================================================================== // // // //========================================================================== bool OpenGLFrameBuffer::Begin2D(bool copy3d) { Super::Begin2D(copy3d); ClearClipRect(); 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; } //=========================================================================== // // Takes a screenshot // //=========================================================================== void OpenGLFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) { 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 pixels; 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 uint8_t[w * h * 3]; 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; 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); // Screenshot should not use gamma correction if it was already applied to rendered image EXTERN_CVAR(Bool, fullscreen); gamma = 1 == vid_hwgamma || (2 == vid_hwgamma && !fullscreen) ? 1.0f : Gamma; } //=========================================================================== // // 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; GLRenderer->GetSpecialTextures(); } void OpenGLFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y) { int letterboxX = GLRenderer->mOutputLetterbox.left; int letterboxY = GLRenderer->mOutputLetterbox.top; int letterboxWidth = GLRenderer->mOutputLetterbox.width; int letterboxHeight = GLRenderer->mOutputLetterbox.height; // Subtract the LB video mode letterboxing if (IsFullscreen()) y -= (GetTrueHeight() - VideoHeight) / 2; x = int16_t((x - letterboxX) * Width / letterboxWidth); y = int16_t((y - letterboxY) * Height / letterboxHeight); } //=========================================================================== // // 2D drawing // //=========================================================================== void OpenGLFrameBuffer::Draw2D() { if (GLRenderer != nullptr) GLRenderer->Draw2D(&m2DDrawer); }