mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
8e2ebe15fe
- removed the LastCamera logic in RenderView. This code predates the first GZDoom release and apparently was only added because back then R_SetupFrame was not fully compatible with the hardware renderer. Today it is not needed anymore.
560 lines
15 KiB
C++
560 lines
15 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2010-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_framebuffer.cpp
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** Implementation of the non-hardware specific parts of the
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** OpenGL frame buffer
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**
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*/
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#include "gl/system/gl_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "m_png.h"
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#include "m_crc32.h"
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#include "vectors.h"
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#include "v_palette.h"
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#include "templates.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/gl_functions.h"
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#include "gl/renderer/gl_2ddrawer.h"
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#include "gl_debug.h"
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IMPLEMENT_CLASS(OpenGLFrameBuffer, false, false)
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EXTERN_CVAR (Float, vid_brightness)
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EXTERN_CVAR (Float, vid_contrast)
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EXTERN_CVAR (Bool, vid_vsync)
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CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
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FGLRenderer *GLRenderer;
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void gl_LoadExtensions();
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void gl_PrintStartupLog();
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void gl_SetupMenu();
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CUSTOM_CVAR(Int, vid_hwgamma, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self < 0 || self > 2) self = 2;
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if (GLRenderer != NULL && GLRenderer->framebuffer != NULL) GLRenderer->framebuffer->DoSetGamma();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) :
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Super(hMonitor, width, height, bits, refreshHz, fullscreen, false)
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{
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// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
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// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
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Super::SetVSync(vid_vsync);
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// Make sure all global variables tracking OpenGL context state are reset..
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FHardwareTexture::InitGlobalState();
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FMaterial::InitGlobalState();
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gl_RenderState.Reset();
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GLRenderer = new FGLRenderer(this);
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memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
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UpdatePalette ();
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ScreenshotBuffer = NULL;
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InitializeState();
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mDebug = std::make_shared<FGLDebug>();
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mDebug->Update();
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gl_SetupMenu();
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gl_GenerateGlobalBrightmapFromColormap();
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DoSetGamma();
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Accel2D = true;
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}
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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{
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delete GLRenderer;
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GLRenderer = NULL;
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}
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//==========================================================================
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//
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// Initializes the GL renderer
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//
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//==========================================================================
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void OpenGLFrameBuffer::InitializeState()
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{
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static bool first=true;
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if (first)
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{
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ogl_LoadFunctions();
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}
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gl_LoadExtensions();
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Super::InitializeState();
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if (first)
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{
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first=false;
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gl_PrintStartupLog();
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glDepthFunc(GL_LESS);
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glEnable(GL_DITHER);
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glDisable(GL_CULL_FACE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_TEST);
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if (gl.legacyMode) glEnable(GL_TEXTURE_2D);
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glDisable(GL_LINE_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLRenderer->Initialize(GetWidth(), GetHeight());
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GLRenderer->SetOutputViewport(nullptr);
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Begin2D(false);
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}
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//==========================================================================
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//
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// Updates the screen
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//
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//==========================================================================
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void OpenGLFrameBuffer::Update()
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{
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if (!CanUpdate())
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{
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GLRenderer->Flush();
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return;
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}
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Begin2D(false);
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DrawRateStuff();
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GLRenderer->Flush();
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Swap();
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Unlock();
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CheckBench();
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if (!IsFullscreen())
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{
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int clientWidth = GetClientWidth();
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int clientHeight = GetClientHeight();
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if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
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{
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// Do not call Resize here because it's only for software canvases
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Pitch = Width = clientWidth;
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Height = clientHeight;
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V_OutputResized(Width, Height);
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GLRenderer->mVBO->OutputResized(Width, Height);
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}
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}
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GLRenderer->SetOutputViewport(nullptr);
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}
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//==========================================================================
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//
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// Swap the buffers
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//
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//==========================================================================
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CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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extern int camtexcount;
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void OpenGLFrameBuffer::Swap()
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{
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bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
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Finish.Reset();
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Finish.Clock();
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if (swapbefore) glFinish();
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SwapBuffers();
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if (!swapbefore) glFinish();
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Finish.Unclock();
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camtexcount = 0;
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FHardwareTexture::UnbindAll();
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mDebug->Update();
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}
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//==========================================================================
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//
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// Enable/disable vertical sync
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//
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//==========================================================================
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void OpenGLFrameBuffer::SetVSync(bool vsync)
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{
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// Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object.
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GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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Super::SetVSync(vsync);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding);
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}
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//===========================================================================
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//
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// DoSetGamma
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//
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// (Unfortunately Windows has some safety precautions that block gamma ramps
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// that are considered too extreme. As a result this doesn't work flawlessly)
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//
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//===========================================================================
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void OpenGLFrameBuffer::DoSetGamma()
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{
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bool useHWGamma = m_supportsGamma && ((vid_hwgamma == 0) || (vid_hwgamma == 2 && IsFullscreen()));
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if (useHWGamma)
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{
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uint16_t gammaTable[768];
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// This formula is taken from Doomsday
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float gamma = clamp<float>(Gamma, 0.1f, 4.f);
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float contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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float bright = clamp<float>(vid_brightness, -0.8f, 0.8f);
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double invgamma = 1 / gamma;
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double norm = pow(255., invgamma - 1);
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for (int i = 0; i < 256; i++)
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{
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double val = i * contrast - (contrast - 1) * 127;
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val += bright * 128;
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if(gamma != 1) val = pow(val, invgamma) / norm;
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gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (uint16_t)clamp<double>(val*256, 0, 0xffff);
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}
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SetGammaTable(gammaTable);
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HWGammaActive = true;
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}
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else if (HWGammaActive)
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{
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ResetGammaTable();
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HWGammaActive = false;
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}
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}
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bool OpenGLFrameBuffer::SetGamma(float gamma)
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{
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DoSetGamma();
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return true;
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}
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bool OpenGLFrameBuffer::SetBrightness(float bright)
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{
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DoSetGamma();
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return true;
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}
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bool OpenGLFrameBuffer::SetContrast(float contrast)
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{
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DoSetGamma();
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return true;
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}
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//===========================================================================
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//
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//
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//===========================================================================
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void OpenGLFrameBuffer::UpdatePalette()
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{
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int rr=0,gg=0,bb=0;
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for(int x=0;x<256;x++)
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{
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rr+=GPalette.BaseColors[x].r;
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gg+=GPalette.BaseColors[x].g;
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bb+=GPalette.BaseColors[x].b;
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}
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rr>>=8;
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gg>>=8;
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bb>>=8;
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palette_brightness = (rr*77 + gg*143 + bb*35)/255;
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if (GLRenderer)
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GLRenderer->ClearTonemapPalette();
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}
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void OpenGLFrameBuffer::GetFlashedPalette (PalEntry pal[256])
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{
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memcpy(pal, SourcePalette, 256*sizeof(PalEntry));
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}
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PalEntry *OpenGLFrameBuffer::GetPalette ()
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{
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return SourcePalette;
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}
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bool OpenGLFrameBuffer::SetFlash(PalEntry rgb, int amount)
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{
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Flash = PalEntry(amount, rgb.r, rgb.g, rgb.b);
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return true;
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}
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void OpenGLFrameBuffer::GetFlash(PalEntry &rgb, int &amount)
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{
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rgb = Flash;
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rgb.a = 0;
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amount = Flash.a;
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}
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int OpenGLFrameBuffer::GetPageCount()
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{
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return 1;
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}
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//==========================================================================
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//
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// DFrameBuffer :: CreatePalette
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//
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// Creates a native palette from a remap table, if supported.
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//
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//==========================================================================
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FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
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{
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return GLTranslationPalette::CreatePalette(remap);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Begin2D(bool)
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{
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, GetWidth(), GetHeight(), 0, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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glDisable(GL_DEPTH_TEST);
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// Korshun: ENABLE AUTOMAP ANTIALIASING!!!
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if (gl_aalines)
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glEnable(GL_LINE_SMOOTH);
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else
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{
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_LINE_SMOOTH);
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glLineWidth(1.0);
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}
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if (GLRenderer != NULL)
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GLRenderer->Begin2D();
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return true;
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void OpenGLFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddTexture(img, parms);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddLine(x1, y1, x2, y2, palcolor, color);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::DrawPixel(int x1, int y1, int palcolor, uint32_t color)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddPixel(x1, y1, palcolor, color);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::Dim(PalEntry)
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{
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// Unlike in the software renderer the color is being ignored here because
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// view blending only affects the actual view with the GL renderer.
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Super::Dim(0);
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}
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void OpenGLFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddDim(color, damount, x1, y1, w, h);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddFlatFill(left, top, right, bottom, src, local_origin);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddClear(left, top, right, bottom, palcolor, color);
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}
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//==========================================================================
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//
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// D3DFB :: FillSimplePoly
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//
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// Here, "simple" means that a simple triangle fan can draw it.
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//
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//==========================================================================
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void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
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{
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GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel);
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}
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}
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//===========================================================================
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//
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// Takes a screenshot
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//
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//===========================================================================
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void OpenGLFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type)
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{
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const auto &viewport = GLRenderer->mOutputLetterbox;
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// Grab what is in the back buffer.
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// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
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TArray<uint8_t> pixels;
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pixels.Resize(viewport.width * viewport.height * 3);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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// Copy to screenshot buffer:
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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ReleaseScreenshotBuffer();
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ScreenshotBuffer = new uint8_t[w * h * 3];
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float rcpWidth = 1.0f / w;
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float rcpHeight = 1.0f / h;
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for (int y = 0; y < h; y++)
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{
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for (int x = 0; x < w; x++)
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{
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float u = (x + 0.5f) * rcpWidth;
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float v = (y + 0.5f) * rcpHeight;
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int sx = u * viewport.width;
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int sy = v * viewport.height;
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int sindex = (sx + sy * viewport.width) * 3;
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int dindex = (x + y * w) * 3;
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ScreenshotBuffer[dindex] = pixels[sindex];
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ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
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ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
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}
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}
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pitch = -w*3;
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color_type = SS_RGB;
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buffer = ScreenshotBuffer + w * 3 * (h - 1);
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}
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//===========================================================================
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//
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// Releases the screenshot buffer.
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//
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//===========================================================================
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void OpenGLFrameBuffer::ReleaseScreenshotBuffer()
|
|
{
|
|
if (ScreenshotBuffer != NULL) delete [] ScreenshotBuffer;
|
|
ScreenshotBuffer = NULL;
|
|
}
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|
|
|
|
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void OpenGLFrameBuffer::GameRestart()
|
|
{
|
|
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
|
|
UpdatePalette ();
|
|
ScreenshotBuffer = NULL;
|
|
gl_GenerateGlobalBrightmapFromColormap();
|
|
}
|
|
|