mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 16:41:13 +00:00
457 lines
13 KiB
C++
457 lines
13 KiB
C++
/*
|
|
** The base framebuffer class
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1999-2016 Randy Heit
|
|
** Copyright 2005-2018 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
|
|
|
|
#include "x86.h"
|
|
#include "actor.h"
|
|
|
|
#include "v_video.h"
|
|
|
|
#include "c_dispatch.h"
|
|
#include "sbar.h"
|
|
#include "hardware.h"
|
|
#include "r_utility.h"
|
|
#include "r_renderer.h"
|
|
#include "vm.h"
|
|
#include "r_videoscale.h"
|
|
#include "i_time.h"
|
|
#include "hwrenderer/scene/hw_portal.h"
|
|
#include "hwrenderer/utility/hw_clock.h"
|
|
#include "hwrenderer/data/flatvertices.h"
|
|
|
|
#include <chrono>
|
|
#include <thread>
|
|
|
|
|
|
CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
|
|
CVAR(Bool, vid_fps, false, 0)
|
|
CVAR(Int, vid_showpalette, 0, 0)
|
|
|
|
EXTERN_CVAR(Bool, ticker)
|
|
EXTERN_CVAR(Float, vid_brightness)
|
|
EXTERN_CVAR(Float, vid_contrast)
|
|
EXTERN_CVAR(Bool, vid_vsync)
|
|
EXTERN_CVAR(Int, vid_maxfps)
|
|
EXTERN_CVAR(Bool, cl_capfps)
|
|
EXTERN_CVAR(Int, screenblocks)
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: CalcGamma
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::CalcGamma (float gamma, uint8_t gammalookup[256])
|
|
{
|
|
// I found this formula on the web at
|
|
// <http://panda.mostang.com/sane/sane-gamma.html>,
|
|
// but that page no longer exits.
|
|
double invgamma = 1.f / gamma;
|
|
int i;
|
|
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
gammalookup[i] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer Constructor
|
|
//
|
|
// A frame buffer canvas is the most common and represents the image that
|
|
// gets drawn to the screen.
|
|
//
|
|
//==========================================================================
|
|
|
|
DFrameBuffer::DFrameBuffer (int width, int height)
|
|
{
|
|
SetSize(width, height);
|
|
mPortalState = new FPortalSceneState;
|
|
}
|
|
|
|
DFrameBuffer::~DFrameBuffer()
|
|
{
|
|
delete mPortalState;
|
|
}
|
|
|
|
void DFrameBuffer::SetSize(int width, int height)
|
|
{
|
|
Width = ViewportScaledWidth(width, height);
|
|
Height = ViewportScaledHeight(width, height);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawPaletteTester(int paletteno)
|
|
{
|
|
int blocksize = screen->GetHeight() / 50;
|
|
|
|
int t = paletteno;
|
|
int k = 0;
|
|
for (int i = 0; i < 16; ++i)
|
|
{
|
|
for (int j = 0; j < 16; ++j)
|
|
{
|
|
int palindex = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
|
|
PalEntry pe = GPalette.BaseColors[palindex];
|
|
k++;
|
|
screen->Dim(pe, 1.f, j*blocksize, i*blocksize, blocksize, blocksize);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: DrawRateStuff
|
|
//
|
|
// Draws the fps counter, dot ticker, and palette debug.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::DrawRateStuff ()
|
|
{
|
|
// Draws frame time and cumulative fps
|
|
if (vid_fps)
|
|
{
|
|
uint64_t ms = screen->FrameTime;
|
|
uint64_t howlong = ms - LastMS;
|
|
if ((signed)howlong >= 0)
|
|
{
|
|
char fpsbuff[40];
|
|
int chars;
|
|
int rate_x;
|
|
|
|
int textScale = active_con_scale();
|
|
|
|
chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
|
|
rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
|
|
Clear (rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
|
|
DrawText (NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
|
|
DTA_VirtualWidth, screen->GetWidth() / textScale,
|
|
DTA_VirtualHeight, screen->GetHeight() / textScale,
|
|
DTA_KeepRatio, true, TAG_DONE);
|
|
|
|
uint32_t thisSec = (uint32_t)(ms/1000);
|
|
if (LastSec < thisSec)
|
|
{
|
|
LastCount = FrameCount / (thisSec - LastSec);
|
|
LastSec = thisSec;
|
|
FrameCount = 0;
|
|
}
|
|
FrameCount++;
|
|
}
|
|
LastMS = ms;
|
|
}
|
|
|
|
// draws little dots on the bottom of the screen
|
|
if (ticker)
|
|
{
|
|
int64_t t = I_GetTime();
|
|
int64_t tics = t - LastTic;
|
|
|
|
LastTic = t;
|
|
if (tics > 20) tics = 20;
|
|
|
|
int i;
|
|
for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
|
|
for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
|
|
}
|
|
|
|
// draws the palette for debugging
|
|
if (vid_showpalette)
|
|
{
|
|
V_DrawPaletteTester(vid_showpalette);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Palette stuff.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::Update()
|
|
{
|
|
CheckBench();
|
|
|
|
int initialWidth = GetClientWidth();
|
|
int initialHeight = GetClientHeight();
|
|
int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
|
|
int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
|
|
if (clientWidth < VID_MIN_WIDTH) clientWidth = VID_MIN_WIDTH;
|
|
if (clientHeight < VID_MIN_HEIGHT) clientHeight = VID_MIN_HEIGHT;
|
|
if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight))
|
|
{
|
|
SetVirtualSize(clientWidth, clientHeight);
|
|
V_OutputResized(clientWidth, clientHeight);
|
|
mVertexData->OutputResized(clientWidth, clientHeight);
|
|
}
|
|
}
|
|
|
|
void DFrameBuffer::SetClearColor(int color)
|
|
{
|
|
PalEntry pe = GPalette.BaseColors[color];
|
|
mSceneClearColor[0] = pe.r / 255.f;
|
|
mSceneClearColor[1] = pe.g / 255.f;
|
|
mSceneClearColor[2] = pe.b / 255.f;
|
|
mSceneClearColor[3] = 1.f;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: SetVSync
|
|
//
|
|
// Turns vertical sync on and off, if supported.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::SetVSync (bool vsync)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: WipeStartScreen
|
|
//
|
|
// Grabs a copy of the screen currently displayed to serve as the initial
|
|
// frame of a screen wipe. Also determines which screenwipe will be
|
|
// performed.
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *DFrameBuffer::WipeStartScreen()
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: WipeEndScreen
|
|
//
|
|
// Grabs a copy of the most-recently drawn, but not yet displayed, screen
|
|
// to serve as the final frame of a screen wipe.
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *DFrameBuffer::WipeEndScreen()
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: GetCaps
|
|
//
|
|
//==========================================================================
|
|
|
|
EXTERN_CVAR(Bool, r_drawvoxels)
|
|
|
|
uint32_t DFrameBuffer::GetCaps()
|
|
{
|
|
ActorRenderFeatureFlags FlagSet = 0;
|
|
|
|
if (V_IsPolyRenderer())
|
|
FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
|
|
else
|
|
{
|
|
FlagSet |= RFF_UNCLIPPEDTEX;
|
|
if (r_drawvoxels)
|
|
FlagSet |= RFF_VOXELS;
|
|
}
|
|
|
|
if (V_IsTrueColor())
|
|
FlagSet |= RFF_TRUECOLOR;
|
|
else
|
|
FlagSet |= RFF_COLORMAP;
|
|
|
|
return (uint32_t)FlagSet;
|
|
}
|
|
|
|
void DFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
|
|
{
|
|
SWRenderer->WriteSavePic(player, file, width, height);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Calculates the viewport values needed for 2D and 3D operations
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::SetViewportRects(IntRect *bounds)
|
|
{
|
|
if (bounds)
|
|
{
|
|
mSceneViewport = *bounds;
|
|
mScreenViewport = *bounds;
|
|
mOutputLetterbox = *bounds;
|
|
return;
|
|
}
|
|
|
|
// Special handling so the view with a visible status bar displays properly
|
|
int height, width;
|
|
if (screenblocks >= 10)
|
|
{
|
|
height = GetHeight();
|
|
width = GetWidth();
|
|
}
|
|
else
|
|
{
|
|
height = (screenblocks*GetHeight() / 10) & ~7;
|
|
width = (screenblocks*GetWidth() / 10);
|
|
}
|
|
|
|
// Back buffer letterbox for the final output
|
|
int clientWidth = GetClientWidth();
|
|
int clientHeight = GetClientHeight();
|
|
if (clientWidth == 0 || clientHeight == 0)
|
|
{
|
|
// When window is minimized there may not be any client area.
|
|
// Pretend to the rest of the render code that we just have a very small window.
|
|
clientWidth = 160;
|
|
clientHeight = 120;
|
|
}
|
|
int screenWidth = GetWidth();
|
|
int screenHeight = GetHeight();
|
|
float scaleX, scaleY;
|
|
if (ViewportIsScaled43())
|
|
{
|
|
scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f));
|
|
scaleY = scaleX * 1.2f;
|
|
}
|
|
else
|
|
{
|
|
scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight);
|
|
scaleY = scaleX;
|
|
}
|
|
mOutputLetterbox.width = (int)round(screenWidth * scaleX);
|
|
mOutputLetterbox.height = (int)round(screenHeight * scaleY);
|
|
mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
|
|
mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
|
|
|
|
// The entire renderable area, including the 2D HUD
|
|
mScreenViewport.left = 0;
|
|
mScreenViewport.top = 0;
|
|
mScreenViewport.width = screenWidth;
|
|
mScreenViewport.height = screenHeight;
|
|
|
|
// Viewport for the 3D scene
|
|
mSceneViewport.left = viewwindowx;
|
|
mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
|
|
mSceneViewport.width = viewwidth;
|
|
mSceneViewport.height = height;
|
|
|
|
// Scale viewports to fit letterbox
|
|
bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) &&
|
|
(mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) &&
|
|
!ViewportIsScaled43());
|
|
if (gl_scale_viewport && !IsFullscreen() && notScaled)
|
|
{
|
|
mScreenViewport.width = mOutputLetterbox.width;
|
|
mScreenViewport.height = mOutputLetterbox.height;
|
|
mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
|
|
mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
|
|
mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
|
|
mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Calculates the OpenGL window coordinates for a zdoom screen position
|
|
//
|
|
//===========================================================================
|
|
|
|
int DFrameBuffer::ScreenToWindowX(int x)
|
|
{
|
|
return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)GetWidth());
|
|
}
|
|
|
|
int DFrameBuffer::ScreenToWindowY(int y)
|
|
{
|
|
return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)GetHeight());
|
|
}
|
|
|
|
void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
|
|
{
|
|
int letterboxX = mOutputLetterbox.left;
|
|
int letterboxY = mOutputLetterbox.top;
|
|
int letterboxWidth = mOutputLetterbox.width;
|
|
int letterboxHeight = mOutputLetterbox.height;
|
|
|
|
x = int16_t((x - letterboxX) * Width / letterboxWidth);
|
|
y = int16_t((y - letterboxY) * Height / letterboxHeight);
|
|
}
|
|
|
|
void DFrameBuffer::FPSLimit()
|
|
{
|
|
using namespace std::chrono;
|
|
using namespace std::this_thread;
|
|
|
|
if (vid_maxfps <= 0 || vid_vsync || cl_capfps)
|
|
return;
|
|
|
|
uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps;
|
|
|
|
while (true)
|
|
{
|
|
fpsLimitTime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
|
|
int64_t timeToWait = targetWakeTime - fpsLimitTime;
|
|
|
|
if (timeToWait > 1'000'000 || timeToWait <= 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (timeToWait <= 2'000)
|
|
{
|
|
// We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses.
|
|
// Yield execution and check time again.
|
|
sleep_for(nanoseconds(0));
|
|
}
|
|
else
|
|
{
|
|
// Sleep, but try to wake before deadline.
|
|
sleep_for(microseconds(timeToWait - 2'000));
|
|
}
|
|
}
|
|
}
|