gzdoom-gles/src/v_framebuffer.cpp

563 lines
16 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 "i_system.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"
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(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);
}
}
//==========================================================================
//
// DSimpleCanvas Constructor
//
// A simple canvas just holds a buffer in main memory.
//
//==========================================================================
DSimpleCanvas::DSimpleCanvas (int width, int height, bool bgra)
: DCanvas (width, height, bgra)
{
PixelBuffer = nullptr;
Resize(width, height);
}
void DSimpleCanvas::Resize(int width, int height)
{
Width = width;
Height = height;
if (PixelBuffer != NULL)
{
delete[] PixelBuffer;
PixelBuffer = NULL;
}
// Making the pitch a power of 2 is very bad for performance
// Try to maximize the number of cache lines that can be filled
// for each column drawing operation by making the pitch slightly
// longer than the width. The values used here are all based on
// empirical evidence.
if (width <= 640)
{
// For low resolutions, just keep the pitch the same as the width.
// Some speedup can be seen using the technique below, but the speedup
// is so marginal that I don't consider it worthwhile.
Pitch = width;
}
else
{
// If we couldn't figure out the CPU's L1 cache line size, assume
// it's 32 bytes wide.
if (CPU.DataL1LineSize == 0)
{
CPU.DataL1LineSize = 32;
}
// The Athlon and P3 have very different caches, apparently.
// I am going to generalize the Athlon's performance to all AMD
// processors and the P3's to all non-AMD processors. I don't know
// how smart that is, but I don't have a vast plethora of
// processors to test with.
if (CPU.bIsAMD)
{
Pitch = width + CPU.DataL1LineSize;
}
else
{
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
}
}
int bytes_per_pixel = Bgra ? 4 : 1;
PixelBuffer = new uint8_t[Pitch * height * bytes_per_pixel];
memset (PixelBuffer, 0, Pitch * height * bytes_per_pixel);
}
//==========================================================================
//
// DSimpleCanvas Destructor
//
//==========================================================================
DSimpleCanvas::~DSimpleCanvas ()
{
if (PixelBuffer != NULL)
{
delete[] PixelBuffer;
PixelBuffer = NULL;
}
}
//==========================================================================
//
// 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 - ConFont->StringWidth(&fpsbuff[0]);
Clear (rate_x * textScale, 0, Width, ConFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
DrawText (ConFont, 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::GetFlashedPalette(PalEntry pal[256])
{
DoBlending(SourcePalette, pal, 256, Flash.r, Flash.g, Flash.b, Flash.a);
}
void DFrameBuffer::Update()
{
CheckBench();
int initialWidth = GetClientWidth();
int initialHeight = GetClientHeight();
int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
if (clientWidth < 320) clientWidth = 320;
if (clientHeight < 200) clientHeight = 200;
if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight))
{
SetVirtualSize(clientWidth, clientHeight);
V_OutputResized(clientWidth, clientHeight);
mVertexData->OutputResized(clientWidth, clientHeight);
}
}
PalEntry *DFrameBuffer::GetPalette()
{
return SourcePalette;
}
bool DFrameBuffer::SetFlash(PalEntry rgb, int amount)
{
Flash = PalEntry(amount, rgb.r, rgb.g, rgb.b);
return true;
}
void DFrameBuffer::GetFlash(PalEntry &rgb, int &amount)
{
rgb = Flash;
rgb.a = 0;
amount = Flash.a;
}
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 :: InitPalette
//
//==========================================================================
void DFrameBuffer::InitPalette()
{
memcpy(SourcePalette, GPalette.BaseColors, sizeof(PalEntry) * 256);
UpdatePalette();
}
//==========================================================================
//
//
//
//==========================================================================
void DFrameBuffer::BuildGammaTable(uint16_t *gammaTable)
{
float gamma = clamp<float>(Gamma, 0.1f, 4.f);
float contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
float bright = clamp<float>(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<double>(val * 256, 0, 0xffff);
}
}
//==========================================================================
//
// 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::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
{
SWRenderer->RenderTextureView(tex, Viewpoint, FOV);
}
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);
}