mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-05-31 01:10:52 +00:00
Removed unneeded includes of r_local.h. Removed more r_ header dependencies from the rest of the code. took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it. Changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter. FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1223 b0f79afe-0144-0410-b225-9a4edf0717df
638 lines
No EOL
17 KiB
C++
638 lines
No EOL
17 KiB
C++
/*
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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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** Copyright 2000-2007 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "r_draw.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 "farchive.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_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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IMPLEMENT_CLASS(OpenGLFrameBuffer)
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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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FGLRenderer *GLRenderer;
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void gl_SetupMenu();
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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)
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{
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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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LastCamera = NULL;
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InitializeState();
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gl_SetupMenu();
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gl_GenerateGlobalBrightmapFromColormap();
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DoSetGamma();
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needsetgamma = true;
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swapped = false;
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Accel2D = true;
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if (gl.SetVSync!=NULL) gl.SetVSync(vid_vsync);
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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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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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// [BB] For some reason this crashes, if compiled with MinGW and optimization. Has to be investigated.
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#ifdef _MSC_VER
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gl.PrintStartupLog();
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#endif
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if (gl.flags&RFL_NPOT_TEXTURE)
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{
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Printf("Support for non power 2 textures enabled.\n");
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}
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if (gl.flags&RFL_OCCLUSION_QUERY)
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{
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Printf("Occlusion query enabled.\n");
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}
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}
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gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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gl.ClearDepth(1.0f);
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gl.DepthFunc(GL_LESS);
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gl.ShadeModel(GL_SMOOTH);
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gl.Enable(GL_DITHER);
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gl.Enable(GL_ALPHA_TEST);
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gl.Disable(GL_CULL_FACE);
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gl.Disable(GL_POLYGON_OFFSET_FILL);
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gl.Enable(GL_POLYGON_OFFSET_LINE);
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gl.Enable(GL_BLEND);
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gl.Enable(GL_DEPTH_CLAMP_NV);
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gl.Disable(GL_DEPTH_TEST);
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gl.Enable(GL_TEXTURE_2D);
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gl.Disable(GL_LINE_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glAlphaFunc(GL_GEQUAL,0.5f);
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gl.Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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gl.Hint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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gl.Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// This was to work around a bug in some older driver. Probably doesn't make sense anymore.
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gl.Enable(GL_FOG);
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gl.Disable(GL_FOG);
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gl.Hint(GL_FOG_HINT, GL_FASTEST);
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gl.Fogi(GL_FOG_MODE, GL_EXP);
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gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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int trueH = GetTrueHeight();
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int h = GetHeight();
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gl.Viewport(0, (trueH - h)/2, GetWidth(), GetHeight());
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Begin2D(false);
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GLRenderer->Initialize();
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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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// Testing only for now.
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CVAR(Bool, gl_draw_sync, true, 0) //false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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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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if (GetTrueHeight() != GetHeight())
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{
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if (GLRenderer != NULL)
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GLRenderer->ClearBorders();
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Begin2D(false);
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}
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if (gl_draw_sync || !swapped)
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{
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Swap();
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}
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swapped = false;
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Unlock();
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CheckBench();
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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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void OpenGLFrameBuffer::Swap()
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{
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Finish.Reset();
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Finish.Clock();
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gl.Finish();
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if (needsetgamma)
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{
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//DoSetGamma();
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needsetgamma = false;
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}
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gl.SwapBuffers();
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Finish.Unclock();
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swapped = true;
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FHardwareTexture::UnbindAll();
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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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WORD gammaTable[768];
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if (m_supportsGamma)
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{
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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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if(gamma != 1) val = pow(val, invgamma) / norm;
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val += bright * 128;
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gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (WORD)clamp<double>(val*256, 0, 0xffff);
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}
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SetGammaTable(gammaTable);
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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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bool OpenGLFrameBuffer::UsesColormap() const
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{
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// The GL renderer has no use for colormaps so let's
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// not create them and save us some time.
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return false;
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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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}
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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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void OpenGLFrameBuffer::GetHitlist(BYTE *hitlist)
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{
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Super::GetHitlist(hitlist);
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// check skybox textures and mark the separate faces as used
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for(int i=0;i<TexMan.NumTextures(); i++)
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{
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if (hitlist[i])
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->gl_info.bSkybox)
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{
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FSkyBox *sb = static_cast<FSkyBox*>(tex);
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for(int i=0;i<6;i++)
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{
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if (sb->faces[i])
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{
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int index = sb->faces[i]->id.GetIndex();
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hitlist[index] |= 1;
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}
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}
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}
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}
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}
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// check model skins
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheTexture
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//
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//==========================================================================
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void OpenGLFrameBuffer::PrecacheTexture(FTexture *tex, int cache)
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{
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if (tex != NULL)
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{
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if (cache)
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{
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tex->PrecacheGL();
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}
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else
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{
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tex->UncacheGL();
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}
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: StateChanged
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//
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//==========================================================================
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void OpenGLFrameBuffer::StateChanged(AActor *actor)
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{
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gl_SetActorLights(actor);
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}
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//===========================================================================
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//
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// notify the renderer that serialization of the curent level is about to start/end
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//
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//===========================================================================
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void OpenGLFrameBuffer::StartSerialize(FArchive &arc)
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{
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gl_DeleteAllAttachedLights();
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arc << fogdensity << outsidefogdensity << skyfog;
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}
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void OpenGLFrameBuffer::EndSerialize(FArchive &arc)
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{
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gl_RecreateAllAttachedLights();
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if (arc.IsLoading()) gl_InitPortals();
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}
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//===========================================================================
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//
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// Get max. view angle (renderer specific information so it goes here now)
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//
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//===========================================================================
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EXTERN_CVAR(Float, maxviewpitch)
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int OpenGLFrameBuffer::GetMaxViewPitch(bool down)
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{
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if (netgame) return Super::GetMaxViewPitch(down);
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else return (down? maxviewpitch : -maxviewpitch) * ANGLE_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.MatrixMode(GL_MODELVIEW);
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gl.LoadIdentity();
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gl.MatrixMode(GL_PROJECTION);
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gl.LoadIdentity();
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gl.Ortho(
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(GLdouble) 0,
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(GLdouble) GetWidth(),
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(GLdouble) GetHeight(),
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(GLdouble) 0,
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(GLdouble) -1.0,
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(GLdouble) 1.0
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);
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gl.Disable(GL_DEPTH_TEST);
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gl.Disable(GL_MULTISAMPLE);
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if (GLRenderer != NULL) 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 STACK_ARGS OpenGLFrameBuffer::DrawTextureV(FTexture *img, double x0, double y0, uint32 tag, va_list tags)
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{
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DrawParms parms;
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if (ParseDrawTextureTags(img, x0, y0, tag, tags, &parms, true))
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{
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if (GLRenderer != NULL) GLRenderer->DrawTexture(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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//==========================================================================
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void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color)
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{
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if (GLRenderer != NULL)
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GLRenderer->DrawLine(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 color)
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{
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if (GLRenderer != NULL)
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GLRenderer->DrawPixel(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 != NULL)
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GLRenderer->Dim(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 != NULL)
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GLRenderer->FlatFill(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 color)
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{
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if (GLRenderer != NULL)
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GLRenderer->Clear(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,
|
|
double originx, double originy, double scalex, double scaley,
|
|
angle_t rotation, FDynamicColormap *colormap, int lightlevel)
|
|
{
|
|
if (GLRenderer != NULL)
|
|
{
|
|
GLRenderer->FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley,
|
|
rotation, colormap, lightlevel);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Takes a screenshot
|
|
//
|
|
//===========================================================================
|
|
|
|
void OpenGLFrameBuffer::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
|
|
{
|
|
int w = SCREENWIDTH;
|
|
int h = SCREENHEIGHT;
|
|
|
|
ReleaseScreenshotBuffer();
|
|
ScreenshotBuffer = new BYTE[w * h * 3];
|
|
|
|
gl.ReadPixels(0,(GetTrueHeight() - GetHeight()) / 2,w,h,GL_RGB,GL_UNSIGNED_BYTE,ScreenshotBuffer);
|
|
pitch = -w*3;
|
|
color_type = SS_RGB;
|
|
buffer = ScreenshotBuffer + w * 3 * (h - 1);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Releases the screenshot buffer.
|
|
//
|
|
//===========================================================================
|
|
|
|
void OpenGLFrameBuffer::ReleaseScreenshotBuffer()
|
|
{
|
|
if (ScreenshotBuffer != NULL) delete [] ScreenshotBuffer;
|
|
ScreenshotBuffer = NULL;
|
|
}
|
|
|
|
|
|
void OpenGLFrameBuffer::WriteSavePic (player_t *player, FILE *file, int width, int height)
|
|
{
|
|
GLRenderer->WriteSavePic(player, file, width, height);
|
|
}
|
|
|
|
void OpenGLFrameBuffer::RenderView (player_t* player)
|
|
{
|
|
GLRenderer->RenderView(player);
|
|
}
|
|
|
|
void OpenGLFrameBuffer::RemapVoxels()
|
|
{
|
|
// no-op
|
|
}
|
|
|
|
|
|
void OpenGLFrameBuffer::DrawRemainingPlayerSprites()
|
|
{
|
|
// not used by hardware renderer
|
|
}
|
|
|
|
void OpenGLFrameBuffer::GameRestart()
|
|
{
|
|
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
|
|
UpdatePalette ();
|
|
ScreenshotBuffer = NULL;
|
|
LastCamera = NULL;
|
|
gl_GenerateGlobalBrightmapFromColormap();
|
|
} |