mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
- updated gl_interface to deal with older GL versions.
- added the framework for allowing multipass textured dynamic lights again.
This commit is contained in:
parent
8b5c741358
commit
090d13b915
8 changed files with 151 additions and 33 deletions
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@ -109,7 +109,8 @@ void FGLRenderer::Initialize()
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mVBO = new FFlatVertexBuffer;
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mSkyVBO = new FSkyVertexBuffer;
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mLights = new FLightBuffer();
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if (gl.lightmethod != LM_SOFTWARE) mLights = new FLightBuffer();
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else mLights = NULL;
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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SetupLevel();
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@ -309,7 +309,7 @@ void FRenderState::ApplyMatrices()
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void FRenderState::ApplyLightIndex(int index)
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{
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if (GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER && index > -1)
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if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
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{
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index = GLRenderer->mLights->BindUBO(index);
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}
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@ -193,7 +193,7 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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//==========================================================================
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//
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//
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// this is only used by LM_DEFERRED
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//
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//==========================================================================
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@ -399,7 +399,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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switch (pass)
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{
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case GLPASS_PLAIN: // Single-pass rendering
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case GLPASS_ALL:
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case GLPASS_ALL: // Same, but also creates the dynlight data.
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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if (sector->special != GLSector_Skybox)
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@ -473,6 +473,7 @@ inline void GLFlat::PutFlat(bool fog)
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bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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dynlightindex = -1; // make sure this is always initialized to something proper.
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gl_drawinfo->drawlists[list].AddFlat (this);
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}
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@ -351,7 +351,8 @@ void FGLRenderer::RenderScene(int recursion)
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// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
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// so that we don't have to do repeated map/unmap calls on the buffer.
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if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_BUFFER_STORAGE))
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bool haslights = mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights;
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if (gl.lightmethod == LM_DEFERRED && haslights)
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{
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GLRenderer->mLights->Begin();
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY);
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@ -371,12 +372,20 @@ void FGLRenderer::RenderScene(int recursion)
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int pass;
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if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_BUFFER_STORAGE))
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if (!haslights || gl.lightmethod == LM_DEFERRED)
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{
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pass = GLPASS_PLAIN;
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}
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else if (gl.lightmethod == LM_DIRECT)
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{
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pass = GLPASS_ALL;
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}
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else
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{
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// Todo: Draw lights with multipass rendering.
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// RenderMultpassStuff();
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// The remaining stuff which is unaffected by dynamic lights is just processed as normal.
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pass = GLPASS_PLAIN;
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}
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@ -418,6 +427,10 @@ void FGLRenderer::RenderScene(int recursion)
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// this is the only geometry type on which decals can possibly appear
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
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if (gl.lightmethod == LM_SOFTWARE)
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{
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// also process the render lists with walls and dynamic lights
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}
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -870,7 +883,7 @@ void FGLRenderer::RenderView (player_t* player)
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P_FindParticleSubsectors ();
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GLRenderer->mLights->Clear();
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if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
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// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
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bool saved_niv = NoInterpolateView;
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@ -925,7 +938,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
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SetFixedColormap(player);
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gl_RenderState.SetVertexBuffer(mVBO);
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GLRenderer->mVBO->Reset();
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GLRenderer->mLights->Clear();
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if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
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// Check if there's some lights. If not some code can be skipped.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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@ -1422,7 +1422,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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glseg.y2 = v2->fY();
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Colormap = frontsector->ColorMap;
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flags = 0;
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dynlightindex = UINT_MAX;
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dynlightindex = -1;
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lightlist = NULL;
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int rel = 0;
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@ -1681,7 +1681,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
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bottomflat = frontsector->GetTexture(sector_t::floor);
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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dynlightindex = UINT_MAX;
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dynlightindex = -1;
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zfloor[0] = zfloor[1] = ffh;
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@ -87,25 +87,37 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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//
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// The following code uses GetChars on the strings to get rid of terminating 0 characters. Do not remove or the code may break!
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//
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unsigned int lightbuffertype = GLRenderer->mLights->GetBufferType();
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unsigned int lightbuffersize = GLRenderer->mLights->GetBlockSize();
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FString vp_comb;
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if (lightbuffertype == GL_UNIFORM_BUFFER)
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if (gl.lightmethod == LM_SOFTWARE)
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{
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if (gl.glslversion < 1.4f || gl.version < 3.1f)
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if (gl.compatibility >= CMPT_GL3)
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{
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vp_comb.Format("#version 130\n#extension GL_ARB_uniform_buffer_object : require\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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else
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{
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vp_comb.Format("#version 140\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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vp_comb = "#version 130\n";
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}
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}
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else
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{
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
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assert(GLRenderer->mLights != NULL);
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// On the shader side there is no difference between LM_DEFERRED and LM_DIRECT, it only matters which buffer type is used by the light buffer.
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unsigned int lightbuffertype = GLRenderer->mLights->GetBufferType();
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unsigned int lightbuffersize = GLRenderer->mLights->GetBlockSize();
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if (lightbuffertype == GL_UNIFORM_BUFFER)
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{
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// This differentiation is for some Intel drivers which fail on #extension, so use of #version 140 is necessary
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if (gl.glslversion < 1.4f || gl.version < 3.1f)
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{
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vp_comb.Format("#version 130\n#extension GL_ARB_uniform_buffer_object : require\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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else
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{
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vp_comb.Format("#version 140\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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}
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else
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{
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
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}
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}
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vp_comb << defines << i_data.GetString().GetChars();
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@ -107,35 +107,77 @@ static void InitContext()
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//
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//==========================================================================
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#define FUDGE_FUNC(name, ext) if (_ptrc_##name == NULL) _ptrc_##name = _ptrc_##name##ext;
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void gl_LoadExtensions()
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{
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InitContext();
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CollectExtensions();
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const char *version = Args->CheckValue("-glversion");
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if (version == NULL) version = (const char*)glGetString(GL_VERSION);
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else Printf("Emulating OpenGL v %s\n", version);
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const char *glversion = (const char*)glGetString(GL_VERSION);
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if (version == NULL)
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{
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version = glversion;
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}
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else
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{
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double v1 = strtod(version, NULL);
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double v2 = strtod(glversion, NULL);
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if (v2 < v1) version = glversion;
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else Printf("Emulating OpenGL v %s\n", version);
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}
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gl.version = strtod(version, NULL) + 0.01f;
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// Don't even start if it's lower than 3.0
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if (strcmp(version, "3.0") < 0)
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if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 3.0 is required to run " GAMENAME ".\n");
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
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}
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// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
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gl.version = strtod(version, NULL) + 0.01f;
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gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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gl.lightmethod = LM_SOFTWARE;
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if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
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{
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gl.flags |= RFL_SAMPLER_OBJECTS;
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}
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// Buffer lighting is only feasible with GLSL 1.3 and higher, even if 1.2 supports the extension.
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if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
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{
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gl.flags |= RFL_SAMPLER_OBJECTS;
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gl.lightmethod = LM_DEFERRED;
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}
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (!Args->CheckParm("-gl3"))
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
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if (Args->CheckParm("-noshader"))
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{
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gl.compatibility = CMPT_GL2; // force the low end path
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}
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if (gl.version < 3.0f)
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{
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if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.compatibility = CMPT_GL2_SHADER; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
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else gl.compatibility = CMPT_GL2;
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}
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else if (gl.version < 4.f)
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{
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.compatibility = CMPT_GL2_SHADER; // most of these drivers are irreperably broken with GLSL 1.3 and higher.
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gl.lightmethod = LM_SOFTWARE; // do not use uniform buffers with the fallback shader, it may cause problems.
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}
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else gl.compatibility = CMPT_GL3;
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}
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else
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{
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// don't use GL 4.x features when running in GL 3 emulation mode.
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if (CheckExtension("GL_ARB_buffer_storage"))
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@ -151,9 +193,22 @@ void gl_LoadExtensions()
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.compatibility = CMPT_GL4;
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gl.lightmethod = LM_DIRECT;
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}
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else
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{
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gl.compatibility = CMPT_GL3;
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}
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}
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const char *lm = Args->CheckValue("-lightmethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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if (!stricmp(lm, "textured")) gl.lightmethod = LM_SOFTWARE;
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}
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int v;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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gl.maxuniforms = v;
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@ -161,9 +216,26 @@ void gl_LoadExtensions()
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gl.maxuniformblock = v;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
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gl.uniformblockalignment = v;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// fudge a bit with the framebuffer stuff to avoid redundancies in the main code. Some of the older cards do not have the ARB stuff but the calls are nearly identical.
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
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FUDGE_FUNC(glGenRenderbuffers, EXT);
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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}
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//==========================================================================
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@ -3,6 +3,14 @@
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#include "basictypes.h"
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enum GLCompat
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{
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CMPT_GL2,
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CMPT_GL2_SHADER,
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CMPT_GL3,
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CMPT_GL4
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};
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enum RenderFlags
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{
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// [BB] Added texture compression flags.
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@ -11,7 +19,7 @@ enum RenderFlags
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RFL_SHADER_STORAGE_BUFFER = 4,
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RFL_BUFFER_STORAGE = 8,
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RFL_SAMPLER_OBJECTS = 16
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RFL_SAMPLER_OBJECTS = 16,
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};
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enum TexMode
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@ -22,6 +30,15 @@ enum TexMode
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TM_INVERSE, // (1-r, 1-g, 1-b, a)
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TM_REDTOALPHA, // (1, 1, 1, r)
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TM_CLAMPY, // (r, g, b, (t >= 0.0 && t <= 1.0)? a:0)
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TM_INVERTOPAQUE, // used by GL 2.x fallback code.
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};
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enum ELightMethod
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{
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LM_SOFTWARE = 0, // multi-pass texturing
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LM_DEFERRED = 1, // calculate lights up front in a separate pass
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LM_DIRECT = 2, // calculate lights on the fly along with the render data
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};
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struct RenderContext
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@ -30,6 +47,8 @@ struct RenderContext
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unsigned int maxuniforms;
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unsigned int maxuniformblock;
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unsigned int uniformblockalignment;
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int lightmethod;
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int compatibility;
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float version;
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float glslversion;
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int max_texturesize;
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