- create a renderer backend based on softpoly's drawers

This commit is contained in:
Magnus Norddahl 2019-05-22 06:29:52 +02:00
parent 8a90946094
commit 0eda298db2
21 changed files with 1317 additions and 9 deletions

View file

@ -510,7 +510,8 @@ set( PLAT_WIN32_SOURCES
win32/gl_sysfb.cpp
win32/base_sysfb.cpp
win32/win32basevideo.cpp
win32/win32glvideo.cpp)
win32/win32glvideo.cpp
win32/win32polyvideo.cpp)
if (HAVE_VULKAN)
set (PLAT_WIN32_SOURCES ${PLAT_WIN32_SOURCES} win32/win32vulkanvideo.cpp )
@ -713,6 +714,7 @@ file( GLOB HEADER_FILES
rendering/polyrenderer/math/*.h
rendering/polyrenderer/drawers/*.h
rendering/polyrenderer/scene/*.h
rendering/polyrenderer/backend/*.h
rendering/hwrenderer/data/*.h
rendering/hwrenderer/dynlights/*.h
rendering/hwrenderer/models/*.h
@ -927,6 +929,14 @@ if (HAVE_VULKAN)
set (FASTMATH_SOURCES ${FASTMATH_SOURCES} ${VULKAN_SOURCES})
endif()
set (POLYBACKEND_SOURCES
rendering/polyrenderer/backend/poly_framebuffer.cpp
rendering/polyrenderer/backend/poly_buffers.cpp
rendering/polyrenderer/backend/poly_hwtexture.cpp
rendering/polyrenderer/backend/poly_renderstate.cpp
)
set (FASTMATH_SOURCES ${FASTMATH_SOURCES} ${POLYBACKEND_SOURCES})
set (PCH_SOURCES
am_map.cpp
b_bot.cpp
@ -1555,6 +1565,7 @@ source_group("Rendering\\Poly Renderer" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOU
source_group("Rendering\\Poly Renderer\\Math" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/polyrenderer/math/.+")
source_group("Rendering\\Poly Renderer\\Drawers" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/polyrenderer/drawers/.+")
source_group("Rendering\\Poly Renderer\\Scene" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/polyrenderer/scene/.+")
source_group("Rendering\\Poly Renderer\\Backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/polyrenderer/backend/.+")
source_group("Render Data" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/r_data/.+")
source_group("Render Data\\Models" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/r_data/models/.+")
source_group("Render Interface" FILES r_defs.h r_renderer.h r_sky.cpp r_sky.h r_state.h r_utility.cpp r_utility.h)

View file

@ -294,9 +294,11 @@ class FTexture
friend class FMaterial;
friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
friend class VkRenderState;
friend class PolyRenderState;
friend struct FTexCoordInfo;
friend class OpenGLRenderer::FHardwareTexture;
friend class VkHardwareTexture;
friend class PolyHardwareTexture;
friend class FMultiPatchTexture;
friend class FSkyBox;
friend class FBrightmapTexture;

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@ -0,0 +1,131 @@
#include "poly_buffers.h"
#include "poly_framebuffer.h"
#include "poly_renderstate.h"
#include "doomerrors.h"
PolyBuffer *PolyBuffer::First = nullptr;
PolyBuffer::PolyBuffer()
{
Next = First;
First = this;
if (Next) Next->Prev = this;
}
PolyBuffer::~PolyBuffer()
{
if (Next) Next->Prev = Prev;
if (Prev) Prev->Next = Next;
else First = Next;
}
void PolyBuffer::ResetAll()
{
for (PolyBuffer *cur = PolyBuffer::First; cur; cur = cur->Next)
cur->Reset();
}
void PolyBuffer::Reset()
{
}
void PolyBuffer::SetData(size_t size, const void *data, bool staticdata)
{
mData.resize(size);
map = mData.data();
if (data)
memcpy(map, data, size);
buffersize = size;
}
void PolyBuffer::SetSubData(size_t offset, size_t size, const void *data)
{
memcpy(static_cast<uint8_t*>(map) + offset, data, size);
}
void PolyBuffer::Resize(size_t newsize)
{
mData.resize(newsize);
buffersize = newsize;
map = mData.data();
}
void PolyBuffer::Map()
{
}
void PolyBuffer::Unmap()
{
}
void *PolyBuffer::Lock(unsigned int size)
{
return map;
}
void PolyBuffer::Unlock()
{
}
/////////////////////////////////////////////////////////////////////////////
void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
{
for (int j = 0; j < numAttributes; j++)
{
mOffsets[attrs[j].location] = attrs[j].offset;
}
mStride = stride;
}
void PolyVertexBuffer::CopyVertices(TriVertex *dst, int count, int index)
{
size_t stride = mStride;
size_t offsetVertex = mOffsets[VATTR_VERTEX];
size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
uint8_t *vertex = static_cast<uint8_t*>(map) + stride * index;
for (int i = 0; i < count; i++)
{
dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
dst[i].w = 1.0f;
dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
vertex += stride;
}
}
void PolyVertexBuffer::CopyIndexed(TriVertex *dst, uint32_t *elements, int count, int index)
{
size_t stride = mStride;
size_t offsetVertex = mOffsets[VATTR_VERTEX];
size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
uint8_t *vertices = static_cast<uint8_t*>(map);
elements += index;
for (int i = 0; i < count; i++)
{
uint8_t *vertex = vertices + stride * elements[i];
dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
dst[i].w = 1.0f;
dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
}
}
/////////////////////////////////////////////////////////////////////////////
void PolyDataBuffer::BindRange(size_t start, size_t length)
{
GetPolyFrameBuffer()->GetRenderState()->Bind(this, (uint32_t)start, (uint32_t)length);
}
void PolyDataBuffer::BindBase()
{
GetPolyFrameBuffer()->GetRenderState()->Bind(this, 0, (uint32_t)buffersize);
}

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@ -0,0 +1,72 @@
#pragma once
#include "hwrenderer/data/buffers.h"
#include "utility/tarray.h"
#include <vector>
#ifdef _MSC_VER
// silence bogus warning C4250: 'PolyVertexBuffer': inherits 'PolyBuffer::PolyBuffer::SetData' via dominance
// According to internet infos, the warning is erroneously emitted in this case.
#pragma warning(disable:4250)
#endif
struct TriVertex;
class PolyBuffer : virtual public IBuffer
{
public:
PolyBuffer();
~PolyBuffer();
static void ResetAll();
void Reset();
void SetData(size_t size, const void *data, bool staticdata) override;
void SetSubData(size_t offset, size_t size, const void *data) override;
void Resize(size_t newsize) override;
void Map() override;
void Unmap() override;
void *Lock(unsigned int size) override;
void Unlock() override;
private:
static PolyBuffer *First;
PolyBuffer *Prev = nullptr;
PolyBuffer *Next = nullptr;
std::vector<uint32_t> mData;
};
class PolyVertexBuffer : public IVertexBuffer, public PolyBuffer
{
public:
PolyVertexBuffer() { }
void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) override;
void CopyVertices(TriVertex *dst, int count, int index);
void CopyIndexed(TriVertex *dst, uint32_t *elements, int count, int index);
private:
size_t mOffsets[VATTR_MAX] = {};
size_t mStride = 0;
};
class PolyIndexBuffer : public IIndexBuffer, public PolyBuffer
{
public:
PolyIndexBuffer() { }
};
class PolyDataBuffer : public IDataBuffer, public PolyBuffer
{
public:
PolyDataBuffer(int bindingpoint, bool ssbo, bool needresize) : bindingpoint(bindingpoint)
{
}
void BindRange(size_t start, size_t length) override;
void BindBase() override;
int bindingpoint;
};

View file

@ -0,0 +1,558 @@
#include "v_video.h"
#include "m_png.h"
#include "templates.h"
#include "r_videoscale.h"
#include "actor.h"
#include "i_time.h"
#include "g_game.h"
#include "gamedata/fonts/v_text.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/models/hw_models.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "swrenderer/r_swscene.h"
#include "poly_framebuffer.h"
#include "poly_buffers.h"
#include "poly_renderstate.h"
#include "poly_hwtexture.h"
#include "doomerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Bool, gl_no_skyclear)
extern bool NoInterpolateView;
extern int rendered_commandbuffers;
extern int current_rendered_commandbuffers;
extern bool gpuStatActive;
extern bool keepGpuStatActive;
extern FString gpuStatOutput;
#ifdef WIN32
void I_PresentPolyImage(int w, int h, const void *pixels);
#else
void I_PresentPolyImage(int w, int h, const void *pixels) { }
#endif
PolyFrameBuffer::PolyFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen)
{
}
PolyFrameBuffer::~PolyFrameBuffer()
{
// screen is already null at this point, but PolyHardwareTexture::ResetAll needs it during clean up. Is there a better way we can do this?
auto tmp = screen;
screen = this;
PolyHardwareTexture::ResetAll();
PolyBuffer::ResetAll();
PPResource::ResetAll();
delete mVertexData;
delete mSkyData;
delete mViewpoints;
delete mLights;
mShadowMap.Reset();
screen = tmp;
}
void PolyFrameBuffer::InitializeState()
{
gl_vendorstring = "Poly";
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
glslversion = 4.50f;
uniformblockalignment = 1;
maxuniformblock = 0x7fffffff;
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new GLViewpointBuffer;
mLights = new FLightBuffer();
mRenderState.reset(new PolyRenderState());
CheckCanvas();
PolyTriangleDrawer::SetTransform(GetDrawCommands(), GetFrameMemory()->NewObject<Mat4f>(Mat4f::Identity()), nullptr);
}
void PolyFrameBuffer::CheckCanvas()
{
if (!mCanvas || mCanvas->GetWidth() != GetWidth() || mCanvas->GetHeight() != GetHeight())
{
DrawerThreads::WaitForWorkers();
mCanvas.reset(new DCanvas(0, 0, true));
mCanvas->Resize(GetWidth(), GetHeight(), false);
PolyTriangleDrawer::SetViewport(GetDrawCommands(), 0, 0, mCanvas->GetWidth(), mCanvas->GetHeight(), mCanvas.get());
}
}
const DrawerCommandQueuePtr &PolyFrameBuffer::GetDrawCommands()
{
if (!mDrawCommands)
mDrawCommands = std::make_shared<DrawerCommandQueue>(&mFrameMemory);
return mDrawCommands;
}
void PolyFrameBuffer::FlushDrawCommands()
{
if (mDrawCommands)
{
DrawerThreads::Execute(mDrawCommands);
mDrawCommands.reset();
}
}
void PolyFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
Draw2D();
Clear2D();
Flush3D.Unclock();
FlushDrawCommands();
DrawerThreads::WaitForWorkers();
mFrameMemory.Clear();
if (mCanvas && GetClientWidth() == mCanvas->GetWidth() && GetClientHeight() == mCanvas->GetHeight())
{
I_PresentPolyImage(mCanvas->GetWidth(), mCanvas->GetHeight(), mCanvas->GetPixels());
}
CheckCanvas();
PolyTriangleDrawer::SetTransform(GetDrawCommands(), GetFrameMemory()->NewObject<Mat4f>(Mat4f::Identity()), nullptr);
Super::Update();
}
void PolyFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
if (!V_IsHardwareRenderer())
{
Super::WriteSavePic(player, file, width, height);
}
else
{
}
}
sector_t *PolyFrameBuffer::RenderView(player_t *player)
{
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer())
{
if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
retsec = swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{
RenderTextureView(camtex, camera, fov);
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
sector_t *PolyFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
// To do: this is virtually identical to FGLRenderer::RenderViewpoint and should be merged.
R_SetupFrame(mainvp, r_viewwindow, camera);
if (mainview && toscreen)
UpdateShadowMap();
// Update the attenuation flag of all light defaults for each viewpoint.
// This function will only do something if the setting differs.
FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
// Render (potentially) multiple views for stereo 3d
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
const auto &eye = vrmode->mEyes[eye_ix];
screen->SetViewportRects(bounds);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
//mRenderState->SetRenderTarget(GetBuffers()->SceneColor.View.get(), GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), Poly_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
bool useSSAO = (gl_ssao != 0);
GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
}
auto di = HWDrawInfo::StartDrawInfo(mainvp.ViewLevel, nullptr, mainvp, nullptr);
auto &vp = di->Viewpoint;
di->Set3DViewport(*GetRenderState());
di->SetViewArea();
auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
// Stereo mode specific viewpoint adjustment
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
di->SetupView(*GetRenderState(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
// std::function until this can be done better in a cross-API fashion.
di->ProcessScene(toscreen, [&](HWDrawInfo *di, int mode) {
DrawScene(di, mode);
});
if (mainview)
{
PostProcess.Clock();
if (toscreen) di->EndDrawScene(mainvp.sector, *GetRenderState()); // do not call this for camera textures.
if (GetRenderState()->GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
GetRenderState()->SetPassType(NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(1);
}
//mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, *GetRenderState()); });
PostProcess.Unclock();
}
di->EndDrawInfo();
#if 0
if (vrmode->mEyeCount > 1)
mBuffers->BlitToEyeTexture(eye_ix);
#endif
}
return mainvp.sector;
}
void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
{
#if 0
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
auto BaseLayer = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, 0));
int width = mat->TextureWidth();
int height = mat->TextureHeight();
PolyTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
PolyTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
mRenderState->EndRenderPass();
PolyImageTransition barrier0;
barrier0.addImage(image, Poly_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier0.execute(GetDrawCommands());
mRenderState->SetRenderTarget(image->View.get(), depthStencil->View.get(), image->Image->width, image->Image->height, Poly_FORMAT_R8G8B8A8_UNORM, Poly_SAMPLE_COUNT_1_BIT);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = MIN(mat->GetWidth(), image->Image->width);
bounds.height = MIN(mat->GetHeight(), image->Image->height);
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
mRenderState->EndRenderPass();
PolyImageTransition barrier1;
barrier1.addImage(image, Poly_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
barrier1.execute(GetDrawCommands());
mRenderState->SetRenderTarget(GetBuffers()->SceneColor.View.get(), GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), Poly_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
tex->SetUpdated(true);
#endif
}
void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
{
// To do: this is virtually identical to FGLRenderer::DrawScene and should be merged.
static int recursion = 0;
static int ssao_portals_available = 0;
const auto &vp = di->Viewpoint;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
}
else if (drawmode == DM_OFFSCREEN)
{
ssao_portals_available = 0;
}
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
{
applySSAO = true;
ssao_portals_available--;
}
if (vp.camera != nullptr)
{
ActorRenderFlags savedflags = vp.camera->renderflags;
di->CreateScene(drawmode == DM_MAINVIEW);
vp.camera->renderflags = savedflags;
}
else
{
di->CreateScene(false);
}
GetRenderState()->SetDepthMask(true);
if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
di->RenderScene(*GetRenderState());
if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
{
//mPostprocess->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
//screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
screen->mPortalState->EndFrame(di, *GetRenderState());
recursion--;
di->RenderTranslucent(*GetRenderState());
}
void PolyFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();
}
uint32_t PolyFrameBuffer::GetCaps()
{
if (!V_IsHardwareRenderer())
return Super::GetCaps();
// describe our basic feature set
ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
return (uint32_t)FlagSet;
}
void PolyFrameBuffer::SetVSync(bool vsync)
{
// This is handled in PolySwapChain::AcquireImage.
}
void PolyFrameBuffer::CleanForRestart()
{
// force recreation of the SW scene drawer to ensure it gets a new set of resources.
swdrawer.reset();
}
void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
auto tex = mat->tex;
if (tex->isSWCanvas()) return;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled()) ? CTF_CheckHires : 0;
auto base = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation));
base->Precache(mat, translation, flags);
}
IHardwareTexture *PolyFrameBuffer::CreateHardwareTexture()
{
return new PolyHardwareTexture();
}
FModelRenderer *PolyFrameBuffer::CreateModelRenderer(int mli)
{
return new FHWModelRenderer(nullptr, *GetRenderState(), mli);
}
IVertexBuffer *PolyFrameBuffer::CreateVertexBuffer()
{
return new PolyVertexBuffer();
}
IIndexBuffer *PolyFrameBuffer::CreateIndexBuffer()
{
return new PolyIndexBuffer();
}
IDataBuffer *PolyFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
{
return new PolyDataBuffer(bindingpoint, ssbo, needsresize);
}
void PolyFrameBuffer::SetTextureFilterMode()
{
TextureFilterChanged();
}
void PolyFrameBuffer::TextureFilterChanged()
{
}
void PolyFrameBuffer::StartPrecaching()
{
}
void PolyFrameBuffer::BlurScene(float amount)
{
}
void PolyFrameBuffer::UpdatePalette()
{
}
FTexture *PolyFrameBuffer::WipeStartScreen()
{
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeStartScreen");
return tex;
}
FTexture *PolyFrameBuffer::WipeEndScreen()
{
Draw2D();
Clear2D();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeEndScreen");
return tex;
}
TArray<uint8_t> PolyFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
IntRect box;
box.left = 0;
box.top = 0;
box.width = w;
box.height = h;
//mPostprocess->DrawPresentTexture(box, true, true);
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
//CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
pitch = w * 3;
color_type = SS_RGB;
gamma = 1.0f;
return ScreenshotBuffer;
}
void PolyFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
CheckCanvas();
}
void PolyFrameBuffer::Draw2D()
{
::Draw2D(&m2DDrawer, *mRenderState);
}
unsigned int PolyFrameBuffer::GetLightBufferBlockSize() const
{
return mLights->GetBlockSize();
}
void PolyFrameBuffer::UpdateShadowMap()
{
}

View file

@ -0,0 +1,75 @@
#pragma once
#include "gl_sysfb.h"
#include "rendering/swrenderer/r_memory.h"
#include "rendering/swrenderer/drawers/r_thread.h"
#include "rendering/polyrenderer/drawers/poly_triangle.h"
struct FRenderViewpoint;
class PolyDataBuffer;
class PolyRenderState;
class SWSceneDrawer;
class PolyFrameBuffer : public SystemBaseFrameBuffer
{
typedef SystemBaseFrameBuffer Super;
public:
RenderMemory *GetFrameMemory() { return &mFrameMemory; }
PolyRenderState *GetRenderState() { return mRenderState.get(); }
const DrawerCommandQueuePtr &GetDrawCommands();
void FlushDrawCommands();
unsigned int GetLightBufferBlockSize() const;
std::unique_ptr<SWSceneDrawer> swdrawer;
PolyFrameBuffer(void *hMonitor, bool fullscreen);
~PolyFrameBuffer();
void Update();
void InitializeState() override;
void CleanForRestart() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
void UpdatePalette() override;
uint32_t GetCaps() override;
void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
void TextureFilterChanged() override;
void StartPrecaching() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
IHardwareTexture *CreateHardwareTexture() override;
FModelRenderer *CreateModelRenderer(int mli) override;
IVertexBuffer *CreateVertexBuffer() override;
IIndexBuffer *CreateIndexBuffer() override;
IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
FTexture *WipeStartScreen() override;
FTexture *WipeEndScreen() override;
TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
void SetVSync(bool vsync) override;
void Draw2D() override;
private:
sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
void DrawScene(HWDrawInfo *di, int drawmode);
void UpdateShadowMap();
void CheckCanvas();
std::unique_ptr<PolyRenderState> mRenderState;
std::unique_ptr<DCanvas> mCanvas;
std::shared_ptr<DrawerCommandQueue> mDrawCommands;
RenderMemory mFrameMemory;
};
inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast<PolyFrameBuffer*>(screen); }

View file

@ -0,0 +1,131 @@
#include "templates.h"
#include "c_cvars.h"
#include "r_data/colormaps.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "poly_framebuffer.h"
#include "poly_hwtexture.h"
PolyHardwareTexture *PolyHardwareTexture::First = nullptr;
PolyHardwareTexture::PolyHardwareTexture()
{
Next = First;
First = this;
if (Next) Next->Prev = this;
}
PolyHardwareTexture::~PolyHardwareTexture()
{
if (Next) Next->Prev = Prev;
if (Prev) Prev->Next = Next;
else First = Next;
Reset();
}
void PolyHardwareTexture::ResetAll()
{
for (PolyHardwareTexture *cur = PolyHardwareTexture::First; cur; cur = cur->Next)
cur->Reset();
}
void PolyHardwareTexture::Reset()
{
}
void PolyHardwareTexture::Precache(FMaterial *mat, int translation, int flags)
{
#if 0
int numLayers = mat->GetLayers();
GetImage(mat->tex, translation, flags);
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, mat->isExpanded() ? CTF_Expand : 0);
}
#endif
}
DCanvas *PolyHardwareTexture::GetImage(const FMaterialState &state)
{
if (!mCanvas)
{
FMaterial *mat = state.mMaterial;
FTexture *tex = state.mMaterial->tex;
int clampmode = state.mClampMode;
int translation = state.mTranslation;
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = state.mMaterial->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled() && clampmode <= CLAMP_XY) ? CTF_CheckHires : 0;
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
CreateImage(tex, translation, flags);
}
return mCanvas.get();
}
void PolyHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
{
if (!mCanvas || mCanvas->GetWidth() != w || mCanvas->GetHeight() != h)
{
mCanvas.reset(new DCanvas(0, 0, texelsize == 4));
mCanvas->Resize(w, h, false);
}
}
uint8_t *PolyHardwareTexture::MapBuffer()
{
return mCanvas->GetPixels();
}
unsigned int PolyHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name)
{
return 0;
}
void PolyHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
{
if (!mCanvas || mCanvas->GetWidth() != w || mCanvas->GetHeight() != h)
{
mCanvas.reset(new DCanvas(0, 0, true));
mCanvas->Resize(w, h, false);
}
}
void PolyHardwareTexture::CreateImage(FTexture *tex, int translation, int flags)
{
mCanvas.reset(new DCanvas(0, 0, true));
if (!tex->isHardwareCanvas())
{
if (translation <= 0)
{
translation = -translation;
}
else
{
auto remap = TranslationToTable(translation);
translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
}
FTextureBuffer texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData);
mCanvas->Resize(texbuffer.mWidth, texbuffer.mHeight, false);
memcpy(mCanvas->GetPixels(), texbuffer.mBuffer, texbuffer.mWidth * texbuffer.mHeight * 4);
}
else
{
int w = tex->GetWidth();
int h = tex->GetHeight();
mCanvas->Resize(w, h, false);
}
}

View file

@ -0,0 +1,45 @@
#pragma once
#ifdef LoadImage
#undef LoadImage
#endif
#define SHADED_TEXTURE -1
#define DIRECT_PALETTE -2
#include "tarray.h"
#include "hwrenderer/textures/hw_ihwtexture.h"
#include "volk/volk.h"
struct FMaterialState;
class PolyBuffer;
class PolyHardwareTexture : public IHardwareTexture
{
public:
PolyHardwareTexture();
~PolyHardwareTexture();
static void ResetAll();
void Reset();
void Precache(FMaterial *mat, int translation, int flags);
DCanvas *GetImage(const FMaterialState &state);
// Software renderer stuff
void AllocateBuffer(int w, int h, int texelsize) override;
uint8_t *MapBuffer() override;
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name) override;
// Wipe screen
void CreateWipeTexture(int w, int h, const char *name);
private:
void CreateImage(FTexture *tex, int translation, int flags);
static PolyHardwareTexture *First;
PolyHardwareTexture *Prev = nullptr;
PolyHardwareTexture *Next = nullptr;
std::unique_ptr<DCanvas> mCanvas;
};

View file

@ -0,0 +1,178 @@
#include "polyrenderer/backend/poly_renderstate.h"
#include "polyrenderer/backend/poly_framebuffer.h"
#include "polyrenderer/backend/poly_hwtexture.h"
#include "templates.h"
#include "doomstat.h"
#include "r_data/colormaps.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/shaderuniforms.h"
static PolyDrawMode dtToDrawMode[] =
{
PolyDrawMode::Triangles, // DT_Points
PolyDrawMode::Triangles, // DT_Lines
PolyDrawMode::Triangles, // DT_Triangles
PolyDrawMode::TriangleFan, // DT_TriangleFan
PolyDrawMode::TriangleStrip, // DT_TriangleStrip
};
PolyRenderState::PolyRenderState()
{
Reset();
}
void PolyRenderState::ClearScreen()
{
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Draw(DT_TriangleStrip, FFlatVertexBuffer::FULLSCREEN_INDEX, 4, true);
}
void PolyRenderState::Draw(int dt, int index, int count, bool apply)
{
if (apply)
Apply();
auto fb = GetPolyFrameBuffer();
TriVertex *vertices = fb->GetFrameMemory()->AllocMemory<TriVertex>(count);
static_cast<PolyVertexBuffer*>(mVertexBuffer)->CopyVertices(vertices, count, index);
PolyTriangleDrawer::DrawArray(fb->GetDrawCommands(), args, vertices, count, dtToDrawMode[dt]);
}
void PolyRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
if (apply)
Apply();
auto fb = GetPolyFrameBuffer();
TriVertex *vertices = fb->GetFrameMemory()->AllocMemory<TriVertex>(count);
static_cast<PolyVertexBuffer*>(mVertexBuffer)->CopyIndexed(vertices, (uint32_t *)mIndexBuffer->Memory(), count, index);
PolyTriangleDrawer::DrawArray(fb->GetDrawCommands(), args, vertices, count, dtToDrawMode[dt]);
}
bool PolyRenderState::SetDepthClamp(bool on)
{
bool lastValue = mDepthClamp;
mDepthClamp = on;
return lastValue;
}
void PolyRenderState::SetDepthMask(bool on)
{
}
void PolyRenderState::SetDepthFunc(int func)
{
}
void PolyRenderState::SetDepthRange(float min, float max)
{
}
void PolyRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
}
void PolyRenderState::SetStencil(int offs, int op, int flags)
{
}
void PolyRenderState::SetCulling(int mode)
{
}
void PolyRenderState::EnableClipDistance(int num, bool state)
{
}
void PolyRenderState::Clear(int targets)
{
}
void PolyRenderState::EnableStencil(bool on)
{
}
void PolyRenderState::SetScissor(int x, int y, int w, int h)
{
}
void PolyRenderState::SetViewport(int x, int y, int w, int h)
{
}
void PolyRenderState::EnableDepthTest(bool on)
{
}
void PolyRenderState::EnableMultisampling(bool on)
{
}
void PolyRenderState::EnableLineSmooth(bool on)
{
}
void PolyRenderState::EnableDrawBuffers(int count)
{
}
void PolyRenderState::Apply()
{
drawcalls.Clock();
args.SetStencilTest(false);
args.SetDepthTest(false);
args.SetWriteStencil(false);
args.SetWriteDepth(false);
args.SetNoColormap();
args.SetColor(MAKEARGB(
static_cast<uint32_t>(mStreamData.uVertexColor.W * 255.0f + 0.5f),
static_cast<uint32_t>(mStreamData.uVertexColor.X * 255.0f + 0.5f),
static_cast<uint32_t>(mStreamData.uVertexColor.Y * 255.0f + 0.5f),
static_cast<uint32_t>(mStreamData.uVertexColor.Z * 255.0f + 0.5f)), 0);
if (mMaterial.mChanged && mMaterial.mMaterial)
{
auto base = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation));
if (base)
{
DCanvas *texcanvas = base->GetImage(mMaterial);
args.SetTexture(texcanvas->GetPixels(), texcanvas->GetHeight(), texcanvas->GetWidth());
args.SetStyle(TriBlendMode::Opaque);
}
else
{
args.SetStyle(TriBlendMode::Fill);
}
mMaterial.mChanged = false;
}
auto fb = GetPolyFrameBuffer();
PolyTriangleDrawer::SetTwoSided(fb->GetDrawCommands(), true);
drawcalls.Unclock();
}
void PolyRenderState::Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length)
{
if (buffer->bindingpoint == VIEWPOINT_BINDINGPOINT)
{
HWViewpointUniforms *uniforms = reinterpret_cast<HWViewpointUniforms*>(static_cast<uint8_t*>(buffer->Memory()) + offset);
Mat4f viewToProj = Mat4f::FromValues(uniforms->mProjectionMatrix.get());
Mat4f worldToView = Mat4f::FromValues(uniforms->mViewMatrix.get());
auto fb = GetPolyFrameBuffer();
PolyTriangleDrawer::SetTransform(fb->GetDrawCommands(), fb->GetFrameMemory()->NewObject<Mat4f>(viewToProj * worldToView), nullptr);
}
}

View file

@ -0,0 +1,50 @@
#pragma once
#include "polyrenderer/backend/poly_buffers.h"
#include "rendering/polyrenderer/drawers/poly_triangle.h"
#include "name.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "hwrenderer/textures/hw_material.h"
class PolyRenderPassSetup;
class PolyRenderState : public FRenderState
{
public:
PolyRenderState();
// Draw commands
void ClearScreen() override;
void Draw(int dt, int index, int count, bool apply = true) override;
void DrawIndexed(int dt, int index, int count, bool apply = true) override;
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
bool SetDepthClamp(bool on) override;
void SetDepthMask(bool on) override;
void SetDepthFunc(int func) override;
void SetDepthRange(float min, float max) override;
void SetColorMask(bool r, bool g, bool b, bool a) override;
void SetStencil(int offs, int op, int flags = -1) override;
void SetCulling(int mode) override;
void EnableClipDistance(int num, bool state) override;
void Clear(int targets) override;
void EnableStencil(bool on) override;
void SetScissor(int x, int y, int w, int h) override;
void SetViewport(int x, int y, int w, int h) override;
void EnableDepthTest(bool on) override;
void EnableMultisampling(bool on) override;
void EnableLineSmooth(bool on) override;
void EnableDrawBuffers(int count) override;
void Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length);
private:
void Apply();
bool mDepthClamp = true;
PolyDrawArgs args;
};

View file

@ -70,7 +70,9 @@ public:
void SetTexture(FSoftwareTexture *texture, FRenderStyle style);
void SetTexture(FSoftwareTexture *texture, uint32_t translationID, FRenderStyle style);
void SetLight(FSWColormap *basecolormap, uint32_t lightlevel, double globVis, bool fixed);
void SetNoColormap() { mLight = 255; mFixedLight = true; mLightRed = 256; mLightGreen = 256; mLightBlue = 256; mLightAlpha = 256; mFadeRed = 0; mFadeGreen = 0; mFadeBlue = 0; mFadeAlpha = 0; mDesaturate = 0; mSimpleShade = true; mColormaps = nullptr; }
void SetDepthTest(bool enable) { mDepthTest = enable; }
void SetStencilTest(bool enable) { mStencilTest = enable; }
void SetStencilTestValue(uint8_t stencilTestValue) { mStencilTestValue = stencilTestValue; }
void SetWriteColor(bool enable) { mWriteColor = enable; }
void SetWriteStencil(bool enable, uint8_t stencilWriteValue = 0) { mWriteStencil = enable; mStencilWriteValue = stencilWriteValue; }
@ -92,6 +94,7 @@ public:
const uint8_t *Translation() const { return mTranslation; }
bool WriteStencil() const { return mWriteStencil; }
bool StencilTest() const { return mStencilTest; }
uint8_t StencilTestValue() const { return mStencilTestValue; }
uint8_t StencilWriteValue() const { return mStencilWriteValue; }
@ -128,6 +131,7 @@ public:
private:
bool mDepthTest = false;
bool mStencilTest = true;
bool mWriteStencil = true;
bool mWriteColor = true;
bool mWriteDepth = true;

View file

@ -29,6 +29,7 @@
#include "polyrenderer/drawers/poly_buffer.h"
#include "polyrenderer/drawers/poly_draw_args.h"
class DCanvas;
class PolyDrawerCommand;
class PolyTriangleDrawer

View file

@ -143,7 +143,7 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadDat
int opt = 0;
if (args->uniforms->DepthTest()) opt |= SWTRI_DepthTest;
/*if (args->uniforms->StencilTest())*/ opt |= SWTRI_StencilTest;
if (args->uniforms->StencilTest()) opt |= SWTRI_StencilTest;
if (args->uniforms->WriteColor()) opt |= SWTRI_WriteColor;
if (args->uniforms->WriteDepth()) opt |= SWTRI_WriteDepth;
if (args->uniforms->WriteStencil()) opt |= SWTRI_WriteStencil;

View file

@ -24,6 +24,7 @@
#include <cstdint>
#include <vector>
#include "r_data/renderstyle.h"
class FString;
class PolyDrawArgs;

View file

@ -42,7 +42,7 @@ Mat4f Mat4f::Identity()
return m;
}
Mat4f Mat4f::FromValues(float *matrix)
Mat4f Mat4f::FromValues(const float *matrix)
{
Mat4f m;
memcpy(m.Matrix, matrix, sizeof(m.Matrix));

View file

@ -115,7 +115,7 @@ class Mat4f
public:
static Mat4f Null();
static Mat4f Identity();
static Mat4f FromValues(float *matrix);
static Mat4f FromValues(const float *matrix);
static Mat4f Transpose(const Mat4f &matrix);
static Mat4f Translate(float x, float y, float z);
static Mat4f Scale(float x, float y, float z);

View file

@ -210,7 +210,7 @@ DCanvas::~DCanvas ()
//
//==========================================================================
void DCanvas::Resize(int width, int height)
void DCanvas::Resize(int width, int height, bool optimizepitch)
{
Width = width;
Height = height;
@ -221,7 +221,7 @@ void DCanvas::Resize(int width, int height)
// longer than the width. The values used here are all based on
// empirical evidence.
if (width <= 640)
if (width <= 640 || !optimizepitch)
{
// For low resolutions, just keep the pitch the same as the width.
// Some speedup can be seen using the technique below, but the speedup

View file

@ -326,7 +326,7 @@ class DCanvas
public:
DCanvas (int width, int height, bool bgra);
~DCanvas ();
void Resize(int width, int height);
void Resize(int width, int height, bool optimizepitch = true);
// Member variable access
inline uint8_t *GetPixels () const { return Pixels.Data(); }

View file

@ -44,6 +44,7 @@
#include "m_argv.h"
#include "version.h"
#include "win32glvideo.h"
#include "win32polyvideo.h"
#ifdef HAVE_VULKAN
#include "win32vulkanvideo.h"
#endif
@ -129,8 +130,12 @@ void I_InitGraphics ()
// are the active app. Huh?
}
if (vid_enablevulkan == 2)
{
Video = new Win32PolyVideo();
}
#ifdef HAVE_VULKAN
if (vid_enablevulkan == 1)
else if (vid_enablevulkan == 1)
{
// first try Vulkan, if that fails OpenGL
try
@ -143,8 +148,8 @@ void I_InitGraphics ()
Video = new Win32GLVideo();
}
}
else
#endif
else
{
Video = new Win32GLVideo();
}

View file

@ -0,0 +1,23 @@
#include <assert.h>
#include "hardware.h"
#include <Windows.h>
extern HWND Window;
void I_PresentPolyImage(int w, int h, const void *pixels)
{
BITMAPV5HEADER info = {};
info.bV5Size = sizeof(BITMAPV5HEADER);
info.bV5Width = w;
info.bV5Height = -h;
info.bV5Planes = 1;
info.bV5BitCount = 32;
info.bV5Compression = BI_RGB;
info.bV5SizeImage = 0;
info.bV5CSType = LCS_WINDOWS_COLOR_SPACE;
HDC dc = GetDC(Window);
SetDIBitsToDevice(dc, 0, 0, w, h, 0, 0, 0, h, pixels, (const BITMAPINFO *)&info, DIB_RGB_COLORS);
ReleaseDC(Window, dc);
}

View file

@ -0,0 +1,21 @@
#pragma once
#include "win32basevideo.h"
#include "c_cvars.h"
#include "rendering/polyrenderer/backend/poly_framebuffer.h"
EXTERN_CVAR(Bool, fullscreen)
class Win32PolyVideo : public Win32BaseVideo
{
public:
void Shutdown() override
{
}
DFrameBuffer *CreateFrameBuffer() override
{
auto fb = new PolyFrameBuffer(m_hMonitor, fullscreen);
return fb;
}
};