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https://github.com/ZDoom/gzdoom.git
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- hook up the hardware renderer
This commit is contained in:
parent
308c884d02
commit
195e91adc9
2 changed files with 215 additions and 4 deletions
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@ -27,11 +27,15 @@
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#include "templates.h"
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#include "r_videoscale.h"
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#include "actor.h"
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#include "i_time.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/models/hw_models.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/data/shaderuniforms.h"
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@ -55,6 +59,10 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state);
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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extern bool NoInterpolateView;
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VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
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Super(hMonitor, fullscreen)
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@ -232,18 +240,218 @@ void VulkanFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int wid
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sector_t *VulkanFrameBuffer::RenderView(player_t *player)
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{
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// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
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mRenderState->SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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sector_t *retsec;
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if (!V_IsHardwareRenderer())
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{
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if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
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return swdrawer->RenderView(player);
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retsec = swdrawer->RenderView(player);
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}
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else
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{
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return nullptr;
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hw_ClearFakeFlat();
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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checkBenchActive();
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// reset statistics counters
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ResetProfilingData();
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// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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#if 0
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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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NoInterpolateView = false;
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
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// prepare all camera textures that have been used in the last frame.
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// This must be done for all levels, not just the primary one!
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for (auto Level : AllLevels())
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{
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Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
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{
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RenderTextureView(camtex, camera, fov);
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});
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}
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NoInterpolateView = saved_niv;
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#endif
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// now render the main view
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float fovratio;
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float ratio = r_viewwindow.WidescreenRatio;
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if (r_viewwindow.WidescreenRatio >= 1.3f)
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{
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fovratio = 1.333333f;
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}
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else
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{
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fovratio = ratio;
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}
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retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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}
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All.Unclock();
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return retsec;
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}
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sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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// To do: this is virtually identical to FGLRenderer::RenderViewpoint and should be merged.
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R_SetupFrame(mainvp, r_viewwindow, camera);
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#if 0
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if (mainview && toscreen)
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UpdateShadowMap();
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#endif
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// Update the attenuation flag of all light defaults for each viewpoint.
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// This function will only do something if the setting differs.
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FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
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// Render (potentially) multiple views for stereo 3d
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// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
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auto vrmode = VRMode::GetVRMode(mainview && toscreen);
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for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
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{
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const auto &eye = vrmode->mEyes[eye_ix];
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screen->SetViewportRects(bounds);
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#if 0
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if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
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{
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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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GetRenderState()->EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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GetRenderState()->Apply();
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}
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#endif
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auto di = HWDrawInfo::StartDrawInfo(mainvp.ViewLevel, nullptr, mainvp, nullptr);
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auto &vp = di->Viewpoint;
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di->Set3DViewport(*GetRenderState());
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di->SetViewArea();
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auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
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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)
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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// Stereo mode specific viewpoint adjustment
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
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di->SetupView(*GetRenderState(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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// std::function until this can be done better in a cross-API fashion.
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di->ProcessScene(toscreen, [&](HWDrawInfo *di, int mode) {
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DrawScene(di, mode);
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});
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if (mainview)
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{
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PostProcess.Clock();
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if (toscreen) di->EndDrawScene(mainvp.sector, *GetRenderState()); // do not call this for camera textures.
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#if 0
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if (GetRenderState()->GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
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{
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GetRenderState()->SetPassType(NORMAL_PASS);
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GetRenderState()->EnableDrawBuffers(1);
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}
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mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, *GetRenderState()); });
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#endif
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PostProcess.Unclock();
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}
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di->EndDrawInfo();
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#if 0
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if (vrmode->mEyeCount > 1)
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mBuffers->BlitToEyeTexture(eye_ix);
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#endif
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}
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return mainvp.sector;
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}
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void VulkanFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
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{
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// To do: this is virtually identical to FGLRenderer::DrawScene and should be merged.
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static int recursion = 0;
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static int ssao_portals_available = 0;
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const auto &vp = di->Viewpoint;
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#if 0
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bool applySSAO = false;
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if (drawmode == DM_MAINVIEW)
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{
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ssao_portals_available = gl_ssao_portals;
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applySSAO = true;
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}
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else if (drawmode == DM_OFFSCREEN)
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{
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ssao_portals_available = 0;
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}
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else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
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{
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applySSAO = true;
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ssao_portals_available--;
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}
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#endif
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if (vp.camera != nullptr)
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{
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ActorRenderFlags savedflags = vp.camera->renderflags;
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di->CreateScene();
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vp.camera->renderflags = savedflags;
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}
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else
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{
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di->CreateScene();
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}
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#if 0
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glDepthMask(true);
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if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
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#endif
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di->RenderScene(*GetRenderState());
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#if 0
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if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
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{
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GetRenderState()->EnableDrawBuffers(1);
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GLRenderer->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
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glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
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GLRenderer->mBuffers->BindSceneFB(true);
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GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
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GetRenderState()->Apply();
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screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
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}
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#endif
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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screen->mPortalState->EndFrame(di, *GetRenderState());
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recursion--;
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di->RenderTranslucent(*GetRenderState());
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}
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uint32_t VulkanFrameBuffer::GetCaps()
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@ -284,8 +492,7 @@ IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
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FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
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{
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I_FatalError("VulkanFrameBuffer::CreateModelRenderer not implemented\n");
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return nullptr;
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return new FGLModelRenderer(nullptr, *GetRenderState(), mli);
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}
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IShaderProgram *VulkanFrameBuffer::CreateShaderProgram()
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@ -4,6 +4,7 @@
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#include "vk_device.h"
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#include "vk_objects.h"
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struct FRenderViewpoint;
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class VkSamplerManager;
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class VkShaderManager;
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class VkRenderPassManager;
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@ -73,6 +74,9 @@ public:
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void Draw2D() override;
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private:
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sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void DrawScene(HWDrawInfo *di, int drawmode);
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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std::unique_ptr<VkRenderPassManager> mRenderPassManager;
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