- hook up the hardware renderer

This commit is contained in:
Magnus Norddahl 2019-03-01 19:01:06 +01:00
parent 308c884d02
commit 195e91adc9
2 changed files with 215 additions and 4 deletions

View file

@ -27,11 +27,15 @@
#include "templates.h" #include "templates.h"
#include "r_videoscale.h" #include "r_videoscale.h"
#include "actor.h" #include "actor.h"
#include "i_time.h"
#include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h" #include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/models/hw_models.h" #include "hwrenderer/models/hw_models.h"
#include "hwrenderer/scene/hw_skydome.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/hw_viewpointbuffer.h"
#include "hwrenderer/data/flatvertices.h" #include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h" #include "hwrenderer/data/shaderuniforms.h"
@ -55,6 +59,10 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state);
EXTERN_CVAR(Bool, vid_vsync) EXTERN_CVAR(Bool, vid_vsync)
EXTERN_CVAR(Bool, r_drawvoxels) EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
extern bool NoInterpolateView;
VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) : VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
Super(hMonitor, fullscreen) Super(hMonitor, fullscreen)
@ -232,18 +240,218 @@ void VulkanFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int wid
sector_t *VulkanFrameBuffer::RenderView(player_t *player) sector_t *VulkanFrameBuffer::RenderView(player_t *player)
{ {
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(screen->mVertexData); mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset(); screen->mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer()) if (!V_IsHardwareRenderer())
{ {
if (!swdrawer) swdrawer.reset(new SWSceneDrawer); if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
return swdrawer->RenderView(player); retsec = swdrawer->RenderView(player);
} }
else else
{ {
return nullptr; 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();
#if 0
// 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;
#endif
// 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 *VulkanFrameBuffer::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 0
if (mainview && toscreen)
UpdateShadowMap();
#endif
// 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 0
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
GetRenderState()->Apply();
}
#endif
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 0
if (GetRenderState()->GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
GetRenderState()->SetPassType(NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(1);
}
mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, *GetRenderState()); });
#endif
PostProcess.Unclock();
}
di->EndDrawInfo();
#if 0
if (vrmode->mEyeCount > 1)
mBuffers->BlitToEyeTexture(eye_ix);
#endif
}
return mainvp.sector;
}
void VulkanFrameBuffer::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;
#if 0
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--;
}
#endif
if (vp.camera != nullptr)
{
ActorRenderFlags savedflags = vp.camera->renderflags;
di->CreateScene();
vp.camera->renderflags = savedflags;
}
else
{
di->CreateScene();
}
#if 0
glDepthMask(true);
if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
#endif
di->RenderScene(*GetRenderState());
#if 0
if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
{
GetRenderState()->EnableDrawBuffers(1);
GLRenderer->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
GLRenderer->mBuffers->BindSceneFB(true);
GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
GetRenderState()->Apply();
screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
}
#endif
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
screen->mPortalState->EndFrame(di, *GetRenderState());
recursion--;
di->RenderTranslucent(*GetRenderState());
} }
uint32_t VulkanFrameBuffer::GetCaps() uint32_t VulkanFrameBuffer::GetCaps()
@ -284,8 +492,7 @@ IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli) FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
{ {
I_FatalError("VulkanFrameBuffer::CreateModelRenderer not implemented\n"); return new FGLModelRenderer(nullptr, *GetRenderState(), mli);
return nullptr;
} }
IShaderProgram *VulkanFrameBuffer::CreateShaderProgram() IShaderProgram *VulkanFrameBuffer::CreateShaderProgram()

View file

@ -4,6 +4,7 @@
#include "vk_device.h" #include "vk_device.h"
#include "vk_objects.h" #include "vk_objects.h"
struct FRenderViewpoint;
class VkSamplerManager; class VkSamplerManager;
class VkShaderManager; class VkShaderManager;
class VkRenderPassManager; class VkRenderPassManager;
@ -73,6 +74,9 @@ public:
void Draw2D() override; void Draw2D() override;
private: private:
sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void DrawScene(HWDrawInfo *di, int drawmode);
std::unique_ptr<VkShaderManager> mShaderManager; std::unique_ptr<VkShaderManager> mShaderManager;
std::unique_ptr<VkSamplerManager> mSamplerManager; std::unique_ptr<VkSamplerManager> mSamplerManager;
std::unique_ptr<VkRenderPassManager> mRenderPassManager; std::unique_ptr<VkRenderPassManager> mRenderPassManager;