- use a dedicated vertex buffer for rendering the wipes.

- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
This commit is contained in:
Christoph Oelckers 2016-08-06 14:12:40 +02:00
parent 7576e85cef
commit 6a66d0255d
6 changed files with 160 additions and 92 deletions

View file

@ -98,16 +98,6 @@ public:
if (pcount) *pcount = count; if (pcount) *pcount = count;
} }
void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f)
{
FFlatVertex *ptr = GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
#endif #endif
void Reset() void Reset()
{ {

View file

@ -106,6 +106,19 @@ CVAR(Float, gl_lens_chromatic, 1.12f, 0)
EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Float, vid_contrast)
void FGLRenderer::RenderScreenQuad(float maxU, float maxV)
{
FFlatVertex *ptr = mVBO->GetBuffer();
mVBO->BindVBO();
gl_RenderState.ResetVertexBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// Adds bloom contribution to scene texture // Adds bloom contribution to scene texture
@ -134,8 +147,7 @@ void FGLRenderer::BloomScene()
mBloomExtractShader->Bind(); mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0); mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->Exposure.Set(mCameraExposure); mBloomExtractShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO(); RenderScreenQuad();
mVBO->RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -166,7 +178,7 @@ void FGLRenderer::BloomScene()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind(); mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0); mBloomCombineShader->BloomTexture.Set(0);
mVBO->RenderScreenQuad(); RenderScreenQuad();
} }
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height); mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
@ -184,7 +196,7 @@ void FGLRenderer::BloomScene()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind(); mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0); mBloomCombineShader->BloomTexture.Set(0);
mVBO->RenderScreenQuad(); RenderScreenQuad();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -205,8 +217,7 @@ void FGLRenderer::TonemapScene()
mTonemapShader->Bind(); mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0); mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure); mTonemapShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO(); RenderScreenQuad();
mVBO->RenderScreenQuad();
mBuffers->NextTexture(); mBuffers->NextTexture();
} }
@ -258,8 +269,7 @@ void FGLRenderer::LensDistortScene()
mLensShader->Scale.Set(scale); mLensShader->Scale.Set(scale);
mLensShader->LensDistortionCoefficient.Set(k); mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube); mLensShader->CubicDistortionValue.Set(kcube);
mVBO->BindVBO(); RenderScreenQuad();
mVBO->RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture(); mBuffers->NextTexture();
@ -348,7 +358,6 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mBuffers->BindCurrentTexture(0); mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mVBO->BindVBO(); RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
} }
} }

View file

@ -157,6 +157,7 @@ public:
unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h); unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
void SetupLevel(); void SetupLevel();
void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f);
void SetFixedColormap (player_t *player); void SetFixedColormap (player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height); void WriteSavePic (player_t *player, FILE *file, int width, int height);
void EndDrawScene(sector_t * viewsector); void EndDrawScene(sector_t * viewsector);

View file

@ -94,7 +94,15 @@ private:
class Wiper class Wiper
{ {
class WipeVertexBuffer;
protected:
WipeVertexBuffer *mVertexBuf;
void MakeVBO(OpenGLFrameBuffer *fb);
public: public:
Wiper();
virtual ~Wiper(); virtual ~Wiper();
virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0; virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
}; };

View file

@ -197,7 +197,6 @@ void gl_LoadExtensions()
{ {
//if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple. //if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
//else gl.glslversion = 0; //else gl.glslversion = 0;
gl.glslversion = 1.21f;
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F; if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL; if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;

View file

@ -97,6 +97,7 @@ class OpenGLFrameBuffer::Wiper_Melt : public OpenGLFrameBuffer::Wiper
{ {
public: public:
Wiper_Melt(); Wiper_Melt();
int MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done);
bool Run(int ticks, OpenGLFrameBuffer *fb); bool Run(int ticks, OpenGLFrameBuffer *fb);
private: private:
@ -217,29 +218,28 @@ void OpenGLFrameBuffer::WipeEndScreen()
bool OpenGLFrameBuffer::WipeDo(int ticks) bool OpenGLFrameBuffer::WipeDo(int ticks)
{ {
bool done = true;
// Sanity checks. // Sanity checks.
if (wipestartscreen == NULL || wipeendscreen == NULL) if (wipestartscreen != nullptr && wipeendscreen != nullptr)
{ {
return true; Lock(true);
gl_RenderState.EnableTexture(true);
gl_RenderState.EnableFog(false);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindCurrentFB();
const auto &bounds = GLRenderer->mScreenViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
}
done = ScreenWipe->Run(ticks, this);
glDepthMask(true);
} }
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
Lock(true);
gl_RenderState.EnableTexture(true);
gl_RenderState.EnableFog(false);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindCurrentFB();
const auto &bounds = GLRenderer->mScreenViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
}
bool done = ScreenWipe->Run(ticks, this);
glDepthMask(true);
//DrawLetterbox();
return done; return done;
} }
@ -273,12 +273,80 @@ void OpenGLFrameBuffer::WipeCleanup()
//========================================================================== //==========================================================================
// //
// OpenGLFrameBuffer :: Wiper Constructor // The wiper vertex buffer
//
// Note that this will recreate the buffer each frame, although
// only for melt its contents will change.
//
// But since this is no time critical code, ease of implementation
// was chosen over maximum efficiency.
// //
//========================================================================== //==========================================================================
class OpenGLFrameBuffer::Wiper::WipeVertexBuffer : public FVertexBuffer
{
public:
WipeVertexBuffer()
{
}
void BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
if (gl.glslversion > 0)
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
glDisableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
else
{
glVertexPointer(3, GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
}
void set(FFlatVertex *verts, int count)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
gl_RenderState.SetVertexBuffer(this);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
}
};
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper Constructor
//
//==========================================================================
OpenGLFrameBuffer::Wiper::Wiper()
{
mVertexBuf = new WipeVertexBuffer;
}
OpenGLFrameBuffer::Wiper::~Wiper() OpenGLFrameBuffer::Wiper::~Wiper()
{ {
delete mVertexBuf;
}
void OpenGLFrameBuffer::Wiper::MakeVBO(OpenGLFrameBuffer *fb)
{
FFlatVertex make[4];
FFlatVertex *ptr = make;
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
mVertexBuf->set(make, 4);
} }
// WIPE: CROSSFADE --------------------------------------------------------- // WIPE: CROSSFADE ---------------------------------------------------------
@ -306,32 +374,21 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
{ {
Clock += ticks; Clock += ticks;
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth()); MakeVBO(fb);
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
gl_RenderState.SetTextureMode(TM_OPAQUE); gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.ResetColor(); gl_RenderState.ResetColor();
gl_RenderState.Apply(); gl_RenderState.Apply();
fb->wipestartscreen->Bind(0, 0, false); fb->wipestartscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FFlatVertex *ptr; float a = clamp(Clock / 32.f, 0.f, 1.f);
unsigned int offset, count; Printf("%f\n", a);
ptr = GLRenderer->mVBO->GetBuffer(); gl_RenderState.SetColorAlpha(0xffffff, a);
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
fb->wipeendscreen->Bind(0, 0, false);
gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
gl_RenderState.Apply(); gl_RenderState.Apply();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count); fb->wipeendscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.SetTextureMode(TM_MODULATE);
@ -366,18 +423,15 @@ OpenGLFrameBuffer::Wiper_Melt::Wiper_Melt()
// //
//========================================================================== //==========================================================================
bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb) int OpenGLFrameBuffer::Wiper_Melt::MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done)
{ {
FFlatVertex *make = new FFlatVertex[321*4];
FFlatVertex *ptr = make;
int dy;
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth()); float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight()); float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
// Draw the new screen on the bottom.
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0, 0, false);
FFlatVertex *ptr;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, 0, 0, 0, vb); ptr->Set(0, 0, 0, 0, vb);
ptr++; ptr++;
ptr->Set(0, fb->Height, 0, 0, 0); ptr->Set(0, fb->Height, 0, 0, 0);
@ -386,17 +440,12 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
ptr++; ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0); ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++; ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
int i, dy;
bool done = false;
fb->wipestartscreen->Bind(0, 0, false);
// Copy the old screen in vertical strips on top of the new one. // Copy the old screen in vertical strips on top of the new one.
while (ticks--) while (ticks--)
{ {
done = true; done = true;
for (i = 0; i < WIDTH; i++) for (int i = 0; i < WIDTH; i++)
{ {
if (y[i] < 0) if (y[i] < 0)
{ {
@ -405,7 +454,7 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
} }
else if (y[i] < HEIGHT) else if (y[i] < HEIGHT)
{ {
dy = (y[i] < 16) ? y[i]+1 : 8; dy = (y[i] < 16) ? y[i] + 1 : 8;
y[i] = MIN(y[i] + dy, HEIGHT); y[i] = MIN(y[i] + dy, HEIGHT);
done = false; done = false;
} }
@ -429,7 +478,6 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
rect.bottom = fb->Height - rect.bottom; rect.bottom = fb->Height - rect.bottom;
rect.top = fb->Height - rect.top; rect.top = fb->Height - rect.top;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th); ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
ptr++; ptr++;
ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th); ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
@ -438,12 +486,34 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
ptr++; ptr++;
ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th); ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
ptr++; ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
} }
} }
} }
} }
int numverts = int(ptr - make);
mVertexBuf->set(make, numverts);
delete[] make;
return numverts;
}
bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
{
bool done = false;
int maxvert = MakeVBO(ticks, fb, done);
// Draw the new screen on the bottom.
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
fb->wipestartscreen->Bind(0, 0, false);
gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.SetTextureMode(TM_MODULATE);
for (int i = 4; i < maxvert; i += 4)
{
glDrawArrays(GL_TRIANGLE_STRIP, i, 4);
}
return done; return done;
} }
@ -486,6 +556,8 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
{ {
bool done; bool done;
MakeVBO(fb);
BurnTime += ticks; BurnTime += ticks;
ticks *= 2; ticks *= 2;
@ -524,18 +596,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.ResetColor(); gl_RenderState.ResetColor();
gl_RenderState.Apply(); gl_RenderState.Apply();
fb->wipestartscreen->Bind(0, 0, false); fb->wipestartscreen->Bind(0, 0, false);
FFlatVertex *ptr; glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
unsigned int offset, count;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetEffect(EFF_BURN); gl_RenderState.SetEffect(EFF_BURN);
@ -547,7 +608,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0); BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0);
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.SetEffect(EFF_NONE); gl_RenderState.SetEffect(EFF_NONE);
// The fire may not always stabilize, so the wipe is forced to end // The fire may not always stabilize, so the wipe is forced to end