// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl1_renderer.cpp ** Renderer interface ** */ #include "gl/system/gl_system.h" #include "files.h" #include "m_swap.h" #include "v_video.h" #include "r_data/r_translate.h" #include "m_png.h" #include "m_crc32.h" #include "w_wad.h" //#include "gl/gl_intern.h" #include "gl/gl_functions.h" #include "vectors.h" #include "doomstat.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/renderer/gl_2ddrawer.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/shaders/gl_shader.h" #include "gl/shaders/gl_bloomshader.h" #include "gl/shaders/gl_blurshader.h" #include "gl/shaders/gl_tonemapshader.h" #include "gl/shaders/gl_colormapshader.h" #include "gl/shaders/gl_lensshader.h" #include "gl/shaders/gl_fxaashader.h" #include "gl/shaders/gl_presentshader.h" #include "gl/shaders/gl_present3dRowshader.h" #include "gl/stereo3d/gl_stereo3d.h" #include "gl/textures/gl_texture.h" #include "gl/textures/gl_translate.h" #include "gl/textures/gl_material.h" #include "gl/textures/gl_samplers.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_templates.h" #include "gl/models/gl_models.h" #include "gl/dynlights/gl_lightbuffer.h" EXTERN_CVAR(Int, screenblocks) CVAR(Bool, gl_scale_viewport, true, 0); //=========================================================================== // // Renderer interface // //=========================================================================== //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; mClipPortal = nullptr; mCurrentPortal = nullptr; mMirrorCount = 0; mPlaneMirrorCount = 0; mLightCount = 0; mAngles = FRotator(0.f, 0.f, 0.f); mViewVector = FVector2(0,0); mVBO = nullptr; mSkyVBO = nullptr; gl_spriteindex = 0; mShaderManager = nullptr; gllight = glpart2 = glpart = mirrortexture = nullptr; mLights = nullptr; m2DDrawer = nullptr; mTonemapPalette = nullptr; mBuffers = nullptr; mPresentShader = nullptr; mPresent3dCheckerShader = nullptr; mPresent3dColumnShader = nullptr; mPresent3dRowShader = nullptr; mBloomExtractShader = nullptr; mBloomCombineShader = nullptr; mExposureExtractShader = nullptr; mExposureAverageShader = nullptr; mExposureCombineShader = nullptr; mBlurShader = nullptr; mTonemapShader = nullptr; mTonemapPalette = nullptr; mColormapShader = nullptr; mLensShader = nullptr; mFXAAShader = nullptr; mFXAALumaShader = nullptr; } void gl_LoadModels(); void gl_FlushModels(); void FGLRenderer::Initialize(int width, int height) { mBuffers = new FGLRenderBuffers(); mBloomExtractShader = new FBloomExtractShader(); mBloomCombineShader = new FBloomCombineShader(); mExposureExtractShader = new FExposureExtractShader(); mExposureAverageShader = new FExposureAverageShader(); mExposureCombineShader = new FExposureCombineShader(); mBlurShader = new FBlurShader(); mTonemapShader = new FTonemapShader(); mColormapShader = new FColormapShader(); mTonemapPalette = nullptr; mLensShader = new FLensShader(); mFXAAShader = new FFXAAShader; mFXAALumaShader = new FFXAALumaShader; mPresentShader = new FPresentShader(); mPresent3dCheckerShader = new FPresent3DCheckerShader(); mPresent3dColumnShader = new FPresent3DColumnShader(); mPresent3dRowShader = new FPresent3DRowShader(); m2DDrawer = new F2DDrawer; // needed for the core profile, because someone decided it was a good idea to remove the default VAO. if (!gl.legacyMode) { glGenVertexArrays(1, &mVAOID); glBindVertexArray(mVAOID); FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID"); } else mVAOID = 0; gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch); glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch); glpart = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart.png"), FTexture::TEX_MiscPatch); mirrortexture = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/mirror.png"), FTexture::TEX_MiscPatch); mVBO = new FFlatVertexBuffer(width, height); mSkyVBO = new FSkyVertexBuffer; if (!gl.legacyMode) mLights = new FLightBuffer(); else mLights = NULL; gl_RenderState.SetVertexBuffer(mVBO); mFBID = 0; mOldFBID = 0; SetupLevel(); mShaderManager = new FShaderManager; mSamplerManager = new FSamplerManager; gl_LoadModels(); } FGLRenderer::~FGLRenderer() { gl_FlushModels(); gl_DeleteAllAttachedLights(); FMaterial::FlushAll(); if (m2DDrawer != nullptr) delete m2DDrawer; if (mShaderManager != NULL) delete mShaderManager; if (mSamplerManager != NULL) delete mSamplerManager; if (mVBO != NULL) delete mVBO; if (mSkyVBO != NULL) delete mSkyVBO; if (mLights != NULL) delete mLights; if (glpart2) delete glpart2; if (glpart) delete glpart; if (mirrortexture) delete mirrortexture; if (mFBID != 0) glDeleteFramebuffers(1, &mFBID); if (mVAOID != 0) { glBindVertexArray(0); glDeleteVertexArrays(1, &mVAOID); } if (mBuffers) delete mBuffers; if (mPresentShader) delete mPresentShader; if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mPresent3dRowShader) delete mPresent3dRowShader; if (mBloomExtractShader) delete mBloomExtractShader; if (mBloomCombineShader) delete mBloomCombineShader; if (mExposureExtractShader) delete mExposureExtractShader; if (mExposureAverageShader) delete mExposureAverageShader; if (mExposureCombineShader) delete mExposureCombineShader; if (mBlurShader) delete mBlurShader; if (mTonemapShader) delete mTonemapShader; if (mTonemapPalette) delete mTonemapPalette; if (mColormapShader) delete mColormapShader; if (mLensShader) delete mLensShader; delete mFXAAShader; delete mFXAALumaShader; } //========================================================================== // // Calculates the viewport values needed for 2D and 3D operations // //========================================================================== void FGLRenderer::SetOutputViewport(GL_IRECT *bounds) { if (bounds) { mSceneViewport = *bounds; mScreenViewport = *bounds; mOutputLetterbox = *bounds; return; } // Special handling so the view with a visible status bar displays properly int height, width; if (screenblocks >= 10) { height = framebuffer->GetHeight(); width = framebuffer->GetWidth(); } else { height = (screenblocks*framebuffer->GetHeight() / 10) & ~7; width = (screenblocks*framebuffer->GetWidth() / 10); } // Back buffer letterbox for the final output int clientWidth = framebuffer->GetClientWidth(); int clientHeight = framebuffer->GetClientHeight(); if (clientWidth == 0 || clientHeight == 0) { // When window is minimized there may not be any client area. // Pretend to the rest of the render code that we just have a very small window. clientWidth = 160; clientHeight = 120; } int screenWidth = framebuffer->GetWidth(); int screenHeight = framebuffer->GetHeight(); float scale = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight); mOutputLetterbox.width = (int)round(screenWidth * scale); mOutputLetterbox.height = (int)round(screenHeight * scale); mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2; mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2; // The entire renderable area, including the 2D HUD mScreenViewport.left = 0; mScreenViewport.top = 0; mScreenViewport.width = screenWidth; mScreenViewport.height = screenHeight; // Viewport for the 3D scene mSceneViewport.left = viewwindowx; mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2)); mSceneViewport.width = viewwidth; mSceneViewport.height = height; // Scale viewports to fit letterbox if (gl_scale_viewport || !FGLRenderBuffers::IsEnabled()) { mScreenViewport.width = mOutputLetterbox.width; mScreenViewport.height = mOutputLetterbox.height; mSceneViewport.left = (int)round(mSceneViewport.left * scale); mSceneViewport.top = (int)round(mSceneViewport.top * scale); mSceneViewport.width = (int)round(mSceneViewport.width * scale); mSceneViewport.height = (int)round(mSceneViewport.height * scale); // Without render buffers we have to render directly to the letterbox if (!FGLRenderBuffers::IsEnabled()) { mScreenViewport.left += mOutputLetterbox.left; mScreenViewport.top += mOutputLetterbox.top; mSceneViewport.left += mOutputLetterbox.left; mSceneViewport.top += mOutputLetterbox.top; } } s3d::Stereo3DMode::getCurrentMode().AdjustViewports(); } //=========================================================================== // // Calculates the OpenGL window coordinates for a zdoom screen position // //=========================================================================== int FGLRenderer::ScreenToWindowX(int x) { return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)framebuffer->GetWidth()); } int FGLRenderer::ScreenToWindowY(int y) { return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)framebuffer->GetHeight()); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::SetupLevel() { mVBO->CreateVBO(); } void FGLRenderer::Begin2D() { if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height)) { if (mDrawingScene2D) mBuffers->BindSceneFB(); else mBuffers->BindCurrentFB(); } glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); gl_RenderState.EnableFog(false); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector) { GLWall wall; wall.ProcessLowerMiniseg(seg, frontsector, backsector); rendered_lines++; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector, bool thruportal) { GLSprite glsprite; glsprite.Process(thing, sector, thruportal); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::ProcessParticle(particle_t *part, sector_t *sector) { GLSprite glsprite; glsprite.ProcessParticle(part, sector);//, 0, 0); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::ProcessSector(sector_t *fakesector) { GLFlat glflat; glflat.ProcessSector(fakesector); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::FlushTextures() { FMaterial::FlushAll(); } //=========================================================================== // // // //=========================================================================== bool FGLRenderer::StartOffscreen() { bool firstBind = (mFBID == 0); if (mFBID == 0) glGenFramebuffers(1, &mFBID); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID); glBindFramebuffer(GL_FRAMEBUFFER, mFBID); if (firstBind) FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB"); return true; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::EndOffscreen() { glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID); } //=========================================================================== // // // //=========================================================================== unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h) { FMaterial * gltex = FMaterial::ValidateTexture(tex, false); if (gltex) { return gltex->CreateTexBuffer(0, w, h); } return NULL; }