gzdoom/src/gl/renderer/gl_renderer.cpp
Christoph Oelckers b9a6fe80a4 Do not use the shader to handle STYLEF_RedIsAlpha.
Turns out that the name doesn't accurately describe what it does.
It is correct for images that come with their own palette or are true color.
But for images using the game palette it doesn't use the red channel to determine translucency but the palette index! Ugh...

This means it cannot be done with a simple operation in the shader because it won't get a proper source image. The only solution is to create a separate texture.
2014-05-11 23:56:53 +02:00

634 lines
17 KiB
C++

/*
** gl1_renderer.cpp
** Renderer interface
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#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 "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_threads.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/models/gl_models.h"
//===========================================================================
//
// Renderer interface
//
//===========================================================================
EXTERN_CVAR(Bool, gl_render_segs)
//-----------------------------------------------------------------------------
//
// Initialize
//
//-----------------------------------------------------------------------------
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
mCurrentPortal = NULL;
mMirrorCount = 0;
mPlaneMirrorCount = 0;
mLightCount = 0;
mAngles = FRotator(0,0,0);
mViewVector = FVector2(0,0);
mCameraPos = FVector3(0,0,0);
mVBO = NULL;
gl_spriteindex = 0;
mShaderManager = NULL;
glpart2 = glpart = gllight = mirrortexture = NULL;
}
void FGLRenderer::Initialize()
{
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);
gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch);
mVBO = new FFlatVertexBuffer;
mFBID = 0;
SetupLevel();
mShaderManager = new FShaderManager;
//mThreadManager = new FGLThreadManager;
}
FGLRenderer::~FGLRenderer()
{
gl_CleanModelData();
gl_DeleteAllAttachedLights();
FMaterial::FlushAll();
//if (mThreadManager != NULL) delete mThreadManager;
if (mShaderManager != NULL) delete mShaderManager;
if (mVBO != NULL) delete mVBO;
if (glpart2) delete glpart2;
if (glpart) delete glpart;
if (mirrortexture) delete mirrortexture;
if (gllight) delete gllight;
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::SetupLevel()
{
mVBO->CreateVBO();
}
void FGLRenderer::Begin2D()
{
gl_RenderState.EnableFog(false);
gl_RenderState.Set2DMode(true);
}
//===========================================================================
//
//
//
//===========================================================================
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)
{
GLSprite glsprite;
glsprite.Process(thing, sector);
}
//===========================================================================
//
//
//
//===========================================================================
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()
{
if (gl.flags & RFL_FRAMEBUFFER)
{
if (mFBID == 0) glGenFramebuffers(1, &mFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
return true;
}
return false;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::EndOffscreen()
{
if (gl.flags & RFL_FRAMEBUFFER)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
//===========================================================================
//
//
//
//===========================================================================
unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex);
if (gltex)
{
return gltex->CreateTexBuffer(0, w, h);
}
return NULL;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::ClearBorders()
{
OpenGLFrameBuffer *glscreen = static_cast<OpenGLFrameBuffer*>(screen);
// Letterbox time! Draw black top and bottom borders.
int width = glscreen->GetWidth();
int height = glscreen->GetHeight();
int trueHeight = glscreen->GetTrueHeight();
int borderHeight = (trueHeight - height) / 2;
glViewport(0, 0, width, trueHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, width * 1.0, 0.0, trueHeight, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
gl_RenderState.SetColor(0.f ,0.f ,0.f ,1.f);
gl_RenderState.Set2DMode(true);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
glBegin(GL_QUADS);
// upper quad
glVertex2i(0, borderHeight);
glVertex2i(0, 0);
glVertex2i(width, 0);
glVertex2i(width, borderHeight);
// lower quad
glVertex2i(0, trueHeight);
glVertex2i(0, trueHeight - borderHeight);
glVertex2i(width, trueHeight - borderHeight);
glVertex2i(width, trueHeight);
glEnd();
gl_RenderState.EnableTexture(true);
glViewport(0, (trueHeight - height) / 2, width, height);
}
//==========================================================================
//
// Draws a texture
//
//==========================================================================
void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
{
double xscale = parms.destwidth / parms.texwidth;
double yscale = parms.destheight / parms.texheight;
double x = parms.x - parms.left * xscale;
double y = parms.y - parms.top * yscale;
double w = parms.destwidth;
double h = parms.destheight;
float u1, v1, u2, v2;
int light = 255;
FMaterial * gltex = FMaterial::ValidateTexture(img);
if (parms.colorOverlay && (parms.colorOverlay & 0xffffff) == 0)
{
// Right now there's only black. Should be implemented properly later
light = 255 - APART(parms.colorOverlay);
parms.colorOverlay = 0;
}
if (!img->bHasCanvas)
{
int translation = 0;
if (!parms.alphaChannel)
{
if (parms.remap != NULL && !parms.remap->Inactive)
{
GLTranslationPalette * pal = static_cast<GLTranslationPalette*>(parms.remap->GetNative());
if (pal) translation = -pal->GetIndex();
}
}
gl_SetRenderStyle(parms.style, !parms.masked, false);
gltex->BindPatch(translation, 0, !!(parms.style.Flags & STYLEF_RedIsAlpha));
u1 = gltex->GetUL();
v1 = gltex->GetVT();
u2 = gltex->GetUR();
v2 = gltex->GetVB();
}
else
{
gltex->Bind(0, 0);
u2=1.f;
v2=-1.f;
u1 = v1 = 0.f;
gl_RenderState.SetTextureMode(TM_OPAQUE);
}
if (parms.flipX)
{
float temp = u1;
u1 = u2;
u2 = temp;
}
if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
{
x += parms.windowleft * xscale;
w -= (parms.texwidth - parms.windowright + parms.windowleft) * xscale;
u1 = float(u1 + parms.windowleft / parms.texwidth);
u2 = float(u2 - (parms.texwidth - parms.windowright) / parms.texwidth);
}
PalEntry color;
if (parms.style.Flags & STYLEF_ColorIsFixed)
{
color = parms.fillcolor;
}
else
{
color = PalEntry(light, light, light);
}
color.a = Scale(parms.alpha, 255, FRACUNIT);
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
int btm = (SCREENHEIGHT - screen->GetHeight()) / 2;
btm = SCREENHEIGHT - btm;
glEnable(GL_SCISSOR_TEST);
int space = (static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight()-screen->GetHeight())/2;
glScissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
gl_RenderState.SetColor(color);
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
glTexCoord2f(u1, v2);
glVertex2d(x, y + h);
glTexCoord2f(u2, v1);
glVertex2d(x + w, y);
glTexCoord2f(u2, v2);
glVertex2d(x + w, y + h);
glEnd();
if (parms.colorOverlay)
{
gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.SetColor(PalEntry(parms.colorOverlay));
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
glTexCoord2f(u1, v2);
glVertex2d(x, y + h);
glTexCoord2f(u2, v1);
glVertex2d(x + w, y);
glTexCoord2f(u2, v2);
glVertex2d(x + w, y + h);
glEnd();
}
gl_RenderState.EnableAlphaTest(true);
glScissor(0, 0, screen->GetWidth(), screen->GetHeight());
glDisable(GL_SCISSOR_TEST);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color)
{
PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor];
gl_RenderState.EnableTexture(false);
gl_RenderState.SetColorAlpha(p, 1.f);
gl_RenderState.Apply();
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
gl_RenderState.EnableTexture(true);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
{
PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor];
gl_RenderState.EnableTexture(false);
gl_RenderState.SetColorAlpha(p, 1.f);
gl_RenderState.Apply();
glBegin(GL_POINTS);
glVertex2i(x1, y1);
glEnd();
gl_RenderState.EnableTexture(true);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
{
gl_RenderState.EnableTexture(false);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.AlphaFunc(GL_GREATER,0);
gl_RenderState.SetColorAlpha(color, damount);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glVertex2i(x1, y1);
glVertex2i(x1, y1 + h);
glVertex2i(x1 + w, y1 + h);
glVertex2i(x1 + w, y1);
glEnd();
gl_RenderState.EnableTexture(true);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
float fU1,fU2,fV1,fV2;
FMaterial *gltexture=FMaterial::ValidateTexture(src);
if (!gltexture) return;
gltexture->Bind(0, 0);
// scaling is not used here.
if (!local_origin)
{
fU1 = float(left) / src->GetWidth();
fV1 = float(top) / src->GetHeight();
fU2 = float(right) / src->GetWidth();
fV2 = float(bottom) / src->GetHeight();
}
else
{
fU1 = 0;
fV1 = 0;
fU2 = float(right-left) / src->GetWidth();
fV2 = float(bottom-top) / src->GetHeight();
}
gl_RenderState.ResetColor();
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(fU1, fV1); glVertex2f(left, top);
glTexCoord2f(fU1, fV2); glVertex2f(left, bottom);
glTexCoord2f(fU2, fV1); glVertex2f(right, top);
glTexCoord2f(fU2, fV2); glVertex2f(right, bottom);
glEnd();
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::Clear(int left, int top, int right, int bottom, int palcolor, uint32 color)
{
int rt;
int offY = 0;
PalEntry p = palcolor==-1 || color != 0? (PalEntry)color : GPalette.BaseColors[palcolor];
int width = right-left;
int height= bottom-top;
rt = screen->GetHeight() - top;
int space = (static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight()-screen->GetHeight())/2; // ugh...
rt += space;
/*
if (!m_windowed && (m_trueHeight != m_height))
{
offY = (m_trueHeight - m_height) / 2;
rt += offY;
}
*/
glEnable(GL_SCISSOR_TEST);
glScissor(left, rt - height, width, height);
glClearColor(p.r/255.0f, p.g/255.0f, p.b/255.0f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 0.f);
glDisable(GL_SCISSOR_TEST);
}
//==========================================================================
//
// D3DFB :: FillSimplePoly
//
// Here, "simple" means that a simple triangle fan can draw it.
//
//==========================================================================
void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
angle_t rotation, FDynamicColormap *colormap, int lightlevel)
{
if (npoints < 3)
{ // This is no polygon.
return;
}
FMaterial *gltexture = FMaterial::ValidateTexture(texture);
if (gltexture == NULL)
{
return;
}
FColormap cm;
cm = colormap;
gl_SetColor(lightlevel, 0, &cm, 1.f);
gltexture->Bind();
int i;
float rot = float(rotation * M_PI / float(1u << 31));
bool dorotate = rot != 0;
float cosrot = cos(rot);
float sinrot = sin(rot);
//float yoffs = GatheringWipeScreen ? 0 : LBOffset;
float uscale = float(1.f / (texture->GetScaledWidth() * scalex));
float vscale = float(1.f / (texture->GetScaledHeight() * scaley));
if (gltexture->tex->bHasCanvas)
{
vscale = 0 - vscale;
}
float ox = float(originx);
float oy = float(originy);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
for (i = 0; i < npoints; ++i)
{
float u = points[i].X - 0.5f - ox;
float v = points[i].Y - 0.5f - oy;
if (dorotate)
{
float t = u;
u = t * cosrot - v * sinrot;
v = v * cosrot + t * sinrot;
}
glTexCoord2f(u * uscale, v * vscale);
glVertex3f(points[i].X, points[i].Y /* + yoffs */, 0);
}
glEnd();
}