- 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;
}
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
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_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
@ -134,8 +147,7 @@ void FGLRenderer::BloomScene()
mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
mVBO->RenderScreenQuad();
RenderScreenQuad();
}
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);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
mVBO->RenderScreenQuad();
RenderScreenQuad();
}
//-----------------------------------------------------------------------------
@ -205,8 +217,7 @@ void FGLRenderer::TonemapScene()
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
RenderScreenQuad();
mBuffers->NextTexture();
}
@ -258,8 +269,7 @@ void FGLRenderer::LensDistortScene()
mLensShader->Scale.Set(scale);
mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture();
@ -348,7 +358,6 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mVBO->BindVBO();
mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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);
void SetupLevel();
void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f);
void SetFixedColormap (player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
void EndDrawScene(sector_t * viewsector);

View file

@ -94,7 +94,15 @@ private:
class Wiper
{
class WipeVertexBuffer;
protected:
WipeVertexBuffer *mVertexBuf;
void MakeVBO(OpenGLFrameBuffer *fb);
public:
Wiper();
virtual ~Wiper();
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.
//else gl.glslversion = 0;
gl.glslversion = 1.21f;
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
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:
Wiper_Melt();
int MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done);
bool Run(int ticks, OpenGLFrameBuffer *fb);
private:
@ -217,29 +218,28 @@ void OpenGLFrameBuffer::WipeEndScreen()
bool OpenGLFrameBuffer::WipeDo(int ticks)
{
bool done = true;
// 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);
}
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();
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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()
{
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 ---------------------------------------------------------
@ -306,32 +374,21 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
{
Clock += ticks;
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
MakeVBO(fb);
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipestartscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FFlatVertex *ptr;
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);
fb->wipeendscreen->Bind(0, 0, false);
gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
float a = clamp(Clock / 32.f, 0.f, 1.f);
Printf("%f\n", a);
gl_RenderState.SetColorAlpha(0xffffff, a);
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.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 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++;
ptr->Set(0, fb->Height, 0, 0, 0);
@ -386,31 +440,26 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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.
while (ticks--)
{
done = true;
for (i = 0; i < WIDTH; i++)
for (int i = 0; i < WIDTH; i++)
{
if (y[i] < 0)
{
y[i]++;
done = false;
}
}
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);
done = false;
}
if (ticks == 0)
{
{
// Only draw for the final tick.
// No need for optimization. Wipes won't ever be drawn with anything else.
RECT rect;
@ -429,7 +478,6 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
rect.bottom = fb->Height - rect.bottom;
rect.top = fb->Height - rect.top;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
ptr++;
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->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
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);
for (int i = 4; i < maxvert; i += 4)
{
glDrawArrays(GL_TRIANGLE_STRIP, i, 4);
}
return done;
}
@ -486,6 +556,8 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
{
bool done;
MakeVBO(fb);
BurnTime += ticks;
ticks *= 2;
@ -524,18 +596,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipestartscreen->Bind(0, 0, false);
FFlatVertex *ptr;
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);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.SetTextureMode(TM_MODULATE);
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);
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.SetEffect(EFF_NONE);
// The fire may not always stabilize, so the wipe is forced to end