qzdoom/src/gl/system/gl_framebuffer.cpp

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/*
** gl_framebuffer.cpp
** Implementation of the non-hardware specific parts of the
** OpenGL frame buffer
**
**---------------------------------------------------------------------------
** Copyright 2000-2007 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 "doomstat.h"
#include "m_png.h"
#include "m_crc32.h"
#include "vectors.h"
#include "v_palette.h"
#include "templates.h"
#include "farchive.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/data/gl_data.h"
#include "gl/textures/gl_hwtexture.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/gl_functions.h"
IMPLEMENT_CLASS(OpenGLFrameBuffer)
EXTERN_CVAR (Float, vid_brightness)
EXTERN_CVAR (Float, vid_contrast)
EXTERN_CVAR (Bool, vid_vsync)
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
FGLRenderer *GLRenderer;
void gl_SetupMenu();
//==========================================================================
//
//
//
//==========================================================================
OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) :
Super(hMonitor, width, height, bits, refreshHz, fullscreen)
{
GLRenderer = new FGLRenderer(this);
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette ();
ScreenshotBuffer = NULL;
LastCamera = NULL;
InitializeState();
gl_SetupMenu();
gl_GenerateGlobalBrightmapFromColormap();
DoSetGamma();
needsetgamma = true;
swapped = false;
Accel2D = true;
SetVSync(vid_vsync);
}
OpenGLFrameBuffer::~OpenGLFrameBuffer()
{
delete GLRenderer;
GLRenderer = NULL;
}
//==========================================================================
//
// Initializes the GL renderer
//
//==========================================================================
void OpenGLFrameBuffer::InitializeState()
{
static bool first=true;
gl.LoadExtensions();
Super::InitializeState();
if (first)
{
first=false;
// [BB] For some reason this crashes, if compiled with MinGW and optimization. Has to be investigated.
#ifdef _MSC_VER
gl.PrintStartupLog();
#endif
if (gl.flags&RFL_NPOT_TEXTURE)
{
Printf("Support for non power 2 textures enabled.\n");
}
if (gl.flags&RFL_OCCLUSION_QUERY)
{
Printf("Occlusion query enabled.\n");
}
}
gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.ClearDepth(1.0f);
gl.DepthFunc(GL_LESS);
gl.ShadeModel(GL_SMOOTH);
gl.Enable(GL_DITHER);
gl.Enable(GL_ALPHA_TEST);
gl.Disable(GL_CULL_FACE);
gl.Disable(GL_POLYGON_OFFSET_FILL);
gl.Enable(GL_POLYGON_OFFSET_LINE);
gl.Enable(GL_BLEND);
gl.Enable(GL_DEPTH_CLAMP_NV);
gl.Disable(GL_DEPTH_TEST);
gl.Enable(GL_TEXTURE_2D);
gl.Disable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GEQUAL,0.5f);
gl.Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
gl.Hint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
gl.Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// This was to work around a bug in some older driver. Probably doesn't make sense anymore.
gl.Enable(GL_FOG);
gl.Disable(GL_FOG);
gl.Hint(GL_FOG_HINT, GL_FASTEST);
gl.Fogi(GL_FOG_MODE, GL_EXP);
gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int trueH = GetTrueHeight();
int h = GetHeight();
gl.Viewport(0, (trueH - h)/2, GetWidth(), GetHeight());
Begin2D(false);
GLRenderer->Initialize();
}
//==========================================================================
//
// Updates the screen
//
//==========================================================================
// Testing only for now.
CVAR(Bool, gl_draw_sync, true, 0) //false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
void OpenGLFrameBuffer::Update()
{
if (!CanUpdate())
{
GLRenderer->Flush();
return;
}
Begin2D(false);
DrawRateStuff();
GLRenderer->Flush();
if (GetTrueHeight() != GetHeight())
{
if (GLRenderer != NULL)
GLRenderer->ClearBorders();
Begin2D(false);
}
if (gl_draw_sync || !swapped)
{
Swap();
}
swapped = false;
Unlock();
CheckBench();
}
//==========================================================================
//
// Swap the buffers
//
//==========================================================================
void OpenGLFrameBuffer::Swap()
{
Finish.Reset();
Finish.Clock();
gl.Finish();
if (needsetgamma)
{
//DoSetGamma();
needsetgamma = false;
}
SwapBuffers();
Finish.Unclock();
swapped = true;
FHardwareTexture::UnbindAll();
}
//===========================================================================
//
// DoSetGamma
//
// (Unfortunately Windows has some safety precautions that block gamma ramps
// that are considered too extreme. As a result this doesn't work flawlessly)
//
//===========================================================================
void OpenGLFrameBuffer::DoSetGamma()
{
WORD gammaTable[768];
if (m_supportsGamma)
{
// This formula is taken from Doomsday
float gamma = clamp<float>(Gamma, 0.1f, 4.f);
float contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
float bright = clamp<float>(vid_brightness, -0.8f, 0.8f);
double invgamma = 1 / gamma;
double norm = pow(255., invgamma - 1);
for (int i = 0; i < 256; i++)
{
double val = i * contrast - (contrast - 1) * 127;
if(gamma != 1) val = pow(val, invgamma) / norm;
val += bright * 128;
gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (WORD)clamp<double>(val*256, 0, 0xffff);
}
SetGammaTable(gammaTable);
}
}
bool OpenGLFrameBuffer::SetGamma(float gamma)
{
DoSetGamma();
return true;
}
bool OpenGLFrameBuffer::SetBrightness(float bright)
{
DoSetGamma();
return true;
}
bool OpenGLFrameBuffer::SetContrast(float contrast)
{
DoSetGamma();
return true;
}
//===========================================================================
//
//
//===========================================================================
void OpenGLFrameBuffer::UpdatePalette()
{
int rr=0,gg=0,bb=0;
for(int x=0;x<256;x++)
{
rr+=GPalette.BaseColors[x].r;
gg+=GPalette.BaseColors[x].g;
bb+=GPalette.BaseColors[x].b;
}
rr>>=8;
gg>>=8;
bb>>=8;
palette_brightness = (rr*77 + gg*143 + bb*35)/255;
}
void OpenGLFrameBuffer::GetFlashedPalette (PalEntry pal[256])
{
memcpy(pal, SourcePalette, 256*sizeof(PalEntry));
}
PalEntry *OpenGLFrameBuffer::GetPalette ()
{
return SourcePalette;
}
bool OpenGLFrameBuffer::SetFlash(PalEntry rgb, int amount)
{
Flash = PalEntry(amount, rgb.r, rgb.g, rgb.b);
return true;
}
void OpenGLFrameBuffer::GetFlash(PalEntry &rgb, int &amount)
{
rgb = Flash;
rgb.a = 0;
amount = Flash.a;
}
int OpenGLFrameBuffer::GetPageCount()
{
return 1;
}
void OpenGLFrameBuffer::GetHitlist(BYTE *hitlist)
{
Super::GetHitlist(hitlist);
// check skybox textures and mark the separate faces as used
for(int i=0;i<TexMan.NumTextures(); i++)
{
if (hitlist[i])
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->gl_info.bSkybox)
{
FSkyBox *sb = static_cast<FSkyBox*>(tex);
for(int i=0;i<6;i++)
{
if (sb->faces[i])
{
int index = sb->faces[i]->id.GetIndex();
hitlist[index] |= 1;
}
}
}
}
}
// check model skins
}
//==========================================================================
//
// DFrameBuffer :: CreatePalette
//
// Creates a native palette from a remap table, if supported.
//
//==========================================================================
FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
{
return GLTranslationPalette::CreatePalette(remap);
}
//==========================================================================
//
//
//
//==========================================================================
bool OpenGLFrameBuffer::Begin2D(bool)
{
gl.MatrixMode(GL_MODELVIEW);
gl.LoadIdentity();
gl.MatrixMode(GL_PROJECTION);
gl.LoadIdentity();
gl.Ortho(
(GLdouble) 0,
(GLdouble) GetWidth(),
(GLdouble) GetHeight(),
(GLdouble) 0,
(GLdouble) -1.0,
(GLdouble) 1.0
);
gl.Disable(GL_DEPTH_TEST);
// Korshun: ENABLE AUTOMAP ANTIALIASING!!!
if (gl_aalines)
gl.Enable(GL_LINE_SMOOTH);
else
{
gl.Disable(GL_MULTISAMPLE);
gl.Disable(GL_LINE_SMOOTH);
glLineWidth(1.0);
}
if (GLRenderer != NULL)
GLRenderer->Begin2D();
return true;
}
//==========================================================================
//
// Draws a texture
//
//==========================================================================
void STACK_ARGS OpenGLFrameBuffer::DrawTextureV(FTexture *img, double x0, double y0, uint32 tag, va_list tags)
{
DrawParms parms;
if (ParseDrawTextureTags(img, x0, y0, tag, tags, &parms, true))
{
if (GLRenderer != NULL) GLRenderer->DrawTexture(img, parms);
}
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color)
{
if (GLRenderer != NULL)
GLRenderer->DrawLine(x1, y1, x2, y2, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
{
if (GLRenderer != NULL)
GLRenderer->DrawPixel(x1, y1, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::Dim(PalEntry)
{
// Unlike in the software renderer the color is being ignored here because
// view blending only affects the actual view with the GL renderer.
Super::Dim(0);
}
void OpenGLFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
{
if (GLRenderer != NULL)
GLRenderer->Dim(color, damount, x1, y1, w, h);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
if (GLRenderer != NULL)
GLRenderer->FlatFill(left, top, right, bottom, src, local_origin);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palcolor, uint32 color)
{
if (GLRenderer != NULL)
GLRenderer->Clear(left, top, right, bottom, palcolor, color);
}
//==========================================================================
//
// D3DFB :: FillSimplePoly
//
// Here, "simple" means that a simple triangle fan can draw it.
//
//==========================================================================
void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
angle_t rotation, FDynamicColormap *colormap, int lightlevel)
{
if (GLRenderer != NULL)
{
GLRenderer->FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley,
rotation, colormap, lightlevel);
}
}
//===========================================================================
//
// Takes a screenshot
//
//===========================================================================
void OpenGLFrameBuffer::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
ReleaseScreenshotBuffer();
ScreenshotBuffer = new BYTE[w * h * 3];
glPixelStorei(GL_PACK_ALIGNMENT, 1);
gl.ReadPixels(0,(GetTrueHeight() - GetHeight()) / 2,w,h,GL_RGB,GL_UNSIGNED_BYTE,ScreenshotBuffer);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
pitch = -w*3;
color_type = SS_RGB;
buffer = ScreenshotBuffer + w * 3 * (h - 1);
}
//===========================================================================
//
// Releases the screenshot buffer.
//
//===========================================================================
void OpenGLFrameBuffer::ReleaseScreenshotBuffer()
{
if (ScreenshotBuffer != NULL) delete [] ScreenshotBuffer;
ScreenshotBuffer = NULL;
}
void OpenGLFrameBuffer::GameRestart()
{
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette ();
ScreenshotBuffer = NULL;
LastCamera = NULL;
gl_GenerateGlobalBrightmapFromColormap();
}