qzdoom/src/gl/renderer/gl_renderer.cpp

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/*
** 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 "doomstat.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
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#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"
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#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.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 = NULL;
mCurrentPortal = NULL;
mMirrorCount = 0;
mPlaneMirrorCount = 0;
mLightCount = 0;
mAngles = FRotator(0.f, 0.f, 0.f);
mViewVector = FVector2(0,0);
mVBO = NULL;
mSkyVBO = NULL;
gl_spriteindex = 0;
mShaderManager = NULL;
gllight = glpart2 = glpart = mirrortexture = NULL;
mLights = NULL;
m2DDrawer = nullptr;
mTonemapPalette = nullptr;
}
void gl_LoadModels();
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void gl_FlushModels();
void FGLRenderer::Initialize(int width, int height)
{
mBuffers = new FGLRenderBuffers();
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mBloomExtractShader = new FBloomExtractShader();
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
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mTonemapPalette = nullptr;
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mLensShader = new FLensShader();
mPresentShader = new FPresentShader();
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);
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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()
{
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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;
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if (mBloomExtractShader) delete mBloomExtractShader;
if (mBloomCombineShader) delete mBloomCombineShader;
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
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if (mTonemapPalette) delete mTonemapPalette;
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if (mLensShader) delete mLensShader;
}
//==========================================================================
//
// 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();
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;
}
}
}
//===========================================================================
//
// 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
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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()
{
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bool firstBind = (mFBID == 0);
if (mFBID == 0)
glGenFramebuffers(1, &mFBID);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
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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;
}