qzdoom/src/gl/scene/gl_scene.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_scene.cpp
** manages the rendering of the player's view
**
*/
#include "gl_load/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "p_local.h"
#include "serializer.h"
#include "g_levellocals.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl_load/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_debug.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/data/gl_viewpointbuffer.h"
#include "hwrenderer/scene/hw_clipper.h"
#include "hwrenderer/scene/hw_portal.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "hwrenderer/utility/hw_vrmodes.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_texture, true, 0)
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, cl_capfps)
EXTERN_CVAR (Bool, r_deathcamera)
EXTERN_CVAR (Float, r_visibility)
EXTERN_CVAR (Bool, r_drawvoxels)
void FDrawInfo::ApplyVPUniforms()
{
VPUniforms.CalcDependencies();
vpIndex = GLRenderer->mViewpoints->SetViewpoint(&VPUniforms);
}
//-----------------------------------------------------------------------------
//
// CreateScene
//
// creates the draw lists for the current scene
//
//-----------------------------------------------------------------------------
void FDrawInfo::CreateScene()
{
const auto &vp = Viewpoint;
angle_t a1 = FrustumAngle();
mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
// reset the portal manager
GLRenderer->mPortalState.StartFrame();
PO_LinkToSubsectors();
ProcessAll.Clock();
// clip the scene and fill the drawlists
Bsp.Clock();
GLRenderer->mVBO->Map();
GLRenderer->mLights->Begin();
// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
viewx = FLOAT2FIXED(vp.Pos.X);
viewy = FLOAT2FIXED(vp.Pos.Y);
validcount++; // used for processing sidedefs only once by the renderer.
mShadowMap = &GLRenderer->mShadowMap;
RenderBSPNode (level.HeadNode());
PreparePlayerSprites(vp.sector, in_area);
// Process all the sprites on the current portal's back side which touch the portal.
if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this);
Bsp.Unclock();
// And now the crappy hacks that have to be done to avoid rendering anomalies.
// These cannot be multithreaded when the time comes because all these depend
// on the global 'validcount' variable.
HandleMissingTextures(in_area); // Missing upper/lower textures
HandleHackedSubsectors(); // open sector hacks for deep water
ProcessSectorStacks(in_area); // merge visplanes of sector stacks
PrepareUnhandledMissingTextures();
GLRenderer->mLights->Finish();
GLRenderer->mVBO->Unmap();
ProcessAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderScene
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void FDrawInfo::RenderScene(int recursion)
{
const auto &vp = Viewpoint;
RenderAll.Clock();
glDepthMask(true);
if (!gl_no_skyclear) GLRenderer->mPortalState.RenderFirstSkyPortal(recursion, this);
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
if (gl_sort_textures)
{
drawlists[GLDL_PLAINWALLS].SortWalls();
drawlists[GLDL_PLAINFLATS].SortFlats();
drawlists[GLDL_MASKEDWALLS].SortWalls();
drawlists[GLDL_MASKEDFLATS].SortFlats();
drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
}
// Part 1: solid geometry. This is set up so that there are no transparent parts
glDepthFunc(GL_LESS);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
glDisable(GL_POLYGON_OFFSET_FILL);
int pass = GLPASS_ALL;
gl_RenderState.EnableTexture(gl_texture);
gl_RenderState.EnableBrightmap(true);
drawlists[GLDL_PLAINWALLS].DrawWalls(this, pass);
drawlists[GLDL_PLAINFLATS].DrawFlats(this, pass);
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
if (!gl_texture)
{
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
}
gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
drawlists[GLDL_MASKEDWALLS].DrawWalls(this, pass);
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, pass);
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
if (drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(this, pass);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
}
drawlists[GLDL_MODELS].Draw(this, pass);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Part 4: Draw decals (not a real pass)
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
DrawDecals();
gl_RenderState.SetTextureMode(TM_MODULATE);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
glDepthMask(true);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderTranslucent
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void FDrawInfo::RenderTranslucent()
{
RenderAll.Clock();
// final pass: translucent stuff
gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.EnableBrightmap(true);
drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, GLPASS_TRANSLUCENT);
glDepthMask(false);
DrawSorted(GLDL_TRANSLUCENT);
gl_RenderState.EnableBrightmap(false);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0.5f);
glDepthMask(true);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// gl_drawscene - this function renders the scene from the current
// viewpoint, including mirrors and skyboxes and other portals
// It is assumed that the GLPortal::EndFrame returns with the
// stencil, z-buffer and the projection matrix intact!
//
//-----------------------------------------------------------------------------
void FDrawInfo::DrawScene(int drawmode)
{
static int recursion=0;
static int ssao_portals_available = 0;
const auto &vp = Viewpoint;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
}
else if (drawmode == DM_OFFSCREEN)
{
ssao_portals_available = 0;
}
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
{
applySSAO = true;
ssao_portals_available--;
}
if (vp.camera != nullptr)
{
ActorRenderFlags savedflags = vp.camera->renderflags;
CreateScene();
vp.camera->renderflags = savedflags;
}
else
{
CreateScene();
}
RenderScene(recursion);
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
{
gl_RenderState.EnableDrawBuffers(1);
GLRenderer->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
GLRenderer->mBuffers->BindSceneFB(true);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
GLRenderer->mViewpoints->Bind(vpIndex);
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
GLRenderer->mPortalState.EndFrame(this);
recursion--;
RenderTranslucent();
}
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void FDrawInfo::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
glClear(GL_DEPTH_BUFFER_BIT);
DrawPlayerSprites(true);
}
glDisable(GL_STENCIL_TEST);
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
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}
void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
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{
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
auto vrmode = VRMode::GetVRMode(true);
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HWViewpointUniforms vp = VPUniforms;
vp.mViewMatrix.loadIdentity();
vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
GLRenderer->mViewpoints->SetViewpoint(&vp);
glDisable(GL_DEPTH_TEST);
glDisable(GL_MULTISAMPLE);
DrawPlayerSprites(false);
gl_RenderState.SetSoftLightLevel(-1);
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
//-----------------------------------------------------------------------------
//
// R_RenderView - renders one view - either the screen or a camera texture
//
//-----------------------------------------------------------------------------
void FDrawInfo::ProcessScene(bool toscreen)
{
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
GLRenderer->mPortalState.BeginScene();
int mapsection = R_PointInSubsector(Viewpoint.Pos)->mapsection;
CurrentMapSections.Set(mapsection);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport()
{
// Always clear all buffers with scissor test disabled.
// This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored.
glDisable(GL_SCISSOR_TEST);
glClearColor(mSceneClearColor[0], mSceneClearColor[1], mSceneClearColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const auto &bounds = screen->mSceneViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS,0,~0); // default stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Renders one viewpoint in a scene
//
//-----------------------------------------------------------------------------
sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
R_SetupFrame (mainvp, r_viewwindow, camera);
// Render (potentially) multiple views for stereo 3d
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
const auto &eye = vrmode->mEyes[eye_ix];
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screen->SetViewportRects(bounds);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
FGLDebug::PushGroup("MainView");
bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
}
Set3DViewport();
FDrawInfo *di = FDrawInfo::StartDrawInfo(mainvp, nullptr);
auto &vp = di->Viewpoint;
di->SetViewArea();
auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
// Stereo mode specific viewpoint adjustment
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
di->ProcessScene(toscreen);
if (mainview)
{
PostProcess.Clock();
if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures.
if (gl_RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
gl_RenderState.SetPassType(NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(1);
}
mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
FGLDebug::PopGroup(); // MainView
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
PostProcess.Unclock();
}
di->EndDrawInfo();
if (vrmode->mEyeCount > 1)
mBuffers->BlitToEyeTexture(eye_ix);
}
interpolator.RestoreInterpolations ();
return mainvp.sector;
}