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- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
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256 changed files with 193 additions and 191 deletions
228
src/rendering/gl/renderer/gl_scene.cpp
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228
src/rendering/gl/renderer/gl_scene.cpp
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_scene.cpp
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** manages the rendering of the player's view
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**
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*/
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#include "gl_load/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "p_local.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "r_data/models/models.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "gl_load/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_debug.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "gl/renderer/gl_renderer.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_texture, true, 0)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR (Float, r_visibility)
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EXTERN_CVAR (Bool, r_drawvoxels)
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namespace OpenGLRenderer
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{
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//-----------------------------------------------------------------------------
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//
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// gl_drawscene - this function renders the scene from the current
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// viewpoint, including mirrors and skyboxes and other portals
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// It is assumed that the HWPortal::EndFrame returns with the
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// stencil, z-buffer and the projection matrix intact!
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::DrawScene(HWDrawInfo *di, int drawmode)
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{
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static int recursion=0;
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static int ssao_portals_available = 0;
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const auto &vp = di->Viewpoint;
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bool applySSAO = false;
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if (drawmode == DM_MAINVIEW)
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{
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ssao_portals_available = gl_ssao_portals;
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applySSAO = true;
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}
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else if (drawmode == DM_OFFSCREEN)
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{
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ssao_portals_available = 0;
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}
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else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
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{
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applySSAO = true;
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ssao_portals_available--;
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}
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if (vp.camera != nullptr)
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{
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ActorRenderFlags savedflags = vp.camera->renderflags;
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di->CreateScene();
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vp.camera->renderflags = savedflags;
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}
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else
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{
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di->CreateScene();
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}
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glDepthMask(true);
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if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, gl_RenderState);
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di->RenderScene(gl_RenderState);
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if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
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{
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gl_RenderState.EnableDrawBuffers(1);
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GLRenderer->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
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glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
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GLRenderer->mBuffers->BindSceneFB(true);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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screen->mViewpoints->Bind(gl_RenderState, di->vpIndex);
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}
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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screen->mPortalState->EndFrame(di, gl_RenderState);
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recursion--;
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di->RenderTranslucent(gl_RenderState);
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}
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//-----------------------------------------------------------------------------
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//
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// Renders one viewpoint in a scene
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//
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//-----------------------------------------------------------------------------
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sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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R_SetupFrame (mainvp, r_viewwindow, camera);
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if (mainview && toscreen)
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UpdateShadowMap();
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// Update the attenuation flag of all light defaults for each viewpoint.
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// This function will only do something if the setting differs.
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FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
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// Render (potentially) multiple views for stereo 3d
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// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
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auto vrmode = VRMode::GetVRMode(mainview && toscreen);
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for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
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{
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const auto &eye = vrmode->mEyes[eye_ix];
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screen->SetViewportRects(bounds);
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if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
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{
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FGLDebug::PushGroup("MainView");
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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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}
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auto di = HWDrawInfo::StartDrawInfo(mainvp.ViewLevel, nullptr, mainvp, nullptr);
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auto &vp = di->Viewpoint;
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di->Set3DViewport(gl_RenderState);
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di->SetViewArea();
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auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
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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)
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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// Stereo mode specific viewpoint adjustment
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
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di->SetupView(gl_RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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// std::function until this can be done better in a cross-API fashion.
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di->ProcessScene(toscreen, [&](HWDrawInfo *di, int mode) {
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DrawScene(di, mode);
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});
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if (mainview)
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{
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PostProcess.Clock();
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if (toscreen) di->EndDrawScene(mainvp.sector, gl_RenderState); // do not call this for camera textures.
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if (gl_RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
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{
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gl_RenderState.SetPassType(NORMAL_PASS);
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gl_RenderState.EnableDrawBuffers(1);
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}
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mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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FGLDebug::PopGroup(); // MainView
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PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, gl_RenderState); });
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PostProcess.Unclock();
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}
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di->EndDrawInfo();
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if (vrmode->mEyeCount > 1)
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mBuffers->BlitToEyeTexture(eye_ix);
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}
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return mainvp.sector;
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}
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}
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