/* ** 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 "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_threads.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/dynlights/gl_lightbuffer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_texture.h" #include "gl/textures/gl_translate.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_templates.h" #include "gl/models/gl_models.h" //=========================================================================== // // Renderer interface // //=========================================================================== EXTERN_CVAR(Bool, gl_render_segs) //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; mCurrentPortal = NULL; mMirrorCount = 0; mPlaneMirrorCount = 0; mLightCount = 0; mAngles = FRotator(0,0,0); mViewVector = FVector2(0,0); mCameraPos = FVector3(0,0,0); mVBO = NULL; gl_spriteindex = 0; mShaderManager = NULL; glpart2 = glpart = gllight = mirrortexture = NULL; } void FGLRenderer::Initialize() { 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); gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch); mVBO = new FFlatVertexBuffer; mFBID = 0; SetupLevel(); mShaderManager = new FShaderManager; //mThreadManager = new FGLThreadManager; } FGLRenderer::~FGLRenderer() { gl_CleanModelData(); gl_DeleteAllAttachedLights(); FMaterial::FlushAll(); //if (mThreadManager != NULL) delete mThreadManager; if (mShaderManager != NULL) delete mShaderManager; if (mVBO != NULL) delete mVBO; if (glpart2) delete glpart2; if (glpart) delete glpart; if (mirrortexture) delete mirrortexture; if (gllight) delete gllight; if (mFBID != 0) glDeleteFramebuffers(1, &mFBID); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::SetupLevel() { mVBO->CreateVBO(); } void FGLRenderer::Begin2D() { gl_RenderState.EnableFog(false); gl_RenderState.Set2DMode(true); } //=========================================================================== // // // //=========================================================================== 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) { GLSprite glsprite; glsprite.Process(thing, sector); } //=========================================================================== // // // //=========================================================================== 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() { if (gl.flags & RFL_FRAMEBUFFER) { if (mFBID == 0) glGenFramebuffers(1, &mFBID); glBindFramebuffer(GL_FRAMEBUFFER, mFBID); return true; } return false; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::EndOffscreen() { if (gl.flags & RFL_FRAMEBUFFER) { glBindFramebuffer(GL_FRAMEBUFFER, 0); } } //=========================================================================== // // // //=========================================================================== unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h) { FMaterial * gltex = FMaterial::ValidateTexture(tex); if (gltex) { return gltex->CreateTexBuffer(0, w, h); } return NULL; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::ClearBorders() { OpenGLFrameBuffer *glscreen = static_cast(screen); // Letterbox time! Draw black top and bottom borders. int width = glscreen->GetWidth(); int height = glscreen->GetHeight(); int trueHeight = glscreen->GetTrueHeight(); int borderHeight = (trueHeight - height) / 2; glViewport(0, 0, width, trueHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, width * 1.0, 0.0, trueHeight, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glColor3f(0.f, 0.f, 0.f); gl_RenderState.Set2DMode(true); gl_RenderState.EnableTexture(false); gl_RenderState.Apply(true); glBegin(GL_QUADS); // upper quad glVertex2i(0, borderHeight); glVertex2i(0, 0); glVertex2i(width, 0); glVertex2i(width, borderHeight); // lower quad glVertex2i(0, trueHeight); glVertex2i(0, trueHeight - borderHeight); glVertex2i(width, trueHeight - borderHeight); glVertex2i(width, trueHeight); glEnd(); gl_RenderState.EnableTexture(true); glViewport(0, (trueHeight - height) / 2, width, height); } //========================================================================== // // Draws a texture // //========================================================================== void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms) { double xscale = parms.destwidth / parms.texwidth; double yscale = parms.destheight / parms.texheight; double x = parms.x - parms.left * xscale; double y = parms.y - parms.top * yscale; double w = parms.destwidth; double h = parms.destheight; float u1, v1, u2, v2, r, g, b; float light = 1.f; FMaterial * gltex = FMaterial::ValidateTexture(img); if (parms.colorOverlay && (parms.colorOverlay & 0xffffff) == 0) { // Right now there's only black. Should be implemented properly later light = 1.f - APART(parms.colorOverlay)/255.f; parms.colorOverlay = 0; } if (!img->bHasCanvas) { if (!parms.alphaChannel) { int translation = 0; if (parms.remap != NULL && !parms.remap->Inactive) { GLTranslationPalette * pal = static_cast(parms.remap->GetNative()); if (pal) translation = -pal->GetIndex(); } gltex->BindPatch(CM_DEFAULT, translation); } else { // This is an alpha texture gl_RenderState.SetTextureMode(TM_REDTOALPHA); gltex->BindPatch(CM_SHADE, 0); } u1 = gltex->GetUL(); v1 = gltex->GetVT(); u2 = gltex->GetUR(); v2 = gltex->GetVB(); } else { gltex->Bind(CM_DEFAULT, 0, 0); u2=1.f; v2=-1.f; u1 = v1 = 0.f; gl_RenderState.SetTextureMode(TM_OPAQUE); } if (parms.flipX) { float temp = u1; u1 = u2; u2 = temp; } if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { x += parms.windowleft * xscale; w -= (parms.texwidth - parms.windowright + parms.windowleft) * xscale; u1 = float(u1 + parms.windowleft / parms.texwidth); u2 = float(u2 - (parms.texwidth - parms.windowright) / parms.texwidth); } if (parms.style.Flags & STYLEF_ColorIsFixed) { r = RPART(parms.fillcolor)/255.0f; g = GPART(parms.fillcolor)/255.0f; b = BPART(parms.fillcolor)/255.0f; } else { r = g = b = light; } // scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates int btm = (SCREENHEIGHT - screen->GetHeight()) / 2; btm = SCREENHEIGHT - btm; glEnable(GL_SCISSOR_TEST); int space = (static_cast(screen)->GetTrueHeight()-screen->GetHeight())/2; glScissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip); gl_SetRenderStyle(parms.style, !parms.masked, false); if (img->bHasCanvas) { gl_RenderState.SetTextureMode(TM_OPAQUE); } glColor4f(r, g, b, FIXED2FLOAT(parms.alpha)); gl_RenderState.EnableAlphaTest(false); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(u1, v1); glVertex2d(x, y); glTexCoord2f(u1, v2); glVertex2d(x, y + h); glTexCoord2f(u2, v1); glVertex2d(x + w, y); glTexCoord2f(u2, v2); glVertex2d(x + w, y + h); glEnd(); if (parms.colorOverlay) { gl_RenderState.SetTextureMode(TM_MASK); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.Apply(); glColor4ub(RPART(parms.colorOverlay),GPART(parms.colorOverlay),BPART(parms.colorOverlay),APART(parms.colorOverlay)); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(u1, v1); glVertex2d(x, y); glTexCoord2f(u1, v2); glVertex2d(x, y + h); glTexCoord2f(u2, v1); glVertex2d(x + w, y); glTexCoord2f(u2, v2); glVertex2d(x + w, y + h); glEnd(); } gl_RenderState.EnableAlphaTest(true); glScissor(0, 0, screen->GetWidth(), screen->GetHeight()); glDisable(GL_SCISSOR_TEST); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendEquation(GL_FUNC_ADD); } //========================================================================== // // // //========================================================================== void FGLRenderer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color) { PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor]; gl_RenderState.EnableTexture(false); gl_RenderState.Apply(true); glColor3ub(p.r, p.g, p.b); glBegin(GL_LINES); glVertex2i(x1, y1); glVertex2i(x2, y2); glEnd(); gl_RenderState.EnableTexture(true); } //========================================================================== // // // //========================================================================== void FGLRenderer::DrawPixel(int x1, int y1, int palcolor, uint32 color) { PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor]; gl_RenderState.EnableTexture(false); gl_RenderState.Apply(true); glColor3ub(p.r, p.g, p.b); glBegin(GL_POINTS); glVertex2i(x1, y1); glEnd(); gl_RenderState.EnableTexture(true); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h) { float r, g, b; gl_RenderState.EnableTexture(false); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.AlphaFunc(GL_GREATER,0); gl_RenderState.Apply(true); r = color.r/255.0f; g = color.g/255.0f; b = color.b/255.0f; glBegin(GL_TRIANGLE_FAN); glColor4f(r, g, b, damount); glVertex2i(x1, y1); glVertex2i(x1, y1 + h); glVertex2i(x1 + w, y1 + h); glVertex2i(x1 + w, y1); glEnd(); gl_RenderState.EnableTexture(true); } //========================================================================== // // // //========================================================================== void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin) { float fU1,fU2,fV1,fV2; FMaterial *gltexture=FMaterial::ValidateTexture(src); if (!gltexture) return; gltexture->Bind(CM_DEFAULT, 0, 0); // scaling is not used here. if (!local_origin) { fU1 = float(left) / src->GetWidth(); fV1 = float(top) / src->GetHeight(); fU2 = float(right) / src->GetWidth(); fV2 = float(bottom) / src->GetHeight(); } else { fU1 = 0; fV1 = 0; fU2 = float(right-left) / src->GetWidth(); fV2 = float(bottom-top) / src->GetHeight(); } gl_RenderState.Apply(); glBegin(GL_TRIANGLE_STRIP); glColor4f(1, 1, 1, 1); glTexCoord2f(fU1, fV1); glVertex2f(left, top); glTexCoord2f(fU1, fV2); glVertex2f(left, bottom); glTexCoord2f(fU2, fV1); glVertex2f(right, top); glTexCoord2f(fU2, fV2); glVertex2f(right, bottom); glEnd(); } //========================================================================== // // // //========================================================================== void FGLRenderer::Clear(int left, int top, int right, int bottom, int palcolor, uint32 color) { int rt; int offY = 0; PalEntry p = palcolor==-1 || color != 0? (PalEntry)color : GPalette.BaseColors[palcolor]; int width = right-left; int height= bottom-top; rt = screen->GetHeight() - top; int space = (static_cast(screen)->GetTrueHeight()-screen->GetHeight())/2; // ugh... rt += space; /* if (!m_windowed && (m_trueHeight != m_height)) { offY = (m_trueHeight - m_height) / 2; rt += offY; } */ glEnable(GL_SCISSOR_TEST); glScissor(left, rt - height, width, height); glClearColor(p.r/255.0f, p.g/255.0f, p.b/255.0f, 0.f); glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.f, 0.f, 0.f, 0.f); glDisable(GL_SCISSOR_TEST); } //========================================================================== // // D3DFB :: FillSimplePoly // // Here, "simple" means that a simple triangle fan can draw it. // //========================================================================== void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, angle_t rotation, FDynamicColormap *colormap, int lightlevel) { if (npoints < 3) { // This is no polygon. return; } FMaterial *gltexture = FMaterial::ValidateTexture(texture); if (gltexture == NULL) { return; } FColormap cm; cm = colormap; lightlevel = gl_CalcLightLevel(lightlevel, 0, true); PalEntry pe = gl_CalcLightColor(lightlevel, cm.LightColor, cm.blendfactor, true); glColor3ub(pe.r, pe.g, pe.b); gltexture->Bind(cm.colormap); int i; float rot = float(rotation * M_PI / float(1u << 31)); bool dorotate = rot != 0; float cosrot = cos(rot); float sinrot = sin(rot); //float yoffs = GatheringWipeScreen ? 0 : LBOffset; float uscale = float(1.f / (texture->GetScaledWidth() * scalex)); float vscale = float(1.f / (texture->GetScaledHeight() * scaley)); if (gltexture->tex->bHasCanvas) { vscale = 0 - vscale; } float ox = float(originx); float oy = float(originy); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); for (i = 0; i < npoints; ++i) { float u = points[i].X - 0.5f - ox; float v = points[i].Y - 0.5f - oy; if (dorotate) { float t = u; u = t * cosrot - v * sinrot; v = v * cosrot + t * sinrot; } glTexCoord2f(u * uscale, v * vscale); glVertex3f(points[i].X, points[i].Y /* + yoffs */, 0); } glEnd(); }