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/*
* * glbackend . cpp
* *
* * OpenGL API abstraction
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2019 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 .
* *
* * 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 .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
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# include <memory>
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# include "glad/glad.h"
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# include "glbackend.h"
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# include "gl_samplers.h"
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# include "gl_shader.h"
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# include "textures.h"
# include "palette.h"
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# include "baselayer.h"
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# include "resourcefile.h"
std : : unique_ptr < FResourceFile > engine_res ;
// The resourge manager in cache1d is far too broken to add some arbitrary file without some adjustment.
// For now, keep this file here, until the resource management can be redone in a more workable fashion.
extern FString progdir ;
void InitBaseRes ( )
{
if ( ! engine_res )
{
// If we get here for the first time, load the engine-internal data.
FString baseres = progdir + " demolition.pk3 " ;
engine_res . reset ( FResourceFile : : OpenResourceFile ( baseres , true , true ) ) ;
if ( ! engine_res )
{
wm_msgbox ( " Fatal error " , " Engine resources (demolition.pk3) not found " ) ;
exit ( - 1 ) ;
}
}
}
FileReader GetBaseResource ( const char * fn )
{
auto lump = engine_res - > FindLump ( fn ) ;
if ( ! lump )
{
wm_msgbox ( " Fatal error " , " Base resource '%s' not found " , fn ) ;
exit ( - 1 ) ;
}
return lump - > NewReader ( ) ;
}
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GLInstance GLInterface ;
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GLInstance : : GLInstance ( )
: palmanager ( this )
{
}
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void GLInstance : : Init ( )
{
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InitBaseRes ( ) ;
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if ( ! mSamplers )
{
mSamplers = new FSamplerManager ;
memset ( LastBoundTextures , 0 , sizeof ( LastBoundTextures ) ) ;
}
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glinfo . vendor = ( const char * ) glGetString ( GL_VENDOR ) ;
glinfo . renderer = ( const char * ) glGetString ( GL_RENDERER ) ;
glinfo . version = ( const char * ) glGetString ( GL_VERSION ) ;
glinfo . extensions = ( const char * ) glGetString ( GL_EXTENSIONS ) ;
glinfo . bufferstorage = ! ! strstr ( glinfo . extensions , " GL_ARB_buffer_storage " ) ;
glGetFloatv ( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT , & glinfo . maxanisotropy ) ;
if ( ! glinfo . dumped )
{
osdcmd_glinfo ( NULL ) ;
glinfo . dumped = 1 ;
}
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new ( & renderState ) PolymostRenderState ; // reset to defaults.
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try
{
LoadSurfaceShader ( ) ;
LoadVPXShader ( ) ;
LoadPolymostShader ( ) ;
}
catch ( const std : : runtime_error & err )
{
// This is far from an optimal solution but at this point the only way to get the error out.
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wm_msgbox ( nullptr , " Shader compilation failed: %s " , err . what ( ) ) ;
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exit ( 1 ) ;
}
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}
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void GLInstance : : LoadPolymostShader ( )
{
auto fr1 = GetBaseResource ( " demolition/shaders/glsl/polymost.vp " ) ;
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TArray < uint8_t > Vert = fr1 . Read ( ) ;
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fr1 = GetBaseResource ( " demolition/shaders/glsl/polymost.fp " ) ;
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TArray < uint8_t > Frag = fr1 . Read ( ) ;
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// Zero-terminate both strings.
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Vert . Push ( 0 ) ;
Frag . Push ( 0 ) ;
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polymostShader = new PolymostShader ( ) ;
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polymostShader - > Load ( " PolymostShader " , ( const char * ) Vert . Data ( ) , ( const char * ) Frag . Data ( ) ) ;
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SetPolymostShader ( ) ;
}
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void GLInstance : : LoadVPXShader ( )
{
auto fr1 = GetBaseResource ( " demolition/shaders/glsl/animvpx.vp " ) ;
TArray < uint8_t > Vert = fr1 . Read ( ) ;
fr1 = GetBaseResource ( " demolition/shaders/glsl/animvpx.fp " ) ;
TArray < uint8_t > Frag = fr1 . Read ( ) ;
// Zero-terminate both strings.
Vert . Push ( 0 ) ;
Frag . Push ( 0 ) ;
vpxShader = new FShader ( ) ;
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vpxShader - > Load ( " VPXShader " , ( const char * ) Vert . Data ( ) , ( const char * ) Frag . Data ( ) ) ;
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}
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void GLInstance : : LoadSurfaceShader ( )
{
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auto fr1 = GetBaseResource ( " demolition/shaders/glsl/glsurface.vp " ) ;
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TArray < uint8_t > Vert = fr1 . Read ( ) ;
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fr1 = GetBaseResource ( " demolition/shaders/glsl/glsurface.fp " ) ;
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TArray < uint8_t > Frag = fr1 . Read ( ) ;
// Zero-terminate both strings.
Vert . Push ( 0 ) ;
Frag . Push ( 0 ) ;
surfaceShader = new SurfaceShader ( ) ;
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surfaceShader - > Load ( " SurfaceShader " , ( const char * ) Vert . Data ( ) , ( const char * ) Frag . Data ( ) ) ;
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}
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void GLInstance : : InitGLState ( int fogmode , int multisample )
{
glShadeModel ( GL_SMOOTH ) ; // GL_FLAT
glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ;
glDisable ( GL_DITHER ) ;
glEnable ( GL_TEXTURE_2D ) ;
glHint ( GL_FOG_HINT , GL_NICEST ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glPixelStorei ( GL_PACK_ALIGNMENT , 1 ) ;
glPixelStorei ( GL_UNPACK_ALIGNMENT , 1 ) ;
glEnable ( GL_DEPTH_CLAMP ) ;
if ( multisample > 0 )
{
glHint ( GL_MULTISAMPLE_FILTER_HINT_NV , GL_NICEST ) ;
glEnable ( GL_MULTISAMPLE ) ;
}
glGetIntegerv ( GL_MAX_TEXTURE_SIZE , & maxTextureSize ) ;
}
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void GLInstance : : Deinit ( )
{
if ( mSamplers ) delete mSamplers ;
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mSamplers = nullptr ;
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if ( polymostShader ) delete polymostShader ;
polymostShader = nullptr ;
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if ( surfaceShader ) delete surfaceShader ;
surfaceShader = nullptr ;
if ( vpxShader ) delete vpxShader ;
vpxShader = nullptr ;
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activeShader = nullptr ;
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palmanager . DeleteAll ( ) ;
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lastPalswapIndex = - 1 ;
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}
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std : : pair < size_t , BaseVertex * > GLInstance : : AllocVertices ( size_t num )
{
Buffer . resize ( num ) ;
return std : : make_pair ( ( size_t ) 0 , Buffer . data ( ) ) ;
}
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void GLInstance : : RestoreTextureProps ( )
{
// todo: reset everything that's needed to ensure proper functionality
VSMatrix identity ( 0 ) ;
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if ( MatrixChange & 1 ) GLInterface . SetMatrix ( Matrix_Texture , & identity ) ;
if ( MatrixChange & 2 ) GLInterface . SetMatrix ( Matrix_Detail , & identity ) ;
MatrixChange = 0 ;
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}
static GLint primtypes [ ] =
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{
GL_TRIANGLES ,
GL_TRIANGLE_STRIP ,
GL_TRIANGLE_FAN ,
GL_QUADS ,
GL_LINES
} ;
void GLInstance : : Draw ( EDrawType type , size_t start , size_t count )
{
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// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
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bool applied = false ;
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if ( activeShader = = polymostShader )
{
renderState . UsePalette = texv & & texv - > isIndexed ( ) ;
renderState . Apply ( polymostShader ) ;
}
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glBegin ( primtypes [ type ] ) ;
auto p = & Buffer [ start ] ;
for ( size_t i = 0 ; i < count ; i + + , p + + )
{
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glVertexAttrib2f ( 1 , p - > u , p - > v ) ;
glVertexAttrib3f ( 0 , p - > x , p - > y , p - > z ) ;
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}
glEnd ( ) ;
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if ( MatrixChange ) RestoreTextureProps ( ) ;
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}
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int GLInstance : : GetTextureID ( )
{
// Generating large numbers of texture IDs piece by piece does not work well on modern NVidia drivers.
if ( currentindex = = THCACHESIZE )
{
currentindex = 0 ;
glGenTextures ( THCACHESIZE , TextureHandleCache ) ;
}
else currentindex + + ;
return TextureHandleCache [ currentindex ] ;
}
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FHardwareTexture * GLInstance : : NewTexture ( )
{
return new FHardwareTexture ;
}
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void GLInstance : : BindTexture ( int texunit , FHardwareTexture * tex , int sampler )
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{
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if ( ! tex ) return ;
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if ( texunit ! = 0 ) glActiveTexture ( GL_TEXTURE0 + texunit ) ;
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glBindTexture ( GL_TEXTURE_2D , tex - > GetTextureHandle ( ) ) ;
mSamplers - > Bind ( texunit , sampler = = NoSampler ? tex - > GetSampler ( ) : sampler , 0 ) ;
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if ( texunit ! = 0 ) glActiveTexture ( GL_TEXTURE0 ) ;
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LastBoundTextures [ texunit ] = tex - > GetTextureHandle ( ) ;
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if ( texunit = = 0 ) texv = tex ;
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}
void GLInstance : : UnbindTexture ( int texunit )
{
if ( LastBoundTextures [ texunit ] ! = 0 )
{
if ( texunit ! = 0 ) glActiveTexture ( GL_TEXTURE0 + texunit ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
if ( texunit ! = 0 ) glActiveTexture ( GL_TEXTURE0 ) ;
LastBoundTextures [ texunit ] = 0 ;
}
}
void GLInstance : : UnbindAllTextures ( )
{
for ( int texunit = 0 ; texunit < MAX_TEXTURES ; texunit + + )
{
UnbindTexture ( texunit ) ;
}
}
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void GLInstance : : EnableBlend ( bool on )
{
if ( on ) glEnable ( GL_BLEND ) ;
else glDisable ( GL_BLEND ) ;
}
void GLInstance : : EnableAlphaTest ( bool on )
{
if ( on ) glEnable ( GL_ALPHA_TEST ) ;
else glDisable ( GL_ALPHA_TEST ) ;
}
void GLInstance : : EnableDepthTest ( bool on )
{
if ( on ) glEnable ( GL_DEPTH_TEST ) ;
else glDisable ( GL_DEPTH_TEST ) ;
}
void GLInstance : : SetMatrix ( int num , const VSMatrix * mat )
{
matrices [ num ] = * mat ;
switch ( num )
{
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default :
return ;
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case Matrix_View :
polymostShader - > RotMatrix . Set ( mat - > get ( ) ) ;
break ;
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case Matrix_Projection :
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polymostShader - > ProjectionMatrix . Set ( mat - > get ( ) ) ;
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break ;
case Matrix_ModelView :
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polymostShader - > ModelMatrix . Set ( mat - > get ( ) ) ;
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break ;
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case Matrix_Detail :
polymostShader - > DetailMatrix . Set ( mat - > get ( ) ) ;
break ;
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case Matrix_Texture :
polymostShader - > TextureMatrix . Set ( mat - > get ( ) ) ;
break ;
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}
}
void GLInstance : : EnableStencilWrite ( int value )
{
glEnable ( GL_STENCIL_TEST ) ;
glClear ( GL_STENCIL_BUFFER_BIT ) ;
glStencilOp ( GL_REPLACE , GL_REPLACE , GL_REPLACE ) ;
glStencilFunc ( GL_ALWAYS , value , 0xFF ) ;
}
void GLInstance : : EnableStencilTest ( int value )
{
glEnable ( GL_STENCIL_TEST ) ;
glStencilFunc ( GL_EQUAL , value , 0xFF ) ;
glStencilOp ( GL_KEEP , GL_KEEP , GL_KEEP ) ;
}
void GLInstance : : DisableStencil ( )
{
glDisable ( GL_STENCIL_TEST ) ;
}
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void GLInstance : : SetCull ( int type , int winding )
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{
if ( type = = Cull_None )
{
glDisable ( GL_CULL_FACE ) ;
}
else if ( type = = Cull_Front )
{
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glFrontFace ( winding = = Winding_CW ? GL_CW : GL_CCW ) ;
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glEnable ( GL_CULL_FACE ) ;
glCullFace ( GL_FRONT ) ;
}
else if ( type = = Cull_Back )
{
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glFrontFace ( winding = = Winding_CW ? GL_CW : GL_CCW ) ;
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glEnable ( GL_CULL_FACE ) ;
glCullFace ( GL_BACK ) ;
}
}
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void GLInstance : : SetColor ( float r , float g , float b , float a )
{
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glVertexAttrib4f ( 2 , r , g , b , a ) ;
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}
void GLInstance : : SetDepthFunc ( int func )
{
int f [ ] = { GL_ALWAYS , GL_LESS , GL_EQUAL , GL_LEQUAL } ;
glDepthFunc ( f [ func ] ) ;
}
void GLInstance : : SetFogLinear ( float * color , float start , float end )
{
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renderState . Fog [ 0 ] = end ;
renderState . Fog [ 1 ] = 1.f / ( end - start ) ;
renderState . Fog [ 2 ] = 0.f ;
memcpy ( renderState . FogColor , color , 4 * sizeof ( float ) ) ;
} ;
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void GLInstance : : SetColorMask ( bool on )
{
glColorMask ( on , on , on , on ) ;
}
void GLInstance : : SetDepthMask ( bool on )
{
glDepthMask ( on ) ;
}
static int blendstyles [ ] = { GL_ZERO , GL_ONE , GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_SRC_COLOR , GL_ONE_MINUS_SRC_COLOR , GL_DST_COLOR , GL_ONE_MINUS_DST_COLOR , GL_DST_ALPHA , GL_ONE_MINUS_DST_ALPHA } ;
void GLInstance : : SetBlendFunc ( int src , int dst )
{
glBlendFunc ( blendstyles [ src ] , blendstyles [ dst ] ) ;
}
static int renderops [ ] = { GL_FUNC_ADD , GL_FUNC_SUBTRACT , GL_FUNC_REVERSE_SUBTRACT } ;
void GLInstance : : SetBlendOp ( int op )
{
glBlendEquation ( renderops [ op ] ) ;
}
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void GLInstance : : ClearScreen ( float r , float g , float b , bool depth )
{
glClearColor ( r , g , b , 1.f ) ;
glClear ( depth ? GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT ) ;
}
void GLInstance : : ClearDepth ( )
{
glClear ( GL_DEPTH_BUFFER_BIT ) ;
}
void GLInstance : : SetAlphaThreshold ( float al )
{
glAlphaFunc ( GL_GREATER , al ) ;
}
void GLInstance : : SetViewport ( int x , int y , int w , int h )
{
glViewport ( x , y , w , h ) ;
}
void GLInstance : : SetWireframe ( bool on )
{
glPolygonMode ( GL_FRONT_AND_BACK , on ? GL_LINE : GL_FILL ) ;
}
void GLInstance : : ReadPixels ( int xdim , int ydim , uint8_t * buffer )
{
glReadPixels ( 0 , 0 , xdim , ydim , GL_RGB , GL_UNSIGNED_BYTE , buffer ) ;
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}
void GLInstance : : SetPolymostShader ( )
{
if ( activeShader ! = polymostShader )
{
polymostShader - > Bind ( ) ;
activeShader = polymostShader ;
}
}
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void GLInstance : : SetSurfaceShader ( )
{
if ( activeShader ! = surfaceShader )
{
surfaceShader - > Bind ( ) ;
activeShader = surfaceShader ;
}
}
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void GLInstance : : SetVPXShader ( )
{
if ( activeShader ! = vpxShader )
{
vpxShader - > Bind ( ) ;
activeShader = vpxShader ;
}
}
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void GLInstance : : SetPalette ( int index )
{
palmanager . BindPalette ( index ) ;
}
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void GLInstance : : SetPalswap ( int index )
{
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palmanager . BindPalswap ( index ) ;
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}
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void PolymostRenderState : : Apply ( PolymostShader * shader )
{
shader - > Clamp . Set ( Clamp ) ;
shader - > Shade . Set ( Shade ) ;
shader - > NumShades . Set ( NumShades ) ;
shader - > VisFactor . Set ( VisFactor ) ;
shader - > FogEnabled . Set ( FogEnabled ) ;
shader - > UseColorOnly . Set ( UseColorOnly ) ;
shader - > UsePalette . Set ( UsePalette ) ;
shader - > UseDetailMapping . Set ( UseDetailMapping ) ;
shader - > UseGlowMapping . Set ( UseGlowMapping ) ;
shader - > NPOTEmulation . Set ( NPOTEmulation ) ;
shader - > NPOTEmulationFactor . Set ( NPOTEmulationFactor ) ;
shader - > NPOTEmulationXOffset . Set ( NPOTEmulationXOffset ) ;
shader - > ShadeInterpolate . Set ( ShadeInterpolate ) ;
shader - > Brightness . Set ( Brightness ) ;
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shader - > Fog . Set ( Fog ) ;
shader - > FogColor . Set ( FogColor ) ;
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}