raze-gles/source/common/rendering/gl/gl_renderer.cpp

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/*
** gl_renderer.cpp
** Renderer interface
**
**---------------------------------------------------------------------------
** Copyright 2005-2020 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 "gl_system.h"
#include "files.h"
#include "v_video.h"
#include "m_png.h"
#include "filesystem.h"
#include "i_time.h"
#include "cmdlib.h"
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#include "version.h"
#include "gl_interface.h"
#include "gl_framebuffer.h"
#include "hw_cvars.h"
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#include "gl_debug.h"
#include "gl_renderer.h"
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#include "gl_renderstate.h"
#include "gl_renderbuffers.h"
#include "gl_shaderprogram.h"
#include "flatvertices.h"
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#include "gl_samplers.h"
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#include "hw_lightbuffer.h"
#include "r_videoscale.h"
#include "model.h"
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#include "gl_postprocessstate.h"
#include "gl_buffers.h"
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#include "gl_hwtexture.h"
#include "texturemanager.h"
EXTERN_CVAR(Int, screenblocks)
namespace OpenGLRenderer
{
//===========================================================================
//
// Renderer interface
//
//===========================================================================
//-----------------------------------------------------------------------------
//
// Initialize
//
//-----------------------------------------------------------------------------
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
}
void FGLRenderer::Initialize(int width, int height)
{
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mScreenBuffers = new FGLRenderBuffers();
mSaveBuffers = new FGLRenderBuffers();
mBuffers = mScreenBuffers;
mPresentShader = new FPresentShader();
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
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mShadowMapShader = new FShadowMapShader();
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
glGenVertexArrays(1, &mVAOID);
glBindVertexArray(mVAOID);
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
mFBID = 0;
mOldFBID = 0;
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mShaderManager = new FShaderManager;
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mSamplerManager = new FSamplerManager;
}
FGLRenderer::~FGLRenderer()
{
FlushModels();
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TexMan.FlushAll();
if (mShaderManager != nullptr) delete mShaderManager;
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if (mSamplerManager != nullptr) delete mSamplerManager;
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
if (mVAOID != 0)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &mVAOID);
}
if (mBuffers) delete mBuffers;
if (mSaveBuffers) delete mSaveBuffers;
if (mPresentShader) delete mPresentShader;
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mShadowMapShader) delete mShadowMapShader;
}
//===========================================================================
//
//
//
//===========================================================================
bool FGLRenderer::StartOffscreen()
{
bool firstBind = (mFBID == 0);
if (mFBID == 0)
glGenFramebuffers(1, &mFBID);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
if (firstBind)
FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB");
return true;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::EndOffscreen()
{
glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BindToFrameBuffer(FGameTexture *mat)
{
auto pBaseLayer = mat->GetTexture()->SystemTextures.GetHardwareTexture(0, false);
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auto BaseLayer = pBaseLayer ? (OpenGLRenderer::FHardwareTexture*)pBaseLayer : nullptr;
if (BaseLayer == nullptr)
{
// must create the hardware texture first
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BaseLayer = new FHardwareTexture(4);
BaseLayer->CreateTexture(nullptr, mat->GetTexelWidth() * 4, mat->GetTexelHeight() * 4, 15, false, "Camtex");
mat->GetTexture()->SystemTextures.AddHardwareTexture(0, false, BaseLayer);
}
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BaseLayer->BindToFrameBuffer(mat->GetTexelWidth()*4, mat->GetTexelHeight()*4);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BeginFrame()
{
mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
}
}