set up the entry point for the renderer.

This commit is contained in:
Christoph Oelckers 2021-03-18 14:49:36 +01:00
parent c4b3523f05
commit 4cf2493cfd
8 changed files with 341 additions and 35 deletions

View file

@ -1071,6 +1071,7 @@ set (PCH_SOURCES
core/statusbar2.cpp
core/gi.cpp
core/rendering/hw_entrypoint.cpp
core/rendering/scene/hw_clipper.cpp
core/rendering/scene/hw_walls.cpp
core/rendering/render.cpp

View file

@ -913,6 +913,7 @@ void set_globalang(fixed_t const ang)
//
EXTERN_CVAR(Int, gl_fogmode)
CVAR(Bool, testnewrenderer, true, 0)
CVAR(Bool, testnewinterface, true, 0)
int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
fixed_t daang, fixed_t dahoriz, int16_t dacursectnum)
@ -980,7 +981,8 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
else
{
vec3_t pos = { daposx, daposy, daposz };
render_drawrooms(pos, globalcursectnum, daang, dahoriz, rollang, r_fov, false, false);
if (!testnewinterface) render_drawrooms_(pos, globalcursectnum, daang, dahoriz, rollang, r_fov, false, false);
else render_drawrooms(pos, globalcursectnum, daang, dahoriz, rollang, false, false);
}
return inpreparemirror;

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@ -0,0 +1,328 @@
//
//---------------------------------------------------------------------------
//
// 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 "gi.h"
#include "build.h"
#include "v_draw.h"
//#include "a_dynlight.h"
#include "v_video.h"
#include "m_png.h"
//#include "doomstat.h"
//#include "r_data/r_interpolate.h"
//#include "r_utility.h"
//#include "d_player.h"
#include "i_time.h"
#include "hw_dynlightdata.h"
#include "hw_clock.h"
#include "flatvertices.h"
//#include "v_palette.h"
//#include "d_main.h"
#include "hw_renderstate.h"
#include "hw_lightbuffer.h"
#include "hw_cvars.h"
#include "hw_viewpointbuffer.h"
#include "hw_clipper.h"
//#include "hwrenderer/scene/hw_portal.h"
#include "hw_vrmodes.h"
//#include "g_levellocals.h"
#include "hw_drawstructs.h"
#include "hw_drawlist.h"
#include "hw_drawinfo.h"
#include "gamecvars.h"
EXTERN_CVAR(Bool, cl_capfps)
bool NoInterpolateView;
#if 0
void CollectLights(FLevelLocals* Level)
{
IShadowMap* sm = &screen->mShadowMap;
int lightindex = 0;
// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
for (auto light = Level->lights; light; light = light->next)
{
IShadowMap::LightsProcessed++;
if (light->shadowmapped && light->IsActive() && lightindex < 1024)
{
IShadowMap::LightsShadowmapped++;
light->mShadowmapIndex = lightindex;
sm->SetLight(lightindex, (float)light->X(), (float)light->Y(), (float)light->Z(), light->GetRadius());
lightindex++;
}
else
{
light->mShadowmapIndex = 1024;
}
}
for (; lightindex < 1024; lightindex++)
{
sm->SetLight(lightindex, 0, 0, 0, 0);
}
}
#endif
//-----------------------------------------------------------------------------
//
// Renders one viewpoint in a scene
//
//-----------------------------------------------------------------------------
void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
auto& RenderState = *screen->RenderState();
/*
if (mainview && toscreen)
{
screen->SetAABBTree(camera->Level->aabbTree);
screen->mShadowMap.SetCollectLights([=] {
CollectLights(camera->Level);
});
screen->UpdateShadowMap();
}
*/
// 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);
const int eyeCount = vrmode->mEyeCount;
screen->FirstEye();
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
{
const auto& eye = vrmode->mEyes[eye_ix];
screen->SetViewportRects(bounds);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
bool useSSAO = (gl_ssao != 0);
screen->SetSceneRenderTarget(useSSAO);
RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
RenderState.EnableDrawBuffers(RenderState.GetPassDrawBufferCount(), true);
}
auto di = HWDrawInfo::StartDrawInfo(nullptr, mainvp, nullptr);
auto& vp = di->Viewpoint;
vp = mainvp;
di->Set3DViewport(RenderState);
float flash = 1.f;
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);
di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
di->ProcessScene(toscreen);
if (mainview)
{
PostProcess.Clock();
if (toscreen) di->EndDrawScene(RenderState); // do not call this for camera textures.
if (RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
RenderState.SetPassType(NORMAL_PASS);
RenderState.EnableDrawBuffers(1);
}
screen->PostProcessScene(false, CM_DEFAULT, flash, [&]() { });
PostProcess.Unclock();
}
di->EndDrawInfo();
if (eyeCount - eye_ix > 1)
screen->NextEye(eyeCount);
}
}
//===========================================================================
//
// Set up the view point.
//
//===========================================================================
FRenderViewpoint SetupView(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang)
{
FRenderViewpoint r_viewpoint{};
r_viewpoint.SectNum = sectnum;
r_viewpoint.Pos = { position.x / 16.f, position.y / -16.f, position.z / -256.f };
r_viewpoint.HWAngles.Yaw = -90.f + q16ang(q16angle).asdeg();
r_viewpoint.HWAngles.Pitch = -HorizToPitch(q16horizon);
r_viewpoint.HWAngles.Roll = rollang;
r_viewpoint.FieldOfView = (float)r_fov;
r_viewpoint.RotAngle = q16ang(q16angle).asbam();
return r_viewpoint;
}
void DoWriteSavePic(FileWriter* file, uint8_t* scr, int width, int height, bool upsidedown)
{
int pixelsize = 1;
int pitch = width * pixelsize;
if (upsidedown)
{
scr += ((height - 1) * width * pixelsize);
pitch *= -1;
}
M_CreatePNG(file, scr, nullptr, SS_RGB, width, height, pitch, vid_gamma);
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
#if 0
void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
auto& RenderState = *screen->RenderState();
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
screen->WaitForCommands(false);
// Switch to render buffers dimensioned for the savepic
screen->SetSaveBuffers(true);
screen->ImageTransitionScene(true);
hw_ClearFakeFlat();
RenderState.SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
FRenderViewpoint savevp;
sector_t* viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
RenderState.EnableStencil(false);
RenderState.SetNoSoftLightLevel();
int numpixels = width * height;
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
screen->CopyScreenToBuffer(width, height, scr);
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, screen->FlipSavePic());
M_Free(scr);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
screen->SetSaveBuffers(false);
}
#endif
//===========================================================================
//
// Renders the main view
//
//===========================================================================
static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
{
// if firstFrame is not yet initialized, initialize it to current time
// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
if ((state.firstFrame == 0) || (screen->FrameTime - state.firstFrame >= 1 << 24) || ShaderStartTime >= state.firstFrame)
state.firstFrame = screen->FrameTime;
}
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, bool mirror, bool planemirror)
{
int retsec = 0;
auto RenderState = screen->RenderState();
RenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
FRenderViewpoint r_viewpoint = SetupView(position, sectnum, q16angle, q16horizon, rollang);
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
CheckTimer(*RenderState, 0/*ShaderStartTime*/);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
/*
Level->canvasTextureInfo.UpdateAll([&](AActor* camera, FCanvasTexture* camtex, double fov)
{
screen->RenderTextureView(camtex, [=](IntRect& bounds)
{
FRenderViewpoint texvp;
float ratio = camtex->aspectRatio;
RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
});
});
}
*/
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = ActiveRatio(windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y);
if (ratio >= 1.33f)
{
fovratio = 1.33f;
}
else
{
fovratio = ratio;
}
screen->ImageTransitionScene(true); // Only relevant for Vulkan.
RenderViewpoint(r_viewpoint, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
All.Unclock();
}

View file

@ -14,6 +14,7 @@
#include "v_video.h"
#include "flatvertices.h"
#include "gamefuncs.h"
#include "hw_drawinfo.h"
angle_t FrustumAngle(float ratio, float fov, float pitch)
{
@ -579,7 +580,7 @@ static void SetViewMatrix(const FRotator& angles, float vx, float vy, float vz,
using namespace Newrender;
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror)
void render_drawrooms_(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror)
{
GLInterface.ClearDepth();
GLInterface.EnableBlend(false);
@ -608,7 +609,7 @@ void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q
angle_t rotang = q16ang(q16angle).asbam();
clipper.SafeAddClipRangeRealAngles(rotang + fa, rotang - fa);
BunchDrawer drawer(clipper, position.vec2);
Newrender::BunchDrawer drawer(clipper, position.vec2);
drawer.RenderScene(sectnum);

View file

@ -1,5 +1,6 @@
#pragma once
#include "build.h"
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror);
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, bool mirror, bool planemirror);
void render_drawrooms_(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror);

View file

@ -447,7 +447,7 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
//-----------------------------------------------------------------------------
void HWDrawInfo::EndDrawScene(sectortype * viewsector, FRenderState &state)
void HWDrawInfo::EndDrawScene(FRenderState &state)
{
state.EnableFog(false);
@ -472,28 +472,6 @@ void HWDrawInfo::EndDrawScene(sectortype * viewsector, FRenderState &state)
state.SetScissor(0, 0, -1, -1);
}
void HWDrawInfo::DrawEndScene2D(sectortype * viewsector, FRenderState &state)
{
//const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
auto vrmode = VRMode::GetVRMode(true);
HWViewpointUniforms vp = VPUniforms;
vp.mViewMatrix.loadIdentity();
vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
screen->mViewpoints->SetViewpoint(state, &vp);
state.EnableDepthTest(false);
state.EnableMultisampling(false);
//DrawPlayerSprites(false, state);
state.SetNoSoftLightLevel();
// Restore standard rendering state
state.SetRenderStyle(STYLE_Translucent);
state.ResetColor();
state.EnableTexture(true);
state.SetScissor(0, 0, -1, -1);
}
//-----------------------------------------------------------------------------
//

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@ -39,6 +39,8 @@ struct FRenderViewpoint
FRotator HWAngles;
FAngle FieldOfView;
angle_t RotAngle;
int SectNum;
double TicFrac;
};
//==========================================================================
//
@ -164,8 +166,7 @@ public:
void RenderScene(FRenderState &state);
void RenderTranslucent(FRenderState &state);
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
void EndDrawScene(sectortype * viewsector, FRenderState &state);
void DrawEndScene2D(sectortype * viewsector, FRenderState &state);
void EndDrawScene(FRenderState &state);
void Set3DViewport(FRenderState &state);
void ProcessScene(bool toscreen);

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@ -21,12 +21,6 @@ class F2DDrawer;
struct palette_t;
extern int xdim, ydim;
enum
{
DM_MAINVIEW,
DM_OFFSCREEN
};
class PaletteManager
{
IHardwareTexture* palettetextures[256] = {};