/* ** 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. **--------------------------------------------------------------------------- ** */ #include #include "glad/glad.h" #include "glbackend.h" #include "gl_samplers.h" #include "gl_shader.h" #include "textures.h" #include "palette.h" #include "baselayer.h" #include "resourcefile.h" std::unique_ptr 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(); } GLInstance GLInterface; GLInstance::GLInstance() :palmanager(this) { } void GLInstance::Init() { InitBaseRes(); if (!mSamplers) { mSamplers = new FSamplerManager; memset(LastBoundTextures, 0, sizeof(LastBoundTextures)); } 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; } new(&renderState) PolymostRenderState; // reset to defaults. 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. wm_msgbox(nullptr, "Shader compilation failed: %s", err.what()); exit(1); } } void GLInstance::LoadPolymostShader() { auto fr1 = GetBaseResource("demolition/shaders/glsl/polymost.vp"); TArray Vert = fr1.Read(); fr1 = GetBaseResource("demolition/shaders/glsl/polymost.fp"); TArray Frag = fr1.Read(); // Zero-terminate both strings. Vert.Push(0); Frag.Push(0); polymostShader = new PolymostShader(); polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data()); SetPolymostShader(); } void GLInstance::LoadVPXShader() { auto fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.vp"); TArray Vert = fr1.Read(); fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.fp"); TArray Frag = fr1.Read(); // Zero-terminate both strings. Vert.Push(0); Frag.Push(0); vpxShader = new FShader(); vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data()); } void GLInstance::LoadSurfaceShader() { auto fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.vp"); TArray Vert = fr1.Read(); fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.fp"); TArray Frag = fr1.Read(); // Zero-terminate both strings. Vert.Push(0); Frag.Push(0); surfaceShader = new SurfaceShader(); surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data()); } 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); } void GLInstance::Deinit() { if (mSamplers) delete mSamplers; mSamplers = nullptr; if (polymostShader) delete polymostShader; polymostShader = nullptr; if (surfaceShader) delete surfaceShader; surfaceShader = nullptr; if (vpxShader) delete vpxShader; vpxShader = nullptr; activeShader = nullptr; palmanager.DeleteAll(); lastPalswapIndex = -1; } std::pair GLInstance::AllocVertices(size_t num) { Buffer.resize(num); return std::make_pair((size_t)0, Buffer.data()); } void GLInstance::RestoreTextureProps() { // todo: reset everything that's needed to ensure proper functionality VSMatrix identity(0); if (MatrixChange & 1) GLInterface.SetMatrix(Matrix_Texture, &identity); if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &identity); MatrixChange = 0; } static GLint primtypes[] = { GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS, GL_LINES }; void GLInstance::Draw(EDrawType type, size_t start, size_t count) { // 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. bool applied = false; if (activeShader == polymostShader) { renderState.UsePalette = texv && texv->isIndexed(); renderState.Apply(polymostShader); } glBegin(primtypes[type]); auto p = &Buffer[start]; for (size_t i = 0; i < count; i++, p++) { glVertexAttrib2f(1, p->u, p->v); glVertexAttrib3f(0, p->x, p->y, p->z); } glEnd(); if (MatrixChange) RestoreTextureProps(); } 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]; } FHardwareTexture* GLInstance::NewTexture() { return new FHardwareTexture; } void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler) { if (!tex) return; if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle()); mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0); if (texunit != 0) glActiveTexture(GL_TEXTURE0); LastBoundTextures[texunit] = tex->GetTextureHandle(); if (texunit == 0) texv = tex; } 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); } } 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) { default: return; case Matrix_View: polymostShader->RotMatrix.Set(mat->get()); break; case Matrix_Projection: polymostShader->ProjectionMatrix.Set(mat->get()); break; case Matrix_ModelView: polymostShader->ModelMatrix.Set(mat->get()); break; case Matrix_Detail: polymostShader->DetailMatrix.Set(mat->get()); break; case Matrix_Texture: polymostShader->TextureMatrix.Set(mat->get()); break; } } 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); } void GLInstance::SetCull(int type, int winding) { if (type == Cull_None) { glDisable(GL_CULL_FACE); } else if (type == Cull_Front) { glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } else if (type == Cull_Back) { glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } } void GLInstance::SetColor(float r, float g, float b, float a) { glVertexAttrib4f(2, r, g, b, a); } 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) { renderState.Fog[0] = end; renderState.Fog[1] = 1.f / (end - start); renderState.Fog[2] = 0.f; memcpy(renderState.FogColor, color, 4 * sizeof(float)); }; 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]); } 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); } void GLInstance::SetPolymostShader() { if (activeShader != polymostShader) { polymostShader->Bind(); activeShader = polymostShader; } } void GLInstance::SetSurfaceShader() { if (activeShader != surfaceShader) { surfaceShader->Bind(); activeShader = surfaceShader; } } void GLInstance::SetVPXShader() { if (activeShader != vpxShader) { vpxShader->Bind(); activeShader = vpxShader; } } void GLInstance::SetPalette(int index) { palmanager.BindPalette(index); } void GLInstance::SetPalswap(int index) { palmanager.BindPalswap(index); } 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); shader->Fog.Set(Fog); shader->FogColor.Set(FogColor); }