/* ** 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 #include "glbackend.h" #include "textures.h" #include "palette.h" #include "gamecontrol.h" #include "v_2ddrawer.h" #include "v_video.h" #include "flatvertices.h" #include "build.h" #include "v_draw.h" #include "v_font.h" #include "hw_viewpointuniforms.h" #include "hw_viewpointbuffer.h" #include "hw_renderstate.h" #include "hw_cvars.h" F2DDrawer twodpsp; static int BufferLock = 0; TArray matrixArray; FileReader GetResource(const char* fn) { auto fr = fileSystem.OpenFileReader(fn); if (!fr.isOpen()) { I_Error("Fatal: '%s' not found", fn); } return fr; } GLInstance GLInterface; GLInstance::GLInstance() :palmanager(this) { VSMatrix mat(0); matrixArray.Push(mat); } //void ImGui_Init_Backend(); //ImGuiContext* im_ctx; TArray ttf; IHardwareTexture *setpalettelayer(int layer, int translation) { if (layer == 1) return GLInterface.palmanager.GetPalette(GetTranslationType(translation) - Translation_Remap); else if (layer == 2) return GLInterface.palmanager.GetLookup(GetTranslationIndex(translation)); else return nullptr; } void GLInstance::Init(int ydim) { FMaterial::SetLayerCallback(setpalettelayer); new(&renderState) PolymostRenderState; // reset to defaults. } void GLInstance::InitGLState(int fogmode, int multisample) { // This is a bad place to call this but without deconstructing the entire render loops in all front ends there is no way to have a well defined spot for this stuff. // Before doing that the backend needs to work in some fashion, so we have to make sure everything is set up when the first render call is performed. screen->BeginFrame(); } void GLInstance::Deinit() { palmanager.DeleteAll(); lastPalswapIndex = -1; } void GLInstance::Draw(EDrawType type, size_t start, size_t count) { assert (BufferLock > 0); applyMapFog(); renderState.vindex = start; renderState.vcount = count; renderState.primtype = type; rendercommands.Push(renderState); clearMapFog(); renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET); } void GLInstance::DoDraw() { GLState lastState; if (rendercommands.Size() > 0) { lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'. lastState.DepthFunc = INT_MIN; // Something totally invalid. screen->RenderState()->EnableMultisampling(true); for (auto& rs : rendercommands) { rs.Apply(*screen->RenderState(), lastState); screen->RenderState()->Draw(rs.primtype, rs.vindex, rs.vcount); } renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning. rendercommands.Clear(); } matrixArray.Resize(1); } int GLInstance::SetMatrix(int num, const VSMatrix *mat) { int r = renderState.matrixIndex[num]; renderState.matrixIndex[num] = matrixArray.Size(); matrixArray.Push(*mat); return r; } void GLInstance::SetIdentityMatrix(int num) { renderState.matrixIndex[num] = -1; } void GLInstance::SetPalswap(int index) { renderState.ShadeDiv = lookups.tables[index].ShadeFactor; renderState.FogColor = lookups.getFade(index); } void PolymostRenderState::Apply(FRenderState& state, GLState& oldState) { if (Flags & RF_ColorOnly) { state.EnableTexture(false); } else { state.EnableTexture(true); state.SetMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader); } /* todo: bind indexed textures */ state.SetColor(Color[0], Color[1], Color[2], Color[3]); if (StateFlags != oldState.Flags) { state.EnableDepthTest(StateFlags & STF_DEPTHTEST); if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE)) { if (StateFlags & STF_STENCILWRITE) { state.EnableStencil(true); state.SetEffect(EFF_STENCIL); state.SetStencil(0, SOP_Increment, SF_ColorMaskOff); } else if (StateFlags & STF_STENCILTEST) { state.EnableStencil(true); state.SetEffect(EFF_NONE); state.SetStencil(1, SOP_Keep, SF_DepthMaskOff); } else { state.EnableStencil(false); state.SetEffect(EFF_NONE); } } if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW)) { int cull = Cull_None; if (StateFlags & STF_CULLCCW) cull = Cull_CCW; else if (StateFlags & STF_CULLCW) cull = Cull_CW; state.SetCulling(cull); } state.SetColorMask(StateFlags & STF_COLORMASK); state.SetDepthMask(StateFlags & STF_DEPTHMASK); if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH)) { int clear = 0; if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color; if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth; state.Clear(clear); } if (StateFlags & STF_VIEWPORTSET) { state.SetViewport(vp_x, vp_y, vp_w, vp_h); } if (StateFlags & STF_SCISSORSET) { state.SetScissor(sc_x, sc_y, sc_w, sc_h); } state.SetDepthBias(mBias.mFactor, mBias.mUnits); StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET); oldState.Flags = StateFlags; } state.SetRenderStyle(Style); if (DepthFunc != oldState.DepthFunc) { state.SetDepthFunc(DepthFunc); oldState.DepthFunc = DepthFunc; } // Disable brightmaps if non-black fog is used. if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f) { state.EnableFog(FogColor.isBlack() && !(Flags & RF_MapFog) ? 1 : -1); } else state.EnableFog(0); state.SetFog((Flags & RF_MapFog) ? PalEntry(0x999999) : FogColor, 21.f); // Fixme: The real density still needs to be implemented. 21 is a reasonable default only. state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255); state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2)); state.SetTextureMode(TextureMode); state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X); state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f); FVector4 addcol(0, 0, 0, 0); FVector4 modcol(fullscreenTint.r / 255.f, fullscreenTint.g / 255.f, fullscreenTint.b / 255.f, 1); FVector4 blendcol(0, 0, 0, 0); int flags = 0; if (fullscreenTint != 0xffffff) flags |= 16; if (hictint_flags != -1) { flags |= TextureManipulation::ActiveBit; if (hictint_flags & TINTF_COLORIZE) { modcol.X *= hictint.r / 64.f; modcol.Y *= hictint.g / 64.f; modcol.Z *= hictint.b / 64.f; } if (hictint_flags & TINTF_GRAYSCALE) modcol.W = 1.f; if (hictint_flags & TINTF_INVERT) flags |= TextureManipulation::InvertBit; if (hictint_flags & TINTF_BLENDMASK) { blendcol = modcol; // WTF???, but the tinting code really uses the same color for both! flags |= (((hictint_flags & TINTF_BLENDMASK) >> 6) + 1) & TextureManipulation::BlendMask; } addcol.W = flags; } state.SetTextureColors(&modcol.X, &addcol.X, &blendcol.X); if (matrixIndex[Matrix_Model] != -1) { state.EnableModelMatrix(true); state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]]; } else state.EnableModelMatrix(false); memset(matrixIndex, -1, sizeof(matrixIndex)); } void DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown) { int pixelsize = 3; int pitch = width * pixelsize; if (upsidedown) { scr += ((height - 1) * width * pixelsize); pitch *= -1; } M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma); } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void WriteSavePic(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); screen->mVertexData->Reset(); // Switch to render buffers dimensioned for the savepic screen->SetSaveBuffers(true); screen->ImageTransitionScene(true); RenderState.SetVertexBuffer(screen->mVertexData); screen->mVertexData->Reset(); //screen->mLights->Clear(); screen->mViewpoints->Clear(); int oldx = xdim; int oldy = ydim; auto oldwindowxy1 = windowxy1; auto oldwindowxy2 = windowxy2; xdim = width; ydim = height; videoSetViewableArea(0, 0, width - 1, height - 1); renderSetAspect(65536, 65536); bool didit = gi->GenerateSavePic(); xdim = oldx; ydim = oldy; videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y); // The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first. twod->Clear(); twodpsp.Clear(); 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, screen->FlipSavePic()); M_Free(scr); // Switch back the screen render buffers screen->SetViewportRects(nullptr); screen->SetSaveBuffers(false); } static HWViewpointUniforms vp; void renderSetProjectionMatrix(const float* p) { if (p) { vp.mProjectionMatrix.loadMatrix(p); GLInterface.mProjectionM5 = p[5]; } else vp.mProjectionMatrix.loadIdentity(); } void renderSetViewMatrix(const float* p) { if (p) vp.mViewMatrix.loadMatrix(p); else vp.mViewMatrix.loadIdentity(); } void renderSetVisibility(float vis) { vp.mGlobVis = vis; } void renderBeginScene() { if (videoGetRenderMode() < REND_POLYMOST) return; assert(BufferLock == 0); vp.mPalLightLevels = numshades | (static_cast(gl_fogmode) << 8) | ((int)5 << 16); screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp); if (BufferLock++ == 0) { screen->mVertexData->Map(); } } void renderFinishScene() { if (videoGetRenderMode() < REND_POLYMOST) return; assert(BufferLock == 1); if (--BufferLock == 0) { screen->mVertexData->Unmap(); GLInterface.DoDraw(); } } //========================================================================== // // DFrameBuffer :: DrawRateStuff // // Draws the fps counter, dot ticker, and palette debug. // //========================================================================== CVAR(Bool, vid_fps, false, 0) void DrawRateStuff() { // Draws frame time and cumulative fps if (vid_fps) { FString fpsbuff = gi->statFPS(); int textScale = active_con_scale(twod); int rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]); twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0)); DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0], DTA_VirtualWidth, screen->GetWidth() / textScale, DTA_VirtualHeight, screen->GetHeight() / textScale, DTA_KeepRatio, true, TAG_DONE); } } int32_t r_scenebrightness = 0; void Draw2D(F2DDrawer* drawer, FRenderState& state); void videoShowFrame(int32_t w) { if (gl_ssao) { screen->AmbientOccludeScene(GLInterface.GetProjectionM5()); // To do: the translucent part of the scene should be drawn here, but the render setup in the games is really too broken to do SSAO. //glDrawBuffers(1, buffers); } float Brightness = 8.f / (r_scenebrightness + 8.f); screen->PostProcessScene(false, 0, Brightness, []() { Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites }); screen->Update(); screen->mVertexData->Reset(); // After finishing the frame, reset everything for the next frame. This needs to be done better. screen->BeginFrame(); bool useSSAO = (gl_ssao != 0); screen->SetSceneRenderTarget(useSSAO); twodpsp.Clear(); twod->Clear(); } TMap cachemap; void markTileForPrecache(int tilenum, int palnum) { int i, j; if ((picanm[tilenum].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK) { i = tilenum - picanm[tilenum].num; j = tilenum; } else { i = tilenum; j = tilenum + picanm[tilenum].num; } for (; i <= j; i++) { int64_t val = i + (int64_t(palnum) << 32); cachemap.Insert(val, true); } } void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype); void precacheMarkedTiles() { decltype(cachemap)::Iterator it(cachemap); decltype(cachemap)::Pair* pair; while (it.NextPair(pair)) { int dapicnum = pair->Key & 0x7fffffff; int dapalnum = pair->Key >> 32; polymost_precache(dapicnum, dapalnum, 0); } }