/* ** gl_framebuffer.cpp ** Implementation of the non-hardware specific parts of the ** OpenGL frame buffer ** **--------------------------------------------------------------------------- ** Copyright 2010-2020 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. **--------------------------------------------------------------------------- ** */ #include "gl_load/gl_system.h" #include "v_video.h" #include "m_png.h" #include "printf.h" #include "templates.h" #include "palette.h" #include "glbackend/glbackend.h" #include "gl_load/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" #include "hwrenderer/data/flatvertices.h" /* #include "gl/textures/gl_samplers.h" #include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_vrmodes.h" #include "hwrenderer/models/hw_models.h" #include "hwrenderer/scene/hw_skydome.h" #include "hwrenderer/data/hw_viewpointbuffer.h" #include "hwrenderer/dynlights/hw_lightbuffer.h" #include "gl/shaders/gl_shaderprogram.h" */ #include "gl_debug.h" #include "r_videoscale.h" //#include "gl_buffers.h" //#include "hwrenderer/data/flatvertices.h" EXTERN_CVAR (Bool, vid_vsync) EXTERN_CVAR(Bool, r_drawvoxels) EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Bool, gl_texture_usehires) EXTERN_CVAR(Int, gl_ssao) void gl_LoadExtensions(); void gl_PrintStartupLog(); //void Draw2D(F2DDrawer *drawer, FRenderState &state); extern bool vid_hdr_active; void DrawFullscreenBlends(); namespace OpenGLRenderer { FGLRenderer *GLRenderer; //========================================================================== // // // //========================================================================== OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen) { // SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver. // If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed! Super::SetVSync(vid_vsync); #ifdef IMPLEMENT_IT // Make sure all global variables tracking OpenGL context state are reset.. FHardwareTexture::InitGlobalState(); gl_RenderState.Reset(); #endif GLRenderer = nullptr; } OpenGLFrameBuffer::~OpenGLFrameBuffer() { PPResource::ResetAll(); if (mVertexData != nullptr) delete mVertexData; #ifdef IMPLEMENT_IT if (mSkyData != nullptr) delete mSkyData; if (mViewpoints != nullptr) delete mViewpoints; if (mLights != nullptr) delete mLights; mShadowMap.Reset(); #endif if (GLRenderer) { delete GLRenderer; GLRenderer = nullptr; } } //========================================================================== // // Initializes the GL renderer // //========================================================================== void OpenGLFrameBuffer::InitializeState() { static bool first=true; if (first) { if (ogl_LoadFunctions() == ogl_LOAD_FAILED) { I_FatalError("Failed to load OpenGL functions."); } } gl_LoadExtensions(); // Move some state to the framebuffer object for easier access. hwcaps = gl.flags; glslversion = gl.glslversion; uniformblockalignment = gl.uniformblockalignment; maxuniformblock = gl.maxuniformblock; vendorstring = gl.vendorstring; if (first) { first=false; gl_PrintStartupLog(); } glDepthFunc(GL_LESS); glEnable(GL_DITHER); glDisable(GL_CULL_FACE); glDisable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_BLEND); glEnable(GL_DEPTH_CLAMP); glDisable(GL_DEPTH_TEST); glDisable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetViewportRects(nullptr); mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight()); #ifdef IMPLEMENT_IT mSkyData = new FSkyVertexBuffer; mViewpoints = new HWViewpointBuffer; mLights = new FLightBuffer(); #endif GLRenderer = new FGLRenderer(this); GLRenderer->Initialize(GetWidth(), GetHeight()); #ifdef IMPLEMENT_IT static_cast(mLights->GetBuffer())->BindBase(); #endif mDebug = std::make_shared(); mDebug->Update(); } //========================================================================== // // Updates the screen // //========================================================================== void OpenGLFrameBuffer::Update() { #if 0 twoD.Reset(); Flush3D.Reset(); Flush3D.Clock(); #endif GLRenderer->Flush(); // Flush3D.Unclock(); Swap(); Super::Update(); screen->mVertexData->Reset(); } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void OpenGLFrameBuffer::WriteSavePic(FileWriter *file, int width, int height) { GLRenderer->WriteSavePic(file, width, height); } const char* OpenGLFrameBuffer::DeviceName() const { return gl.modelstring; } //========================================================================== // // Swap the buffers // //========================================================================== CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); void OpenGLFrameBuffer::Swap() { bool swapbefore = gl_finishbeforeswap && camtexcount == 0; //Finish.Reset(); //Finish.Clock(); if (swapbefore) glFinish(); FPSLimit(); SwapBuffers(); if (!swapbefore) glFinish(); //Finish.Unclock(); camtexcount = 0; //FHardwareTexture::UnbindAll(); mDebug->Update(); } //========================================================================== // // Enable/disable vertical sync // //========================================================================== void OpenGLFrameBuffer::SetVSync(bool vsync) { // Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object. GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding); glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); Super::SetVSync(vsync); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding); } //=========================================================================== // // //=========================================================================== void OpenGLFrameBuffer::CleanForRestart() { } #ifdef IMPLEMENT_IT void OpenGLFrameBuffer::SetTextureFilterMode() { //if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode(); } IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture() { return nullptr;// new FHardwareTexture(true/*tex->bNoCompress*/); } void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation) { auto tex = mat->tex; if (tex->isSWCanvas()) return; // Textures that are already scaled in the texture lump will not get replaced by hires textures. int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled()) ? CTF_CheckHires : 0; int numLayers = mat->GetLayers(); auto base = static_cast(mat->GetLayer(0, translation)); if (base->BindOrCreate(tex, 0, CLAMP_NONE, translation, flags)) { for (int i = 1; i < numLayers; i++) { FTexture *layer; auto systex = static_cast(mat->GetLayer(i, 0, &layer)); systex->BindOrCreate(layer, i, CLAMP_NONE, 0, mat->isExpanded() ? CTF_Expand : 0); } } // unbind everything. FHardwareTexture::UnbindAll(); } FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli) { return new FHWModelRenderer(nullptr, gl_RenderState, mli); } #endif IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer() { return new GLVertexBuffer; } IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer() { return new GLIndexBuffer; } IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return new GLDataBuffer(bindingpoint, ssbo); } #ifdef IMPLEMENT_IT void OpenGLFrameBuffer::TextureFilterChanged() { if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode(); } #endif void OpenGLFrameBuffer::BlurScene(float amount) { GLRenderer->BlurScene(amount); } #if 0 void OpenGLFrameBuffer::UpdatePalette() { if (GLRenderer) GLRenderer->ClearTonemapPalette(); } #endif //=========================================================================== // // // //=========================================================================== void OpenGLFrameBuffer::BeginFrame() { SetViewportRects(nullptr); if (GLRenderer != nullptr) GLRenderer->BeginFrame(); } //=========================================================================== // // Takes a screenshot // //=========================================================================== TArray OpenGLFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { const auto &viewport = mOutputLetterbox; // Grab what is in the back buffer. // We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled. TArray pixels; pixels.Resize(viewport.width * viewport.height * 3); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]); glPixelStorei(GL_PACK_ALIGNMENT, 4); // Copy to screenshot buffer: int w = SCREENWIDTH; int h = SCREENHEIGHT; TArray ScreenshotBuffer(w * h * 3, true); float rcpWidth = 1.0f / w; float rcpHeight = 1.0f / h; for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { float u = (x + 0.5f) * rcpWidth; float v = (y + 0.5f) * rcpHeight; int sx = u * viewport.width; int sy = v * viewport.height; int sindex = (sx + sy * viewport.width) * 3; int dindex = (x + (h - y - 1) * w) * 3; ScreenshotBuffer[dindex] = pixels[sindex]; ScreenshotBuffer[dindex + 1] = pixels[sindex + 1]; ScreenshotBuffer[dindex + 2] = pixels[sindex + 2]; } } pitch = w * 3; color_type = SS_RGB; // Screenshot should not use gamma correction if it was already applied to rendered image gamma = 1; return ScreenshotBuffer; } //=========================================================================== // // 2D drawing // //=========================================================================== void OpenGLFrameBuffer::Draw2D() { if (GLRenderer != nullptr) { GLRenderer->mBuffers->BindCurrentFB(); ::DrawFullscreenBlends(); DrawRateStuff(); auto savepal = curbasepal; if (!(curpaletteflags & (Pal_Fullscreen|Pal_2D))) curbasepal = 0; GLInterface.Draw2D(&twodgen); curbasepal = savepal; } } void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D) { GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D); } } void videoShowFrame(int32_t w) { static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; if (gl_ssao) { glDrawBuffers(1, buffers); OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetProjectionM5()); glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height); OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true); glDrawBuffers(3, buffers); // To do: the translucent part of the scene should be drawn here glDrawBuffers(1, buffers); } OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture screen->PostProcessScene(0, []() { GLInterface.Draw2D(&twodpsp); // draws the weapon sprites }); screen->Update(); // After finishing the frame, reset everything for the next frame. This needs to be done better. screen->BeginFrame(); if (gl_ssao) { OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true); glDrawBuffers(3, buffers); } else { OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false); } twodpsp.Clear(); twodgen.Clear(); GLInterface.ResetFrame(); }