/* ** 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 "gl_load.h" #include "glbackend.h" #include "gl_samplers.h" #include "gl_shader.h" #include "textures.h" #include "palette.h" #include "imgui.h" #include "gamecontrol.h" #include "imgui_impl_sdl.h" #include "imgui_impl_opengl3.h" #include "baselayer.h" #include "gl_interface.h" #include "v_2ddrawer.h" #include "v_video.h" #include "flatvertices.h" #include "gl_renderer.h" float shadediv[MAXPALOOKUPS]; 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 }; static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT }; int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL }; TArray matrixArray; FileReader GetResource(const char* fn) { auto fr = fileSystem.OpenFileReader(fn, 0); 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; void GLInstance::Init(int ydim) { if (!mSamplers) { mSamplers = new FSamplerManager; } //glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage"); glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy); new(&renderState) PolymostRenderState; // reset to defaults. LoadPolymostShader(); } void GLInstance::LoadPolymostShader() { auto fr1 = GetResource("engine/shaders/glsl/polymost.vp"); TArray Vert = fr1.Read(); fr1 = GetResource("engine/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::InitGLState(int fogmode, int multisample) { glShadeModel(GL_SMOOTH); // GL_FLAT glEnable(GL_TEXTURE_2D); glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (multisample > 0 ) { //glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST); glEnable(GL_MULTISAMPLE); } glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); // 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(); bool useSSAO = (gl_ssao != 0); OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(useSSAO); ClearBufferState(); } void GLInstance::Deinit() { #if 0 if (im_ctx) { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(im_ctx); } #endif if (mSamplers) delete mSamplers; mSamplers = nullptr; if (polymostShader) delete polymostShader; polymostShader = nullptr; if (surfaceShader) delete surfaceShader; surfaceShader = nullptr; activeShader = nullptr; palmanager.DeleteAllTextures(); lastPalswapIndex = -1; } FHardwareTexture* GLInstance::NewTexture() { return new FHardwareTexture; } void GLInstance::ResetFrame() { GLState s; lastState = s; // Back to defaults. lastState.Style.BlendOp = -1; // invalidate. This forces a reset for the next operation } void GLInstance::SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2) { int o[] = { offset1, offset2 }; static_cast(vb)->Bind(o); } void GLInstance::SetIndexBuffer(IIndexBuffer* vb) { if (vb) static_cast(vb)->Bind(); else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GLInstance::ClearBufferState() { SetVertexBuffer(screen->mVertexData->GetBufferObjects().first, 0, 0); SetIndexBuffer(nullptr); } static GLint primtypes[] = { GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_LINES }; void GLInstance::Draw(EDrawType type, size_t start, size_t count) { renderState.vindex = start; renderState.vcount = count; renderState.primtype = type; rendercommands.Push(renderState); SetIdentityMatrix(Matrix_Texture); SetIdentityMatrix(Matrix_Detail); renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET); } void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState) { if (activeShader == polymostShader) { glVertexAttrib4fv(2, renderState.Color); if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all. renderState.Apply(polymostShader, lastState); } if (type != DT_LINES) { glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t))); } else { glDrawArrays(primtypes[type], start, count); } } void GLInstance::DoDraw() { for (auto& rs : rendercommands) { glVertexAttrib4fv(2, rs.Color); if (rs.Color[3] != 1.f) rs.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all. rs.Apply(polymostShader, lastState); glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount); } rendercommands.Clear(); matrixArray.Resize(1); } int GLInstance::SetMatrix(int num, const VSMatrix *mat) { int r = renderState.matrixIndex[num]; if (num == Matrix_Projection) mProjectionM5 = mat->get()[5]; renderState.matrixIndex[num] = matrixArray.Size(); matrixArray.Push(*mat); return r; } 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::SetPalette(int index) { palmanager.BindPalette(index); } void GLInstance::SetPalswap(int index) { palmanager.BindPalswap(index); renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades - 2) : shadediv[index]; } void GLInstance::DrawImGui(ImDrawData* data) { #if 0 ImGui_ImplOpenGL3_RenderDrawData(data); #endif } void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState) { bool reset = false; for (int i = 0; i < MAX_TEXTURES; i++) { if (texIds[i] != oldState.TexId[i] || samplerIds[i] != oldState.SamplerId[i]) { if (i != 0) { glActiveTexture(GL_TEXTURE0 + i); reset = true; } glBindTexture(GL_TEXTURE_2D, texIds[i]); GLInterface.mSamplers->Bind(i, samplerIds[i], -1); oldState.TexId[i] = texIds[i]; oldState.SamplerId[i] = samplerIds[i]; } if (reset) glActiveTexture(GL_TEXTURE0); } if (StateFlags != oldState.Flags) { if ((StateFlags ^ oldState.Flags) & STF_DEPTHTEST) { if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } if ((StateFlags ^ oldState.Flags) & STF_BLEND) { if (StateFlags & STF_BLEND) glEnable(GL_BLEND); else glDisable(GL_BLEND); } if ((StateFlags ^ oldState.Flags) & STF_MULTISAMPLE) { if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE); else glDisable(GL_MULTISAMPLE); } if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST|STF_STENCILWRITE)) { if (StateFlags & STF_STENCILWRITE) { glEnable(GL_STENCIL_TEST); glClear(GL_STENCIL_BUFFER_BIT); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 1/*value*/, 0xFF); } else if (StateFlags & STF_STENCILTEST) { glEnable(GL_STENCIL_TEST); glStencilFunc(GL_EQUAL, 1/*value*/, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } else { glDisable(GL_STENCIL_TEST); } } if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW)) { if (StateFlags & (STF_CULLCW | STF_CULLCCW)) { glFrontFace(StateFlags & STF_CULLCW ? GL_CW : GL_CCW); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // Cull_Front is not being used. } else { glDisable(GL_CULL_FACE); } } if ((StateFlags ^ oldState.Flags) & STF_COLORMASK) { if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1); else glColorMask(0, 0, 0, 0); } if ((StateFlags ^ oldState.Flags) & STF_DEPTHMASK) { if (StateFlags & STF_DEPTHMASK) glDepthMask(1); else glDepthMask(0); } if ((StateFlags ^ oldState.Flags) & STF_WIREFRAME) { glPolygonMode(GL_FRONT_AND_BACK, (StateFlags & STF_WIREFRAME) ? GL_LINE : GL_FILL); } if (StateFlags & (STF_CLEARCOLOR| STF_CLEARDEPTH)) { glClearColor(ClearColor.r / 255.f, ClearColor.g / 255.f, ClearColor.b / 255.f, 1.f); int bit = 0; if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT; if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT; glClear(bit); } if (StateFlags & STF_VIEWPORTSET) { glViewport(vp_x, vp_y, vp_w, vp_h); } if (StateFlags & STF_SCISSORSET) { if (sc_x > SHRT_MIN) { glScissor(sc_x, sc_y, sc_w, sc_h); glEnable(GL_SCISSOR_TEST); } else glDisable(GL_SCISSOR_TEST); } if (mBias.mChanged) { if (mBias.mFactor == 0 && mBias.mUnits == 0) { glDisable(GL_POLYGON_OFFSET_FILL); } else { glEnable(GL_POLYGON_OFFSET_FILL); } glPolygonOffset(mBias.mFactor, mBias.mUnits); mBias.mChanged = false; } StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET); oldState.Flags = StateFlags; } if (Style != oldState.Style) { glBlendFunc(blendstyles[Style.SrcAlpha], blendstyles[Style.DestAlpha]); if (Style.BlendOp != oldState.Style.BlendOp) glBlendEquation(renderops[Style.BlendOp]); oldState.Style = Style; // Flags are not being checked yet, the current shader has no implementation for them. } if (DepthFunc != oldState.DepthFunc) { glDepthFunc(depthf[DepthFunc]); oldState.DepthFunc = DepthFunc; } // Disable brightmaps if non-black fog is used. if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping; shader->Flags.Set(Flags); shader->Shade.Set(Shade); shader->NumShades.Set(NumShades); shader->ShadeDiv.Set(ShadeDiv); shader->VisFactor.Set(VisFactor); shader->Flags.Set(Flags); shader->NPOTEmulationFactor.Set(NPOTEmulationFactor); shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset); shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f); shader->Brightness.Set(Brightness); shader->FogColor.Set(FogColor); shader->TintFlags.Set(hictint_flags); shader->TintModulate.Set(hictint); shader->TintOverlay.Set(hictint_overlay); shader->FullscreenTint.Set(fullscreenTint); if (matrixIndex[Matrix_View] != -1) shader->RotMatrix.Set(matrixArray[matrixIndex[Matrix_View]].get()); if (matrixIndex[Matrix_Projection] != -1) shader->ProjectionMatrix.Set(matrixArray[matrixIndex[Matrix_Projection]].get()); if (matrixIndex[Matrix_Model] != -1) shader->ModelMatrix.Set(matrixArray[matrixIndex[Matrix_Model]].get()); if (matrixIndex[Matrix_Detail] != -1) shader->DetailMatrix.Set(matrixArray[matrixIndex[Matrix_Detail]].get()); if (matrixIndex[Matrix_Texture] != -1) shader->TextureMatrix.Set(matrixArray[matrixIndex[Matrix_Texture]].get()); memset(matrixIndex, -1, sizeof(matrixIndex)); }