/* ** gl_renderer.cpp ** Renderer interface ** **--------------------------------------------------------------------------- ** Copyright 2005-2020 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 "files.h" #include "v_video.h" #include "m_png.h" #include "filesystem.h" #include "i_time.h" #include "cmdlib.h" #include "m_png.h" //#include "swrenderer/r_swscene.h" //#include "hwrenderer/utility/hw_clock.h" #include "gl_load/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gamecvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" //#include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/shaders/gl_shaderprogram.h" //#include "hwrenderer/data/flatvertices.h" //#include "gl/textures/gl_samplers.h" //#include "hwrenderer/dynlights/hw_lightbuffer.h" //#include "hwrenderer/data/hw_viewpointbuffer.h" #include "r_videoscale.h" //#include "r_data/models/models.h" #include "gl/renderer/gl_postprocessstate.h" #include "gl/system/gl_buffers.h" #include "build.h" EXTERN_CVAR(Int, screenblocks) EXTERN_CVAR(Bool, cl_capfps) extern bool NoInterpolateView; namespace OpenGLRenderer { //=========================================================================== // // Renderer interface // //=========================================================================== //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; } void FGLRenderer::Initialize(int width, int height) { mScreenBuffers = new FGLRenderBuffers(); mSaveBuffers = new FGLRenderBuffers(); mBuffers = mScreenBuffers; mPresentShader = new FPresentShader(); mPresent3dCheckerShader = new FPresent3DCheckerShader(); mPresent3dColumnShader = new FPresent3DColumnShader(); mPresent3dRowShader = new FPresent3DRowShader(); //glGenQueries(1, &PortalQueryObject); // needed for the core profile, because someone decided it was a good idea to remove the default VAO. glGenVertexArrays(1, &mVAOID); glBindVertexArray(mVAOID); FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID"); mFBID = 0; mOldFBID = 0; //mShaderManager = new FShaderManager; //mSamplerManager = new FSamplerManager; } FGLRenderer::~FGLRenderer() { //FlushModels(); //TexMan.FlushAll(); //if (mShaderManager != nullptr) delete mShaderManager; //if (mSamplerManager != nullptr) delete mSamplerManager; if (mFBID != 0) glDeleteFramebuffers(1, &mFBID); if (mVAOID != 0) { glBindVertexArray(0); glDeleteVertexArrays(1, &mVAOID); } //if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject); //if (swdrawer) delete swdrawer; if (mBuffers) delete mBuffers; if (mSaveBuffers) delete mSaveBuffers; if (mPresentShader) delete mPresentShader; if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mPresent3dRowShader) delete mPresent3dRowShader; } //=========================================================================== // // // //=========================================================================== bool FGLRenderer::StartOffscreen() { bool firstBind = (mFBID == 0); if (mFBID == 0) glGenFramebuffers(1, &mFBID); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID); glBindFramebuffer(GL_FRAMEBUFFER, mFBID); if (firstBind) FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB"); return true; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::EndOffscreen() { glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::BindToFrameBuffer(FMaterial *mat) { #if 0 auto BaseLayer = static_cast(mat->GetLayer(0, 0)); if (BaseLayer == nullptr) { // must create the hardware texture first BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0); FHardwareTexture::Unbind(0); gl_RenderState.ClearLastMaterial(); } BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight()); #endif } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void FGLRenderer::WriteSavePic ( FileWriter *file, int width, int height) { IntRect bounds; bounds.left = 0; bounds.top = 0; bounds.width = width; bounds.height = height; // we must be sure the GPU finished reading from the buffer before we fill it with new data. glFinish(); // Switch to render buffers dimensioned for the savepic mBuffers = mSaveBuffers; mBuffers->BindSceneFB(false); screen->SetViewportRects(&bounds); 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); calc_ylookup(width, height); bool didit = gi->GenerateSavePic(); xdim = oldx; ydim = oldy; videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y); calc_ylookup(bytesperline, ydim); modechange = 1; // The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first. twodgen.Clear(); twodpsp.Clear(); CopyToBackbuffer(&bounds, false); // strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers glFinish(); if (didit) { int numpixels = width * height; uint8_t* scr = (uint8_t*)Xmalloc(numpixels * 3); glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr); M_CreatePNG(file, scr + ((height - 1) * width), nullptr, SS_RGB, width, height, -width, vid_gamma); Xfree(scr); } // Switch back the screen render buffers screen->SetViewportRects(nullptr); mBuffers = mScreenBuffers; bool useSSAO = (gl_ssao != 0); mBuffers->BindSceneFB(useSSAO); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::BeginFrame() { mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height); mSaveBuffers->Setup(240, 180, 240, 180); } }