/* ** 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 "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" EXTERN_CVAR(Int, screenblocks) EXTERN_CVAR(Bool, cl_capfps) extern bool NoInterpolateView; void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown); 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 // //=========================================================================== #if 0 void FGLRenderer::WriteSavePic (player_t *player, 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; hw_ClearFakeFlat(); gl_RenderState.SetVertexBuffer(screen->mVertexData); screen->mVertexData->Reset(); screen->mLights->Clear(); screen->mViewpoints->Clear(); // This shouldn't overwrite the global viewpoint even for a short time. FRenderViewpoint savevp; sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false); glDisable(GL_STENCIL_TEST); gl_RenderState.SetNoSoftLightLevel(); 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(); int numpixels = width * height; uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3); glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr); DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, true); M_Free(scr); // Switch back the screen render buffers screen->SetViewportRects(nullptr); mBuffers = mScreenBuffers; } #endif //=========================================================================== // // // //=========================================================================== void FGLRenderer::BeginFrame() { mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height); //mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT); } }