mirror of
https://github.com/ZDoom/raze-gles.git
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658 lines
19 KiB
C++
658 lines
19 KiB
C++
/*
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** glbackend.cpp
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**
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** OpenGL API abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <memory>
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#include <assert.h>
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#include "gl_load.h"
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#include "glbackend.h"
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#include "gl_samplers.h"
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#include "gl_shader.h"
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#include "textures.h"
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#include "palette.h"
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//#include "imgui.h"
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#include "gamecontrol.h"
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//#include "imgui_impl_sdl.h"
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//#include "imgui_impl_opengl3.h"
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#include "baselayer.h"
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#include "gl_interface.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "flatvertices.h"
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#include "gl_renderer.h"
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#include "build.h"
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#include "v_draw.h"
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#include "v_font.h"
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F2DDrawer twodpsp;
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float shadediv[MAXPALOOKUPS];
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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 };
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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TArray<VSMatrix> matrixArray;
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FileReader GetResource(const char* fn)
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{
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auto fr = fileSystem.OpenFileReader(fn);
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if (!fr.isOpen())
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{
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I_Error("Fatal: '%s' not found", fn);
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}
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return fr;
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}
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GLInstance GLInterface;
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GLInstance::GLInstance()
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:palmanager(this)
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{
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VSMatrix mat(0);
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matrixArray.Push(mat);
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}
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//void ImGui_Init_Backend();
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//ImGuiContext* im_ctx;
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TArray<uint8_t> ttf;
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void GLInstance::Init(int ydim)
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{
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//glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
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new(&renderState) PolymostRenderState; // reset to defaults.
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LoadPolymostShader();
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}
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void GLInstance::LoadPolymostShader()
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{
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auto fr1 = GetResource("engine/shaders/glsl/polymost.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetResource("engine/shaders/glsl/polymost.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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polymostShader = new PolymostShader();
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polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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SetPolymostShader();
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}
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void GLInstance::InitGLState(int fogmode, int multisample)
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{
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glShadeModel(GL_SMOOTH); // GL_FLAT
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glEnable(GL_TEXTURE_2D);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (multisample > 0 )
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{
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//glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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// 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.
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// 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.
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screen->BeginFrame();
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bool useSSAO = (gl_ssao != 0);
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(useSSAO);
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ClearBufferState();
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}
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void GLInstance::Deinit()
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{
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#if 0
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if (im_ctx)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext(im_ctx);
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}
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#endif
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if (polymostShader) delete polymostShader;
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polymostShader = nullptr;
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activeShader = nullptr;
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palmanager.DeleteAll();
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lastPalswapIndex = -1;
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}
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OpenGLRenderer::FHardwareTexture* GLInstance::NewTexture(int numchannels)
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{
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return new OpenGLRenderer::FHardwareTexture(numchannels);
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}
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void GLInstance::ResetFrame()
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{
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GLState s;
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lastState = s; // Back to defaults.
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lastState.Style.BlendOp = -1; // invalidate. This forces a reset for the next operation
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}
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void GLInstance::SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2)
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{
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int o[] = { offset1, offset2 };
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static_cast<OpenGLRenderer::GLVertexBuffer*>(vb)->Bind(o);
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}
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void GLInstance::SetIndexBuffer(IIndexBuffer* vb)
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{
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if (vb) static_cast<OpenGLRenderer::GLIndexBuffer*>(vb)->Bind();
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else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void GLInstance::ClearBufferState()
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{
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SetVertexBuffer(screen->mVertexData->GetBufferObjects().first, 0, 0);
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SetIndexBuffer(nullptr);
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}
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static GLint primtypes[] ={ GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
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void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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{
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applyMapFog();
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renderState.vindex = start;
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renderState.vcount = count;
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renderState.primtype = type;
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rendercommands.Push(renderState);
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clearMapFog();
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SetIdentityMatrix(Matrix_Texture);
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renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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}
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void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState)
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{
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if (activeShader == polymostShader)
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{
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glVertexAttrib4fv(2, renderState.Color);
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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.
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renderState.Apply(polymostShader, lastState);
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}
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if (type != DT_Lines)
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{
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glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t)));
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}
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else
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{
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glDrawArrays(primtypes[type], start, count);
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}
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}
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void GLInstance::DoDraw()
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{
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for (auto& rs : rendercommands)
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{
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glVertexAttrib4fv(2, rs.Color);
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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.
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rs.Apply(polymostShader, lastState);
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glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount);
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}
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rendercommands.Clear();
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matrixArray.Resize(1);
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}
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int GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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int r = renderState.matrixIndex[num];
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if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
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renderState.matrixIndex[num] = matrixArray.Size();
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matrixArray.Push(*mat);
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return r;
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}
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void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
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{
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glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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}
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void GLInstance::SetPolymostShader()
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{
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if (activeShader != polymostShader)
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{
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polymostShader->Bind();
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activeShader = polymostShader;
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}
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}
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void GLInstance::SetPalette(int index)
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{
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palmanager.BindPalette(index);
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}
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void GLInstance::SetPalswap(int index)
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{
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palmanager.BindPalswap(index);
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renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades - 2) : shadediv[index];
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}
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void GLInstance::DrawImGui(ImDrawData* data)
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{
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#if 0
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ImGui_ImplOpenGL3_RenderDrawData(data);
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#endif
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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void PolymostRenderState::ApplyMaterial(FMaterial* mat, int clampmode, int translation, int overrideshader)
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{
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auto tex = mat->Source();
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//mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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//mShaderTimer = tex->GetShaderSpeed();
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//SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
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//if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
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clampmode = tex->GetClampMode(clampmode);
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// avoid rebinding the same texture multiple times.
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//if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
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#if 0
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lastMaterial = mat;
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lastClamp = clampmode;
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lastTranslation = translation;
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#endif
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int scf = 0;
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if (Flags & RF_UsePalette)
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{
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scf |= CTF_Indexed;
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translation = -1;
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}
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int usebright = false;
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int maxbound = 0;
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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scf |= layer->scaleFlags;
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if (base->BindOrCreate(layer->layerTexture, 0, layer->clampflags == -1? clampmode : layer->clampflags, translation, scf))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, layer->clampflags == -1 ? clampmode : layer->clampflags, 0, layer->scaleFlags);
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maxbound = i;
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}
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}
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// The palette lookup must be done manually.
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#if 0
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// unbind everything from the last texture that's still active
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for (int i = maxbound + 1; i <= 16/*maxBoundMaterial*/; i++)
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{
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OpenGLRenderer::FHardwareTexture::Unbind(i);
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//maxBoundMaterial = maxbound;
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}
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#endif
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}
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void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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{
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if (!OpenGLRenderer::GLRenderer) return;
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auto sm = OpenGLRenderer::GLRenderer->mSamplerManager;
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bool reset = false;
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if (mMaterial.mChanged)
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{
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mMaterial.mChanged = false;
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ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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shader->DetailParms.Set(mMaterial.mMaterial->GetDetailScale().X, mMaterial.mMaterial->GetDetailScale().Y);
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}
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if (PaletteTexture != nullptr)
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{
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PaletteTexture->Bind(4, false);
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sm->Bind(4, CLAMP_NOFILTER, -1);
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}
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if (LookupTexture != nullptr)
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{
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LookupTexture->Bind(5, false);
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sm->Bind(5, CLAMP_NOFILTER, -1);
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}
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glActiveTexture(GL_TEXTURE0);
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if (StateFlags != oldState.Flags)
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{
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if ((StateFlags ^ oldState.Flags) & STF_DEPTHTEST)
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{
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if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST);
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else glDisable(GL_DEPTH_TEST);
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}
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if ((StateFlags ^ oldState.Flags) & STF_BLEND)
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{
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if (StateFlags & STF_BLEND) glEnable(GL_BLEND);
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else glDisable(GL_BLEND);
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}
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if ((StateFlags ^ oldState.Flags) & STF_MULTISAMPLE)
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{
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if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE);
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else glDisable(GL_MULTISAMPLE);
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}
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if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST|STF_STENCILWRITE))
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{
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if (StateFlags & STF_STENCILWRITE)
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{
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1/*value*/, 0xFF);
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}
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else if (StateFlags & STF_STENCILTEST)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1/*value*/, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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else
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{
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glDisable(GL_STENCIL_TEST);
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}
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}
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if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
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{
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if (StateFlags & (STF_CULLCW | STF_CULLCCW))
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{
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glFrontFace(StateFlags & STF_CULLCW ? GL_CW : GL_CCW);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK); // Cull_Front is not being used.
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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}
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if ((StateFlags ^ oldState.Flags) & STF_COLORMASK)
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{
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if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1);
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else glColorMask(0, 0, 0, 0);
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}
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if ((StateFlags ^ oldState.Flags) & STF_DEPTHMASK)
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{
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if (StateFlags & STF_DEPTHMASK) glDepthMask(1);
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else glDepthMask(0);
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}
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if ((StateFlags ^ oldState.Flags) & STF_WIREFRAME)
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{
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glPolygonMode(GL_FRONT_AND_BACK, (StateFlags & STF_WIREFRAME) ? GL_LINE : GL_FILL);
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}
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if (StateFlags & (STF_CLEARCOLOR| STF_CLEARDEPTH))
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{
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glClearColor(ClearColor.r / 255.f, ClearColor.g / 255.f, ClearColor.b / 255.f, 1.f);
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int bit = 0;
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if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT;
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if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT;
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glClear(bit);
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}
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if (StateFlags & STF_VIEWPORTSET)
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{
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glViewport(vp_x, vp_y, vp_w, vp_h);
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}
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if (StateFlags & STF_SCISSORSET)
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{
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if (sc_x > SHRT_MIN)
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{
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glScissor(sc_x, sc_y, sc_w, sc_h);
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glEnable(GL_SCISSOR_TEST);
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}
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else
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glDisable(GL_SCISSOR_TEST);
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}
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if (mBias.mChanged)
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{
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if (mBias.mFactor == 0 && mBias.mUnits == 0)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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glPolygonOffset(mBias.mFactor, mBias.mUnits);
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mBias.mChanged = false;
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}
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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oldState.Flags = StateFlags;
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}
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if (Style != oldState.Style)
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{
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glBlendFunc(blendstyles[Style.SrcAlpha], blendstyles[Style.DestAlpha]);
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if (Style.BlendOp != oldState.Style.BlendOp) glBlendEquation(renderops[Style.BlendOp]);
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oldState.Style = Style;
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// Flags are not being checked yet, the current shader has no implementation for them.
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}
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if (DepthFunc != oldState.DepthFunc)
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{
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glDepthFunc(depthf[DepthFunc]);
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oldState.DepthFunc = DepthFunc;
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}
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// Disable brightmaps if non-black fog is used.
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if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
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shader->Flags.Set(Flags);
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shader->Shade.Set(Shade);
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shader->NumShades.Set(NumShades);
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shader->ShadeDiv.Set(ShadeDiv);
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shader->VisFactor.Set(VisFactor);
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shader->Flags.Set(Flags);
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shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
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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_Texture] != -1)
|
|
shader->TextureMatrix.Set(matrixArray[matrixIndex[Matrix_Texture]].get());
|
|
memset(matrixIndex, -1, sizeof(matrixIndex));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
|
|
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
|
glFinish();
|
|
screen->mVertexData->Reset();
|
|
|
|
// Switch to render buffers dimensioned for the savepic
|
|
OpenGLRenderer::GLRenderer->mBuffers = OpenGLRenderer::GLRenderer->mSaveBuffers;
|
|
OpenGLRenderer::GLRenderer->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);
|
|
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();
|
|
OpenGLRenderer::GLRenderer->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();
|
|
screen->mVertexData->Reset();
|
|
|
|
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 * 3), nullptr, SS_RGB, width, height, -width * 3, vid_gamma);
|
|
M_FinishPNG(file);
|
|
Xfree(scr);
|
|
}
|
|
|
|
// Switch back the screen render buffers
|
|
screen->SetViewportRects(nullptr);
|
|
OpenGLRenderer::GLRenderer->mBuffers = OpenGLRenderer::GLRenderer->mScreenBuffers;
|
|
bool useSSAO = (gl_ssao != 0);
|
|
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(useSSAO);
|
|
}
|
|
|
|
|
|
static int BufferLock = 0;
|
|
|
|
void renderBeginScene()
|
|
{
|
|
if (videoGetRenderMode() < REND_POLYMOST) return;
|
|
assert(BufferLock >= 0);
|
|
if (BufferLock++ == 0)
|
|
{
|
|
screen->mVertexData->Map();
|
|
}
|
|
}
|
|
|
|
void renderFinishScene()
|
|
{
|
|
if (videoGetRenderMode() < REND_POLYMOST) return;
|
|
assert(BufferLock > 0);
|
|
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);
|
|
|
|
}
|
|
}
|
|
|
|
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(false, 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();
|
|
twod->Clear();
|
|
GLInterface.ResetFrame();
|
|
}
|