raze-gles/source/glbackend/glbackend.cpp
Christoph Oelckers d058084c10 - added an engine resource file.
Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00

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7.3 KiB
C++

#include <memory>
#include "glbackend.h"
#include "glad/glad.h"
#include "gl_samplers.h"
#include "baselayer.h"
#include "resourcefile.h"
std::unique_ptr<FResourceFile> engine_res;
// The resourge manager in cache1d is far too broken to add some arbitrary file without some adjustment.
// For now, keep this file here, until the resource management can be redone in a more workable fashion.
extern FString progdir;
void InitBaseRes()
{
if (!engine_res)
{
// If we get here for the first time, load the engine-internal data.
FString baseres = progdir + "demolition.pk3";
engine_res.reset(FResourceFile::OpenResourceFile(baseres, true, true));
if (!engine_res)
{
wm_msgbox("Fatal error", "Engine resources (demolition.pk3) not found");
exit(-1);
}
}
}
FileReader GetBaseResource(const char* fn)
{
auto lump = engine_res->FindLump(fn);
if (!lump)
{
wm_msgbox("Fatal error", "Base resource '%s' not found", fn);
exit(-1);
}
return lump->NewReader();
}
GLInstance GLInterface;
void GLInstance::Init()
{
InitBaseRes();
if (!mSamplers)
{
mSamplers = new FSamplerManager;
memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
}
glinfo.vendor = (const char*)glGetString(GL_VENDOR);
glinfo.renderer = (const char*)glGetString(GL_RENDERER);
glinfo.version = (const char*)glGetString(GL_VERSION);
glinfo.extensions = (const char*)glGetString(GL_EXTENSIONS);
glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
if (!glinfo.dumped)
{
osdcmd_glinfo(NULL);
glinfo.dumped = 1;
}
}
void GLInstance::InitGLState(int fogmode, int multisample)
{
glShadeModel(GL_SMOOTH); // GL_FLAT
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glHint(GL_FOG_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_DEPTH_CLAMP);
if (multisample > 0 )
{
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
glEnable(GL_MULTISAMPLE);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
}
void GLInstance::Deinit()
{
if (mSamplers) delete mSamplers;
mSamplers = nullptr;
}
std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
{
Buffer.resize(num);
return std::make_pair((size_t)0, Buffer.data());
}
static GLint primtypes[] =
{
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_QUADS,
GL_LINES
};
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
glBegin(primtypes[type]);
auto p = &Buffer[start];
for (size_t i = 0; i < count; i++, p++)
{
glTexCoord2f(p->u, p->v);
glVertex3f(p->x, p->y, p->z);
}
glEnd();
}
int GLInstance::GetTextureID()
{
// Generating large numbers of texture IDs piece by piece does not work well on modern NVidia drivers.
if (currentindex == THCACHESIZE)
{
currentindex = 0;
glGenTextures(THCACHESIZE, TextureHandleCache);
}
else currentindex++;
return TextureHandleCache[currentindex];
}
FHardwareTexture* GLInstance::NewTexture()
{
return new FHardwareTexture;
}
void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
{
if (!tex) return;
if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
LastBoundTextures[texunit] = tex->GetTextureHandle();
}
void GLInstance::UnbindTexture(int texunit)
{
if (LastBoundTextures[texunit] != 0)
{
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
glBindTexture(GL_TEXTURE_2D, 0);
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
LastBoundTextures[texunit] = 0;
}
}
void GLInstance::UnbindAllTextures()
{
for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
{
UnbindTexture(texunit);
}
}
void GLInstance::EnableBlend(bool on)
{
if (on) glEnable (GL_BLEND);
else glDisable (GL_BLEND);
}
void GLInstance::EnableAlphaTest(bool on)
{
if (on) glEnable (GL_ALPHA_TEST);
else glDisable (GL_ALPHA_TEST);
}
void GLInstance::EnableDepthTest(bool on)
{
if (on) glEnable (GL_DEPTH_TEST);
else glDisable (GL_DEPTH_TEST);
}
void GLInstance::SetMatrix(int num, const VSMatrix *mat)
{
matrices[num] = *mat;
switch(num)
{
case Matrix_Projection:
glMatrixMode(GL_PROJECTION);
break;
case Matrix_ModelView:
glMatrixMode(GL_MODELVIEW);
break;
default:
glActiveTexture(GL_TEXTURE0 + num - Matrix_Texture0);
glMatrixMode(GL_TEXTURE);
break;
}
glLoadMatrixf(mat->get());
glMatrixMode(GL_MODELVIEW);
if (num > Matrix_Texture0) glActiveTexture(GL_TEXTURE0);
}
void GLInstance::EnableStencilWrite(int value)
{
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, value, 0xFF);
}
void GLInstance::EnableStencilTest(int value)
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, value, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
void GLInstance::DisableStencil()
{
glDisable(GL_STENCIL_TEST);
}
void GLInstance::SetCull(int type, int winding)
{
if (type == Cull_None)
{
glDisable(GL_CULL_FACE);
}
else if (type == Cull_Front)
{
glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
}
else if (type == Cull_Back)
{
glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
}
void GLInstance::SetColor(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
void GLInstance::SetDepthFunc(int func)
{
int f[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
glDepthFunc(f[func]);
}
void GLInstance::SetFogLinear(float* color, float start, float end)
{
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, start);
glFogf(GL_FOG_END, end);
glFogfv(GL_FOG_COLOR, color);
}
void GLInstance::SetFogExp2(float* color, float coefficient)
{
glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, coefficient);
glFogfv(GL_FOG_COLOR, color);
}
void GLInstance::SetColorMask(bool on)
{
glColorMask(on, on, on, on);
}
void GLInstance::SetDepthMask(bool on)
{
glDepthMask(on);
}
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 };
void GLInstance::SetBlendFunc(int src, int dst)
{
glBlendFunc(blendstyles[src], blendstyles[dst]);
}
static int renderops[] = { GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
void GLInstance::SetBlendOp(int op)
{
glBlendEquation(renderops[op]);
}
void GLInstance::ClearScreen(float r, float g, float b, bool depth)
{
glClearColor(r, g, b, 1.f);
glClear(depth ? GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT);
}
void GLInstance::ClearDepth()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void GLInstance::SetAlphaThreshold(float al)
{
glAlphaFunc(GL_GREATER, al);
}
void GLInstance::SetViewport(int x, int y, int w, int h)
{
glViewport(x, y, w, h);
}
void GLInstance::SetWireframe(bool on)
{
glPolygonMode(GL_FRONT_AND_BACK,on? GL_LINE : GL_FILL);
}
void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
{
glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
}