raze-gles/source/common/rendering/gl/renderer/gl_renderer.cpp

249 lines
8 KiB
C++

/*
** 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<FHardwareTexture*>(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);
}
}