mirror of
https://github.com/ZDoom/raze-gles.git
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559 lines
16 KiB
C++
559 lines
16 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_drawinfo.cpp
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** Basic scene draw info management class
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**
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*/
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#include "hw_portal.h"
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#include "build.h"
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#include "hw_renderstate.h"
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#include "hw_drawinfo.h"
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//#include "models.h"
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#include "hw_clock.h"
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#include "hw_cvars.h"
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#include "hw_viewpointbuffer.h"
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#include "flatvertices.h"
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#include "hw_lightbuffer.h"
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#include "hw_vrmodes.h"
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#include "hw_clipper.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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EXTERN_CVAR(Float, r_visibility)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_texture, true, 0)
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CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FDrawInfoList
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{
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public:
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TDeletingArray<HWDrawInfo *> mList;
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HWDrawInfo * GetNew();
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void Release(HWDrawInfo *);
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};
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FDrawInfoList di_list;
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//==========================================================================
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//
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// Try to reuse the lists as often as possible as they contain resources that
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// are expensive to create and delete.
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//
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// Note: If multithreading gets used, this class needs synchronization.
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//
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//==========================================================================
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HWDrawInfo *FDrawInfoList::GetNew()
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{
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if (mList.Size() > 0)
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{
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HWDrawInfo *di;
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mList.Pop(di);
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return di;
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}
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return new HWDrawInfo();
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}
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void FDrawInfoList::Release(HWDrawInfo * di)
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{
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di->ClearBuffers();
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mList.Push(di);
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}
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//==========================================================================
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//
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// Sets up a new drawinfo struct
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//
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//==========================================================================
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HWDrawInfo *HWDrawInfo::StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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HWDrawInfo *di = di_list.GetNew();
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di->StartScene(parentvp, uniforms);
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return di;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static Clipper staticClipper; // Since all scenes are processed sequentially we only need one clipper.
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static HWDrawInfo * gl_drawinfo; // This is a linked list of all active DrawInfos and needed to free the memory arena after the last one goes out of scope.
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void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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staticClipper.Clear();
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mClipper = &staticClipper;
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Viewpoint = parentvp;
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//lightmode = Level->lightMode;
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if (uniforms)
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{
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VPUniforms = *uniforms;
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// The clip planes will never be inherited from the parent drawinfo.
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VPUniforms.mClipLine.X = -1000001.f;
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VPUniforms.mClipHeight = 0;
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}
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else
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{
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VPUniforms.mProjectionMatrix.loadIdentity();
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mNormalViewMatrix.loadIdentity();
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//VPUniforms.mViewHeight = viewheight;
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VPUniforms.mGlobVis = (2 / 65536.f) * g_visibility / r_ambientlight;
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VPUniforms.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | (5 << 16);
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VPUniforms.mClipLine.X = -10000000.0f;
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VPUniforms.mShadowmapFilter = gl_shadowmap_filter;
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}
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mClipper->SetViewpoint(Viewpoint.Pos.XY());
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ClearBuffers();
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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vpIndex = 0;
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// Fullbright information needs to be propagated from the main view.
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if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
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else FullbrightFlags = 0;
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outer = gl_drawinfo;
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gl_drawinfo = this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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HWDrawInfo *HWDrawInfo::EndDrawInfo()
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{
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assert(this == gl_drawinfo);
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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gl_drawinfo = outer;
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di_list.Release(this);
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if (gl_drawinfo == nullptr)
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ResetRenderDataAllocator();
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return gl_drawinfo;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWDrawInfo::ClearBuffers()
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{
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spriteindex = 0;
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Decals[0].Clear();
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Decals[1].Clear();
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mClipPortal = nullptr;
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mCurrentPortal = nullptr;
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}
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//-----------------------------------------------------------------------------
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//
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// R_FrustumAngle
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//
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//-----------------------------------------------------------------------------
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angle_t HWDrawInfo::FrustumAngle()
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{
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float WidescreenRatio = 1.6666f; // fixme - this is a placeholder.
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float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees);
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// If the pitch is larger than this you can look all around at a FOV of 90°
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if (tilt > 46.0f) return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(WidescreenRatio) / 90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1 >= ANGLE_180) return 0xffffffff;
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return a1;
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the modelview matrix
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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float mult = mirror ? -1.f : 1.f;
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float planemult = planemirror ? -1 : 1;// Level->info->pixelstretch : Level->info->pixelstretch;
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
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VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
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VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
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VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
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VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
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}
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//-----------------------------------------------------------------------------
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//
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// SetupView
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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auto &vp = Viewpoint;
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//vp.SetViewAngle(r_viewwindow); // todo: need to pass in.
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SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
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SetCameraPos(vp.Pos);
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VPUniforms.CalcDependencies();
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vpIndex = screen->mViewpoints->SetViewpoint(state, &VPUniforms);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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HWPortal * HWDrawInfo::FindPortal(const void * src)
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{
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int i = Portals.Size() - 1;
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while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--;
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return i >= 0 ? Portals[i] : nullptr;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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HWDecal* HWDrawInfo::AddDecal(bool onmirror)
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{
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#if 0
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auto decal = (HWDecal*)RenderDataAllocator.Alloc(sizeof(HWDecal));
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Decals[onmirror ? 1 : 0].Push(decal);
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return decal;
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#else
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return nullptr;
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#endif
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}
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//-----------------------------------------------------------------------------
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//
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// CreateScene
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//
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// creates the draw lists for the current scene
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::CreateScene()
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{
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const auto& vp = Viewpoint;
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angle_t a1 = FrustumAngle();
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mClipper->SafeAddClipRangeRealAngles(vp.RotAngle + a1, vp.RotAngle - a1);
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// reset the portal manager
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portalState.StartFrame();
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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screen->mVertexData->Map();
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screen->mLights->Map();
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vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
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mDrawer.Init(this, mClipper, view);
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mDrawer.RenderScene(vp.SectNum);
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// And now the crappy hacks that have to be done to avoid rendering anomalies.
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// These cannot be multithreaded when the time comes because all these depend
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// on the global 'validcount' variable.
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screen->mLights->Unmap();
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screen->mVertexData->Unmap();
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ProcessAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//
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// RenderScene
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//
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// Draws the current draw lists for the non GLSL renderer
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::RenderScene(FRenderState &state)
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{
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const auto &vp = Viewpoint;
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RenderAll.Clock();
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state.SetDepthMask(true);
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state.EnableFog(true);
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state.SetRenderStyle(STYLE_Source);
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if (gl_sort_textures)
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{
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drawlists[GLDL_PLAINWALLS].SortWalls();
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drawlists[GLDL_PLAINFLATS].SortFlats();
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drawlists[GLDL_MASKEDWALLS].SortWalls();
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drawlists[GLDL_MASKEDFLATS].SortFlats();
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drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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}
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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state.SetDepthFunc(DF_Less);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.ClearDepthBias();
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state.EnableTexture(gl_texture);
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state.EnableBrightmap(true);
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drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
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drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
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// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
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if (drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
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{
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state.SetDepthBias(-1, -128);
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drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(this, state, false);
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state.ClearDepthBias();
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}
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drawlists[GLDL_MODELS].Draw(this, state, false);
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state.SetRenderStyle(STYLE_Translucent);
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// Part 4: Draw decals (not a real pass)
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state.SetDepthFunc(DF_LEqual);
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#if 0
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DrawDecals(state, Decals[0]);
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#endif
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RenderAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//
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// RenderTranslucent
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::RenderTranslucent(FRenderState &state)
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{
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RenderAll.Clock();
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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state.EnableBrightmap(true);
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drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, state, true);
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state.SetDepthMask(false);
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drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
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state.EnableBrightmap(false);
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state.AlphaFunc(Alpha_GEqual, 0.5f);
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state.SetDepthMask(true);
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RenderAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//
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// RenderTranslucent
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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{
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#if 0
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auto gp = static_cast<HWPortal *>(p);
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gp->SetupStencil(this, state, usestencil);
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auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
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new_di->mCurrentPortal = gp;
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state.SetLightIndex(-1);
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gp->DrawContents(new_di, state);
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new_di->EndDrawInfo();
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state.SetVertexBuffer(screen->mVertexData);
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screen->mViewpoints->Bind(state, vpIndex);
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gp->RemoveStencil(this, state, usestencil);
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#endif
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}
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//-----------------------------------------------------------------------------
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//
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// Draws player sprites and color blend
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::EndDrawScene(FRenderState &state)
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{
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state.EnableFog(false);
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#if 0
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// [BB] HUD models need to be rendered here.
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const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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if (renderHUDModel)
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{
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// [BB] The HUD model should be drawn over everything else already drawn.
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state.Clear(CT_Depth);
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DrawPlayerSprites(true, state);
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}
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#endif
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state.EnableStencil(false);
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state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
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// Restore standard rendering state
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state.SetRenderStyle(STYLE_Translucent);
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state.ResetColor();
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state.EnableTexture(true);
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state.SetScissor(0, 0, -1, -1);
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}
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//-----------------------------------------------------------------------------
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//
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// sets 3D viewport and initial state
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::Set3DViewport(FRenderState &state)
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{
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// Always clear all buffers with scissor test disabled.
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// This is faster on newer hardware because it allows the GPU to skip
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// reading from slower memory where the full buffers are stored.
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state.SetScissor(0, 0, -1, -1);
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state.Clear(CT_Color | CT_Depth | CT_Stencil);
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const auto &bounds = screen->mSceneViewport;
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state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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state.EnableMultisampling(true);
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state.EnableDepthTest(true);
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state.EnableStencil(true);
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state.SetStencil(0, SOP_Keep, SF_AllOn);
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}
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//-----------------------------------------------------------------------------
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//
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// gl_drawscene - this function renders the scene from the current
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// viewpoint, including mirrors and skyboxes and other portals
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// It is assumed that the HWPortal::EndFrame returns with the
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// stencil, z-buffer and the projection matrix intact!
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::DrawScene(int drawmode)
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{
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static int recursion = 0;
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static int ssao_portals_available = 0;
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const auto& vp = Viewpoint;
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bool applySSAO = false;
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if (drawmode == DM_MAINVIEW)
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{
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ssao_portals_available = gl_ssao_portals;
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applySSAO = true;
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}
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else if (drawmode == DM_OFFSCREEN)
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{
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ssao_portals_available = 0;
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}
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else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
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{
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applySSAO = (mCurrentPortal->AllowSSAO()/* || Level->flags3&LEVEL3_SKYBOXAO*/);
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ssao_portals_available--;
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}
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CreateScene();
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auto& RenderState = *screen->RenderState();
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RenderState.SetDepthMask(true);
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if (!gl_no_skyclear) portalState.RenderFirstSkyPortal(recursion, this, RenderState);
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RenderScene(RenderState);
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if (applySSAO && RenderState.GetPassType() == GBUFFER_PASS)
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{
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screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
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screen->mViewpoints->Bind(RenderState, vpIndex);
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}
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
|
|
recursion++;
|
|
portalState.EndFrame(this, RenderState);
|
|
recursion--;
|
|
RenderTranslucent(RenderState);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_RenderView - renders one view - either the screen or a camera texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::ProcessScene(bool toscreen)
|
|
{
|
|
portalState.BeginScene();
|
|
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
|
|
}
|