mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
442 lines
12 KiB
C++
442 lines
12 KiB
C++
/*
|
|
** glbackend.cpp
|
|
**
|
|
** OpenGL API abstraction
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2019 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 <memory>
|
|
#include <assert.h>
|
|
#include "glbackend.h"
|
|
#include "textures.h"
|
|
#include "palette.h"
|
|
#include "gamecontrol.h"
|
|
#include "v_2ddrawer.h"
|
|
#include "v_video.h"
|
|
#include "flatvertices.h"
|
|
#include "build.h"
|
|
#include "v_draw.h"
|
|
#include "v_font.h"
|
|
#include "hw_viewpointuniforms.h"
|
|
#include "hw_viewpointbuffer.h"
|
|
#include "hw_renderstate.h"
|
|
#include "hw_cvars.h"
|
|
#include "gamestruct.h"
|
|
#include "hw_models.h"
|
|
#include "gamefuncs.h"
|
|
#include "gamehud.h"
|
|
|
|
CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
|
|
bool hw_int_useindexedcolortextures;
|
|
CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
|
|
{
|
|
if (screen) screen->SetTextureFilterMode();
|
|
}
|
|
|
|
EXTERN_CVAR(Bool, gl_texture)
|
|
|
|
static int BufferLock = 0;
|
|
|
|
TArray<VSMatrix> matrixArray;
|
|
void Draw2D(F2DDrawer* drawer, FRenderState& state);
|
|
|
|
GLInstance GLInterface;
|
|
|
|
GLInstance::GLInstance()
|
|
{
|
|
VSMatrix mat(0);
|
|
matrixArray.Push(mat);
|
|
}
|
|
|
|
void GLInstance::Init(int ydim)
|
|
{
|
|
new(&renderState) PolymostRenderState; // reset to defaults.
|
|
}
|
|
|
|
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
|
|
{
|
|
assert (BufferLock > 0);
|
|
applyMapFog();
|
|
renderState.vindex = (int)start;
|
|
renderState.vcount = (int)count;
|
|
renderState.primtype = type;
|
|
rendercommands.Push(renderState);
|
|
clearMapFog();
|
|
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
|
|
}
|
|
|
|
void GLInstance::DoDraw()
|
|
{
|
|
GLState lastState;
|
|
|
|
if (rendercommands.Size() > 0)
|
|
{
|
|
if (!useMapFog) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
|
|
|
|
lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
|
|
lastState.DepthFunc = INT_MIN; // Something totally invalid.
|
|
screen->RenderState()->EnableMultisampling(true);
|
|
auto& state = *screen->RenderState();
|
|
|
|
for (auto& rs : rendercommands)
|
|
{
|
|
if (rs.Apply(state, lastState))
|
|
{
|
|
if (!rs.model)
|
|
{
|
|
state.Draw(rs.primtype, rs.vindex, rs.vcount);
|
|
}
|
|
else
|
|
{
|
|
FHWModelRenderer mr(*screen->RenderState(), -1);
|
|
state.SetDepthFunc(DF_LEqual);
|
|
state.EnableTexture(true);
|
|
rs.model->BuildVertexBuffer(&mr);
|
|
mr.SetupFrame(rs.model, rs.mframes[0], rs.mframes[1], 0);
|
|
rs.model->RenderFrame(&mr, rs.mMaterial.mTexture, rs.mframes[0], rs.mframes[1], 0.f, rs.mMaterial.mTranslation);
|
|
state.SetDepthFunc(DF_Less);
|
|
state.SetVertexBuffer(screen->mVertexData);
|
|
}
|
|
}
|
|
}
|
|
state.SetNpotEmulation(0, 0); // make sure we do not leave this in an undefined state.
|
|
renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning.
|
|
rendercommands.Clear();
|
|
hw_int_useindexedcolortextures = false;
|
|
}
|
|
matrixArray.Resize(1);
|
|
}
|
|
|
|
|
|
int GLInstance::SetMatrix(int num, const VSMatrix *mat)
|
|
{
|
|
int r = renderState.matrixIndex[num];
|
|
renderState.matrixIndex[num] = matrixArray.Size();
|
|
matrixArray.Push(*mat);
|
|
return r;
|
|
}
|
|
|
|
void GLInstance::SetIdentityMatrix(int num)
|
|
{
|
|
renderState.matrixIndex[num] = -1;
|
|
}
|
|
|
|
void GLInstance::SetPalswap(int index)
|
|
{
|
|
renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
|
|
}
|
|
|
|
void GLInstance::SetFade(int index)
|
|
{
|
|
renderState.FogColor = lookups.getFade(index);
|
|
}
|
|
|
|
bool PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
|
|
{
|
|
// Fog must be done before the texture so that the texture selector can override it.
|
|
bool foggy = (GLInterface.useMapFog || (FogColor & 0xffffff));
|
|
// Disable brightmaps if non-black fog is used.
|
|
if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && foggy)
|
|
{
|
|
state.EnableFog(1);
|
|
float density = GLInterface.useMapFog ? 350.f : 350.f - Scale(numshades - Shade, 150, numshades);
|
|
state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, density);
|
|
state.SetSoftLightLevel(255);
|
|
state.SetLightParms(128.f, 1 / 1000.f);
|
|
}
|
|
else
|
|
{
|
|
state.EnableFog(0);
|
|
state.SetFog(0, 0);
|
|
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
|
|
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
|
|
}
|
|
|
|
if (Flags & RF_ColorOnly)
|
|
{
|
|
state.EnableTexture(false);
|
|
}
|
|
else
|
|
{
|
|
if (!mMaterial.mTexture) return false; // Oh no! Something passed an invalid tile!
|
|
state.EnableTexture(gl_texture);
|
|
state.SetMaterial(mMaterial.mTexture, mMaterial.uFlags, mMaterial.mScaleFlags, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
|
|
}
|
|
|
|
if (!drawblack) state.SetColor(Color[0], Color[1], Color[2], Color[3]);
|
|
else state.SetColor(0, 0, 0, Color[3]);
|
|
if (StateFlags != oldState.Flags)
|
|
{
|
|
state.EnableDepthTest(StateFlags & STF_DEPTHTEST);
|
|
|
|
if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE))
|
|
{
|
|
if (StateFlags & STF_STENCILWRITE)
|
|
{
|
|
state.EnableStencil(true);
|
|
state.SetEffect(EFF_STENCIL);
|
|
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
|
|
}
|
|
else if (StateFlags & STF_STENCILTEST)
|
|
{
|
|
state.EnableStencil(true);
|
|
state.SetEffect(EFF_NONE);
|
|
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
|
|
}
|
|
else
|
|
{
|
|
state.EnableStencil(false);
|
|
state.SetEffect(EFF_NONE);
|
|
}
|
|
}
|
|
if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
|
|
{
|
|
int cull = Cull_None;
|
|
if (StateFlags & STF_CULLCCW) cull = Cull_CCW;
|
|
else if (StateFlags & STF_CULLCW) cull = Cull_CW;
|
|
state.SetCulling(cull);
|
|
}
|
|
state.SetColorMask(StateFlags & STF_COLORMASK);
|
|
state.SetDepthMask(StateFlags & STF_DEPTHMASK);
|
|
if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
|
|
{
|
|
int clear = 0;
|
|
if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
|
|
if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
|
|
state.Clear(clear);
|
|
}
|
|
if (StateFlags & STF_VIEWPORTSET)
|
|
{
|
|
state.SetViewport(vp_x, vp_y, vp_w, vp_h);
|
|
}
|
|
if (StateFlags & STF_SCISSORSET)
|
|
{
|
|
state.SetScissor(sc_x, sc_y, sc_w, sc_h);
|
|
}
|
|
state.SetDepthBias(mBias.mFactor, mBias.mUnits);
|
|
|
|
StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
|
|
oldState.Flags = StateFlags;
|
|
}
|
|
state.SetRenderStyle(Style);
|
|
if (DepthFunc != oldState.DepthFunc)
|
|
{
|
|
state.SetDepthFunc(DepthFunc);
|
|
oldState.DepthFunc = DepthFunc;
|
|
}
|
|
|
|
state.SetTextureMode(TextureMode);
|
|
|
|
state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
|
|
state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f);
|
|
|
|
if (matrixIndex[Matrix_Model] != -1)
|
|
{
|
|
state.EnableModelMatrix(true);
|
|
state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]];
|
|
}
|
|
else state.EnableModelMatrix(false);
|
|
|
|
memset(matrixIndex, -1, sizeof(matrixIndex));
|
|
return true;
|
|
}
|
|
|
|
static void PM_DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown)
|
|
{
|
|
int pixelsize = 3;
|
|
int pitch = width * pixelsize;
|
|
if (upsidedown)
|
|
{
|
|
scr += ((height - 1) * width * pixelsize);
|
|
pitch *= -1;
|
|
}
|
|
|
|
M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Render the view to a savegame picture
|
|
//
|
|
//===========================================================================
|
|
|
|
void PM_WriteSavePic(FileWriter* file, int width, int height)
|
|
{
|
|
IntRect bounds;
|
|
bounds.left = 0;
|
|
bounds.top = 0;
|
|
bounds.width = width;
|
|
bounds.height = height;
|
|
auto& RenderState = *screen->RenderState();
|
|
|
|
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
|
screen->WaitForCommands(false);
|
|
screen->mVertexData->Reset();
|
|
|
|
// Switch to render buffers dimensioned for the savepic
|
|
screen->SetSaveBuffers(true);
|
|
|
|
screen->ImageTransitionScene(true);
|
|
|
|
RenderState.SetVertexBuffer(screen->mVertexData);
|
|
screen->mVertexData->Reset();
|
|
//screen->mLights->Clear();
|
|
screen->mViewpoints->Clear();
|
|
|
|
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);
|
|
screen->SetSceneRenderTarget(false);
|
|
RenderState.SetPassType(NORMAL_PASS);
|
|
RenderState.EnableDrawBuffers(1, true);
|
|
|
|
screen->SetViewportRects(&bounds);
|
|
twodpsp.Clear();
|
|
bool didit = gi->GenerateSavePic();
|
|
|
|
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
|
screen->PostProcessScene(false, 0, Brightness, []() {
|
|
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
|
|
});
|
|
|
|
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();
|
|
|
|
int numpixels = width * height;
|
|
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
|
|
screen->CopyScreenToBuffer(width, height, scr);
|
|
|
|
PM_DoWriteSavePic(file, SS_RGB, scr, width, height, screen->FlipSavePic());
|
|
M_Free(scr);
|
|
|
|
// Switch back the screen render buffers
|
|
screen->SetViewportRects(nullptr);
|
|
screen->SetSaveBuffers(false);
|
|
}
|
|
|
|
|
|
static HWViewpointUniforms vp;
|
|
|
|
void renderSetProjectionMatrix(const float* p)
|
|
{
|
|
if (p)
|
|
{
|
|
vp.mProjectionMatrix.loadMatrix(p);
|
|
GLInterface.mProjectionM5 = p[5];
|
|
}
|
|
else vp.mProjectionMatrix.loadIdentity();
|
|
}
|
|
|
|
void renderSetViewMatrix(const float* p)
|
|
{
|
|
if (p) vp.mViewMatrix.loadMatrix(p);
|
|
else vp.mViewMatrix.loadIdentity();
|
|
}
|
|
|
|
void renderSetVisibility(float vis)
|
|
{
|
|
vp.mGlobVis = vis;
|
|
}
|
|
|
|
void renderSetViewpoint(float x, float y, float z)
|
|
{
|
|
vp.mCameraPos = {x, z, y, 0};
|
|
}
|
|
|
|
void renderBeginScene()
|
|
{
|
|
assert(BufferLock == 0);
|
|
|
|
vp.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | ((int)5 << 16);
|
|
screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp);
|
|
|
|
if (BufferLock++ == 0)
|
|
{
|
|
screen->mVertexData->Map();
|
|
}
|
|
}
|
|
|
|
void renderFinishScene()
|
|
{
|
|
assert(BufferLock == 1);
|
|
if (--BufferLock == 0)
|
|
{
|
|
screen->mVertexData->Unmap();
|
|
GLInterface.DoDraw();
|
|
}
|
|
}
|
|
|
|
|
|
int32_t r_scenebrightness = 0;
|
|
|
|
|
|
|
|
void videoShowFrame(int32_t w)
|
|
{
|
|
if (gl_ssao)
|
|
{
|
|
screen->AmbientOccludeScene(GLInterface.GetProjectionM5());
|
|
// To do: the translucent part of the scene should be drawn here, but the render setup in the games is really too broken to do SSAO.
|
|
|
|
//glDrawBuffers(1, buffers);
|
|
}
|
|
|
|
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
|
|
|
screen->PostProcessScene(false, 0, Brightness, []() {
|
|
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
|
|
});
|
|
screen->Update();
|
|
screen->mVertexData->Reset();
|
|
screen->mViewpoints->Clear();
|
|
|
|
videoSetBrightness(0); // immediately reset this after rendering so that the value doesn't stick around in the backend.
|
|
|
|
// After finishing the frame, reset everything for the next frame. This needs to be done better.
|
|
if (!w)
|
|
{
|
|
screen->BeginFrame();
|
|
bool useSSAO = (gl_ssao != 0);
|
|
screen->SetSceneRenderTarget(useSSAO);
|
|
twodpsp.Clear();
|
|
twod->Clear();
|
|
}
|
|
}
|