mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-17 18:01:13 +00:00
528 lines
14 KiB
C++
528 lines
14 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 "gl_load.h"
|
|
#include "glbackend.h"
|
|
#include "gl_samplers.h"
|
|
#include "gl_shader.h"
|
|
#include "textures.h"
|
|
#include "palette.h"
|
|
#include "imgui.h"
|
|
#include "gamecontrol.h"
|
|
#include "imgui_impl_sdl.h"
|
|
#include "imgui_impl_opengl3.h"
|
|
#include "baselayer.h"
|
|
#include "gl_interface.h"
|
|
#include "v_2ddrawer.h"
|
|
#include "v_video.h"
|
|
#include "gl_renderer.h"
|
|
|
|
float shadediv[MAXPALOOKUPS];
|
|
|
|
FileReader GetResource(const char* fn)
|
|
{
|
|
auto fr = fileSystem.OpenFileReader(fn, 0);
|
|
if (!fr.isOpen())
|
|
{
|
|
I_Error("Fatal: '%s' not found", fn);
|
|
}
|
|
return fr;
|
|
}
|
|
|
|
GLInstance GLInterface;
|
|
|
|
GLInstance::GLInstance()
|
|
:palmanager(this)
|
|
{
|
|
|
|
}
|
|
|
|
void ImGui_Init_Backend();
|
|
ImGuiContext* im_ctx;
|
|
TArray<uint8_t> ttf;
|
|
|
|
void GLInstance::Init(int ydim)
|
|
{
|
|
if (!mSamplers)
|
|
{
|
|
mSamplers = new FSamplerManager;
|
|
memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
|
|
}
|
|
|
|
//glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
|
|
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
|
|
|
|
new(&renderState) PolymostRenderState; // reset to defaults.
|
|
LoadSurfaceShader();
|
|
LoadVPXShader();
|
|
LoadPolymostShader();
|
|
#if 0
|
|
IMGUI_CHECKVERSION();
|
|
im_ctx = ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
ImGui_Init_Backend();
|
|
ImGui_ImplOpenGL3_Init();
|
|
if (!ttf.Size())
|
|
{
|
|
//ttf = fileSystem.LoadFile("engine/Capsmall_clean.ttf", 0);
|
|
ttf = fileSystem.LoadFile("engine/Roboto-Regular.ttf", 0);
|
|
}
|
|
if (ttf.Size()) io.Fonts->AddFontFromMemoryTTF(ttf.Data(), ttf.Size(), std::clamp(ydim / 40, 10, 30));
|
|
#endif
|
|
}
|
|
|
|
void GLInstance::LoadPolymostShader()
|
|
{
|
|
auto fr1 = GetResource("engine/shaders/glsl/polymost.vp");
|
|
TArray<uint8_t> Vert = fr1.Read();
|
|
fr1 = GetResource("engine/shaders/glsl/polymost.fp");
|
|
TArray<uint8_t> Frag = fr1.Read();
|
|
// Zero-terminate both strings.
|
|
Vert.Push(0);
|
|
Frag.Push(0);
|
|
polymostShader = new PolymostShader();
|
|
polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
|
|
SetPolymostShader();
|
|
}
|
|
|
|
void GLInstance::LoadVPXShader()
|
|
{
|
|
auto fr1 = GetResource("engine/shaders/glsl/animvpx.vp");
|
|
TArray<uint8_t> Vert = fr1.Read();
|
|
fr1 = GetResource("engine/shaders/glsl/animvpx.fp");
|
|
TArray<uint8_t> Frag = fr1.Read();
|
|
// Zero-terminate both strings.
|
|
Vert.Push(0);
|
|
Frag.Push(0);
|
|
vpxShader = new FShader();
|
|
vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data());
|
|
}
|
|
|
|
void GLInstance::LoadSurfaceShader()
|
|
{
|
|
auto fr1 = GetResource("engine/shaders/glsl/glsurface.vp");
|
|
TArray<uint8_t> Vert = fr1.Read();
|
|
fr1 = GetResource("engine/shaders/glsl/glsurface.fp");
|
|
TArray<uint8_t> Frag = fr1.Read();
|
|
// Zero-terminate both strings.
|
|
Vert.Push(0);
|
|
Frag.Push(0);
|
|
surfaceShader = new SurfaceShader();
|
|
surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data());
|
|
}
|
|
|
|
|
|
void GLInstance::InitGLState(int fogmode, int multisample)
|
|
{
|
|
glShadeModel(GL_SMOOTH); // GL_FLAT
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
if (multisample > 0 )
|
|
{
|
|
//glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
|
glEnable(GL_MULTISAMPLE);
|
|
}
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
|
|
|
|
// 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.
|
|
// 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.
|
|
screen->BeginFrame();
|
|
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
|
|
}
|
|
|
|
void GLInstance::Deinit()
|
|
{
|
|
#if 0
|
|
if (im_ctx)
|
|
{
|
|
ImGui_ImplOpenGL3_Shutdown();
|
|
ImGui_ImplSDL2_Shutdown();
|
|
ImGui::DestroyContext(im_ctx);
|
|
}
|
|
#endif
|
|
if (mSamplers) delete mSamplers;
|
|
mSamplers = nullptr;
|
|
if (polymostShader) delete polymostShader;
|
|
polymostShader = nullptr;
|
|
if (surfaceShader) delete surfaceShader;
|
|
surfaceShader = nullptr;
|
|
if (vpxShader) delete vpxShader;
|
|
vpxShader = nullptr;
|
|
activeShader = nullptr;
|
|
palmanager.DeleteAllTextures();
|
|
lastPalswapIndex = -1;
|
|
}
|
|
|
|
FHardwareTexture* GLInstance::NewTexture()
|
|
{
|
|
return new FHardwareTexture;
|
|
}
|
|
|
|
|
|
std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
|
|
{
|
|
Buffer.resize(num);
|
|
return std::make_pair((size_t)0, Buffer.data());
|
|
}
|
|
|
|
void GLInstance::RestoreTextureProps()
|
|
{
|
|
// todo: reset everything that's needed to ensure proper functionality
|
|
VSMatrix identity(0);
|
|
if (MatrixChange & 1) GLInterface.SetMatrix(Matrix_Texture, &identity);
|
|
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &identity);
|
|
MatrixChange = 0;
|
|
}
|
|
|
|
|
|
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)
|
|
{
|
|
// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
|
|
bool applied = false;
|
|
|
|
if (activeShader == polymostShader)
|
|
{
|
|
if (istrans) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
|
|
renderState.Apply(polymostShader, lastState);
|
|
if (renderState.VertexBuffer != LastVertexBuffer || LastVB_Offset[0] != renderState.VB_Offset[0] || LastVB_Offset[1] != renderState.VB_Offset[1])
|
|
{
|
|
if (renderState.VertexBuffer)
|
|
{
|
|
static_cast<OpenGLRenderer::GLVertexBuffer*>(renderState.VertexBuffer)->Bind(renderState.VB_Offset);
|
|
}
|
|
else glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
LastVertexBuffer = renderState.VertexBuffer;
|
|
LastVB_Offset[0] = renderState.VB_Offset[0];
|
|
LastVB_Offset[1] = renderState.VB_Offset[1];
|
|
}
|
|
if (renderState.IndexBuffer != LastIndexBuffer)
|
|
{
|
|
if (renderState.IndexBuffer)
|
|
{
|
|
static_cast<OpenGLRenderer::GLIndexBuffer*>(renderState.IndexBuffer)->Bind();
|
|
}
|
|
else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
LastIndexBuffer = renderState.IndexBuffer;
|
|
}
|
|
}
|
|
if (!LastVertexBuffer)
|
|
{
|
|
glBegin(primtypes[type]);
|
|
auto p = &Buffer[start];
|
|
for (size_t i = 0; i < count; i++, p++)
|
|
{
|
|
glVertexAttrib2f(1, p->u, p->v);
|
|
glVertexAttrib3f(0, p->x, p->y, p->z);
|
|
}
|
|
glEnd();
|
|
}
|
|
else if (type != DT_LINES)
|
|
{
|
|
glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t)));
|
|
}
|
|
else
|
|
{
|
|
glDrawArrays(primtypes[type], start, count);
|
|
}
|
|
if (MatrixChange) RestoreTextureProps();
|
|
}
|
|
|
|
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();
|
|
if (texunit == 0) texv = tex;
|
|
}
|
|
|
|
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::SetMatrix(int num, const VSMatrix *mat)
|
|
{
|
|
matrices[num] = *mat;
|
|
switch(num)
|
|
{
|
|
default:
|
|
return;
|
|
|
|
case Matrix_View:
|
|
polymostShader->RotMatrix.Set(mat->get());
|
|
break;
|
|
|
|
case Matrix_Projection:
|
|
polymostShader->ProjectionMatrix.Set(mat->get());
|
|
break;
|
|
|
|
case Matrix_ModelView:
|
|
polymostShader->ModelMatrix.Set(mat->get());
|
|
break;
|
|
|
|
case Matrix_Detail:
|
|
polymostShader->DetailMatrix.Set(mat->get());
|
|
break;
|
|
|
|
case Matrix_Texture:
|
|
polymostShader->TextureMatrix.Set(mat->get());
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GLInstance::SetScissor(int x1, int y1, int x2, int y2)
|
|
{
|
|
glScissor(x1, y1, x2, y2);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
void GLInstance::DisableScissor()
|
|
{
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
|
|
void GLInstance::SetColor(float r, float g, float b, float a)
|
|
{
|
|
glVertexAttrib4f(2, r, g, b, a);
|
|
istrans = (a != 1);
|
|
}
|
|
|
|
void GLInstance::SetDepthFunc(int func)
|
|
{
|
|
int f[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
|
|
glDepthFunc(f[func]);
|
|
}
|
|
|
|
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_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
|
|
|
|
void GLInstance::SetBlendOp(int op)
|
|
{
|
|
glBlendEquation(renderops[op]);
|
|
}
|
|
|
|
void GLInstance::SetViewport(int x, int y, int w, int h)
|
|
{
|
|
glViewport(x, y, w, h);
|
|
}
|
|
|
|
void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
|
|
{
|
|
glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
|
|
}
|
|
|
|
void GLInstance::SetPolymostShader()
|
|
{
|
|
if (activeShader != polymostShader)
|
|
{
|
|
polymostShader->Bind();
|
|
activeShader = polymostShader;
|
|
}
|
|
}
|
|
|
|
void GLInstance::SetSurfaceShader()
|
|
{
|
|
if (activeShader != surfaceShader)
|
|
{
|
|
surfaceShader->Bind();
|
|
activeShader = surfaceShader;
|
|
}
|
|
}
|
|
|
|
void GLInstance::SetVPXShader()
|
|
{
|
|
if (activeShader != vpxShader)
|
|
{
|
|
vpxShader->Bind();
|
|
activeShader = vpxShader;
|
|
}
|
|
}
|
|
|
|
void GLInstance::SetPalette(int index)
|
|
{
|
|
palmanager.BindPalette(index);
|
|
}
|
|
|
|
|
|
void GLInstance::SetPalswap(int index)
|
|
{
|
|
palmanager.BindPalswap(index);
|
|
renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades - 2) : shadediv[index];
|
|
}
|
|
|
|
void GLInstance::DrawImGui(ImDrawData* data)
|
|
{
|
|
#if 0
|
|
ImGui_ImplOpenGL3_RenderDrawData(data);
|
|
#endif
|
|
}
|
|
|
|
void PolymostRenderState::Apply(PolymostShader* shader, int &oldstate)
|
|
{
|
|
if (StateFlags != oldstate)
|
|
{
|
|
if ((StateFlags ^ oldstate) & STF_DEPTHTEST)
|
|
{
|
|
if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST);
|
|
else glDisable(GL_DEPTH_TEST);
|
|
}
|
|
if ((StateFlags ^ oldstate) & STF_BLEND)
|
|
{
|
|
if (StateFlags & STF_BLEND) glEnable(GL_BLEND);
|
|
else glDisable(GL_BLEND);
|
|
}
|
|
if ((StateFlags ^ oldstate) & STF_MULTISAMPLE)
|
|
{
|
|
if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE);
|
|
else glDisable(GL_MULTISAMPLE);
|
|
}
|
|
if ((StateFlags ^ oldstate) & (STF_STENCILTEST|STF_STENCILWRITE))
|
|
{
|
|
if (StateFlags & STF_STENCILWRITE)
|
|
{
|
|
glEnable(GL_STENCIL_TEST);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
glStencilFunc(GL_ALWAYS, 1/*value*/, 0xFF);
|
|
}
|
|
else if (StateFlags & STF_STENCILTEST)
|
|
{
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_EQUAL, 1/*value*/, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
if ((StateFlags ^ oldstate) & (STF_CULLCW | STF_CULLCCW))
|
|
{
|
|
if (StateFlags & (STF_CULLCW | STF_CULLCCW))
|
|
{
|
|
glFrontFace(StateFlags & STF_CULLCW ? GL_CW : GL_CCW);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK); // Cull_Front is not being used.
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
}
|
|
if ((StateFlags ^ oldstate) & STF_COLORMASK)
|
|
{
|
|
if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1);
|
|
else glColorMask(0, 0, 0, 0);
|
|
}
|
|
if ((StateFlags ^ oldstate) & STF_DEPTHMASK)
|
|
{
|
|
if (StateFlags & STF_DEPTHMASK) glDepthMask(1);
|
|
else glDepthMask(0);
|
|
}
|
|
if ((StateFlags ^ oldstate) & STF_WIREFRAME)
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, (StateFlags & STF_WIREFRAME) ? GL_LINE : GL_FILL);
|
|
}
|
|
if (StateFlags & (STF_CLEARCOLOR| STF_CLEARDEPTH))
|
|
{
|
|
glClearColor(ClearColor.r / 255.f, ClearColor.g / 255.f, ClearColor.b / 255.f, 1.f);
|
|
int bit = 0;
|
|
if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT;
|
|
if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT;
|
|
glClear(bit);
|
|
StateFlags &= ~(STF_CLEARCOLOR|STF_CLEARDEPTH);
|
|
}
|
|
|
|
|
|
oldstate = StateFlags;
|
|
}
|
|
// Disable brightmaps if non-black fog is used.
|
|
if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
|
|
shader->Flags.Set(Flags);
|
|
shader->Shade.Set(Shade);
|
|
shader->NumShades.Set(NumShades);
|
|
shader->ShadeDiv.Set(ShadeDiv);
|
|
shader->VisFactor.Set(VisFactor);
|
|
shader->Flags.Set(Flags);
|
|
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
|
|
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
|
|
shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
|
|
shader->Brightness.Set(Brightness);
|
|
shader->FogColor.Set(FogColor);
|
|
|
|
}
|
|
|