mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
b120bade95
Fixes #37.
557 lines
15 KiB
C++
557 lines
15 KiB
C++
/*
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** glbackend.cpp
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**
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** OpenGL API abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <memory>
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#include <assert.h>
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#include "glbackend.h"
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#include "textures.h"
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#include "palette.h"
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#include "gamecontrol.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "flatvertices.h"
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#include "build.h"
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#include "v_draw.h"
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#include "v_font.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_viewpointbuffer.h"
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#include "hw_renderstate.h"
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#include "hw_cvars.h"
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CVAR(Bool, gl_texture, true, 0)
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F2DDrawer twodpsp;
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static int BufferLock = 0;
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TArray<VSMatrix> matrixArray;
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FileReader GetResource(const char* fn)
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{
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auto fr = fileSystem.OpenFileReader(fn);
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if (!fr.isOpen())
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{
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I_Error("Fatal: '%s' not found", fn);
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}
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return fr;
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}
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GLInstance GLInterface;
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GLInstance::GLInstance()
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:palmanager(this)
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{
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VSMatrix mat(0);
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matrixArray.Push(mat);
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}
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//void ImGui_Init_Backend();
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//ImGuiContext* im_ctx;
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TArray<uint8_t> ttf;
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IHardwareTexture *setpalettelayer(int layer, int translation)
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{
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if (layer == 1)
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return GLInterface.palmanager.GetPalette(GetTranslationType(translation) - Translation_Remap);
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else if (layer == 2)
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return GLInterface.palmanager.GetLookup(GetTranslationIndex(translation));
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else return nullptr;
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}
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void GLInstance::Init(int ydim)
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{
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FMaterial::SetLayerCallback(setpalettelayer);
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new(&renderState) PolymostRenderState; // reset to defaults.
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}
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void GLInstance::InitGLState(int fogmode, int multisample)
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{
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// 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.
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// 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.
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screen->BeginFrame();
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}
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void GLInstance::Deinit()
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{
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palmanager.DeleteAll();
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lastPalswapIndex = -1;
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}
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void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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{
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assert (BufferLock > 0);
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applyMapFog();
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renderState.vindex = start;
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renderState.vcount = count;
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renderState.primtype = type;
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rendercommands.Push(renderState);
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clearMapFog();
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renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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}
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void GLInstance::DoDraw()
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{
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GLState lastState;
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if (rendercommands.Size() > 0)
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{
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lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
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lastState.DepthFunc = INT_MIN; // Something totally invalid.
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screen->RenderState()->EnableMultisampling(true);
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for (auto& rs : rendercommands)
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{
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rs.Apply(*screen->RenderState(), lastState);
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screen->RenderState()->Draw(rs.primtype, rs.vindex, rs.vcount);
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}
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renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning.
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rendercommands.Clear();
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}
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matrixArray.Resize(1);
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}
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int GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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int r = renderState.matrixIndex[num];
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renderState.matrixIndex[num] = matrixArray.Size();
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matrixArray.Push(*mat);
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return r;
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}
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void GLInstance::SetIdentityMatrix(int num)
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{
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renderState.matrixIndex[num] = -1;
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}
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void GLInstance::SetPalswap(int index)
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{
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renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
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renderState.FogColor = lookups.getFade(index);
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}
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void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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{
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if (Flags & RF_ColorOnly)
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{
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state.EnableTexture(false);
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}
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else
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{
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state.EnableTexture(gl_texture);
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state.SetMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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}
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/* todo: bind indexed textures */
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state.SetColor(Color[0], Color[1], Color[2], Color[3]);
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if (StateFlags != oldState.Flags)
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{
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state.EnableDepthTest(StateFlags & STF_DEPTHTEST);
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if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE))
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{
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if (StateFlags & STF_STENCILWRITE)
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{
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state.EnableStencil(true);
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state.SetEffect(EFF_STENCIL);
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
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}
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else if (StateFlags & STF_STENCILTEST)
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{
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state.EnableStencil(true);
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state.SetEffect(EFF_NONE);
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state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
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}
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else
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{
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state.EnableStencil(false);
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state.SetEffect(EFF_NONE);
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}
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}
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if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
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{
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int cull = Cull_None;
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if (StateFlags & STF_CULLCCW) cull = Cull_CCW;
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else if (StateFlags & STF_CULLCW) cull = Cull_CW;
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state.SetCulling(cull);
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}
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state.SetColorMask(StateFlags & STF_COLORMASK);
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state.SetDepthMask(StateFlags & STF_DEPTHMASK);
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if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
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{
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int clear = 0;
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if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
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if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
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state.Clear(clear);
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}
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if (StateFlags & STF_VIEWPORTSET)
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{
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state.SetViewport(vp_x, vp_y, vp_w, vp_h);
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}
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if (StateFlags & STF_SCISSORSET)
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{
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state.SetScissor(sc_x, sc_y, sc_w, sc_h);
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}
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state.SetDepthBias(mBias.mFactor, mBias.mUnits);
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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oldState.Flags = StateFlags;
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}
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state.SetRenderStyle(Style);
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if (DepthFunc != oldState.DepthFunc)
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{
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state.SetDepthFunc(DepthFunc);
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oldState.DepthFunc = DepthFunc;
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}
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// Disable brightmaps if non-black fog is used.
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if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f)
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{
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state.EnableFog(1);
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}
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else state.EnableFog(0);
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state.SetFog((Flags & RF_MapFog) ? PalEntry(0x999999) : FogColor, 21.f); // Fixme: The real density still needs to be implemented. 21 is a reasonable default only.
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state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
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state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
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state.SetTextureMode(TextureMode);
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state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
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state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f);
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FVector4 addcol(0, 0, 0, 0);
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FVector4 modcol(fullscreenTint.r / 255.f, fullscreenTint.g / 255.f, fullscreenTint.b / 255.f, 1);
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FVector4 blendcol(0, 0, 0, 0);
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int flags = 0;
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if (fullscreenTint != 0xffffff) flags |= 16;
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if (hictint_flags != -1)
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{
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flags |= TextureManipulation::ActiveBit;
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if (hictint_flags & TINTF_COLORIZE)
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{
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modcol.X *= hictint.r / 64.f;
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modcol.Y *= hictint.g / 64.f;
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modcol.Z *= hictint.b / 64.f;
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}
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if (hictint_flags & TINTF_GRAYSCALE)
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modcol.W = 1.f;
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if (hictint_flags & TINTF_INVERT)
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flags |= TextureManipulation::InvertBit;
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if (hictint_flags & TINTF_BLENDMASK)
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{
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blendcol = modcol; // WTF???, but the tinting code really uses the same color for both!
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flags |= (((hictint_flags & TINTF_BLENDMASK) >> 6) + 1) & TextureManipulation::BlendMask;
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}
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addcol.W = flags;
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}
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state.SetTextureColors(&modcol.X, &addcol.X, &blendcol.X);
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if (matrixIndex[Matrix_Model] != -1)
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{
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state.EnableModelMatrix(true);
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state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]];
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}
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else state.EnableModelMatrix(false);
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memset(matrixIndex, -1, sizeof(matrixIndex));
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}
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void DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown)
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{
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int pixelsize = 3;
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int pitch = width * pixelsize;
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if (upsidedown)
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{
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scr += ((height - 1) * width * pixelsize);
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pitch *= -1;
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}
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M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma);
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}
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//===========================================================================
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//
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// Render the view to a savegame picture
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//
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//===========================================================================
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void WriteSavePic(FileWriter* file, int width, int height)
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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auto& RenderState = *screen->RenderState();
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// we must be sure the GPU finished reading from the buffer before we fill it with new data.
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screen->WaitForCommands(false);
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screen->mVertexData->Reset();
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// Switch to render buffers dimensioned for the savepic
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screen->SetSaveBuffers(true);
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screen->ImageTransitionScene(true);
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RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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//screen->mLights->Clear();
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screen->mViewpoints->Clear();
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int oldx = xdim;
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int oldy = ydim;
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auto oldwindowxy1 = windowxy1;
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auto oldwindowxy2 = windowxy2;
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xdim = width;
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ydim = height;
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videoSetViewableArea(0, 0, width - 1, height - 1);
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renderSetAspect(65536, 65536);
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bool didit = gi->GenerateSavePic();
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xdim = oldx;
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ydim = oldy;
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videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y);
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// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
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twod->Clear();
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twodpsp.Clear();
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int numpixels = width * height;
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uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
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screen->CopyScreenToBuffer(width, height, scr);
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DoWriteSavePic(file, SS_RGB, scr, width, height, screen->FlipSavePic());
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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screen->SetSaveBuffers(false);
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}
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static HWViewpointUniforms vp;
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void renderSetProjectionMatrix(const float* p)
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{
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if (p)
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{
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vp.mProjectionMatrix.loadMatrix(p);
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GLInterface.mProjectionM5 = p[5];
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}
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else vp.mProjectionMatrix.loadIdentity();
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}
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void renderSetViewMatrix(const float* p)
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{
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if (p) vp.mViewMatrix.loadMatrix(p);
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else vp.mViewMatrix.loadIdentity();
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}
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void renderSetVisibility(float vis)
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{
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vp.mGlobVis = vis;
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}
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void renderBeginScene()
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{
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if (videoGetRenderMode() < REND_POLYMOST) return;
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assert(BufferLock == 0);
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vp.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | ((int)5 << 16);
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screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp);
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if (BufferLock++ == 0)
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{
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screen->mVertexData->Map();
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}
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}
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void renderFinishScene()
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{
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if (videoGetRenderMode() < REND_POLYMOST) return;
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assert(BufferLock == 1);
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if (--BufferLock == 0)
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{
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screen->mVertexData->Unmap();
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GLInterface.DoDraw();
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: DrawRateStuff
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//
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// Draws the fps counter, dot ticker, and palette debug.
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//
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//==========================================================================
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CVAR(Bool, vid_fps, false, 0)
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static FString statFPS()
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{
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static int32_t frameCount;
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static double lastFrameTime;
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static double cumulativeFrameDelay;
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static double lastFPS;
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FString output;
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double frameTime = I_msTimeF();
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double frameDelay = frameTime - lastFrameTime;
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cumulativeFrameDelay += frameDelay;
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frameCount++;
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if (frameDelay >= 0)
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{
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output.AppendFormat("%5.1f fps (%.1f ms)\n", lastFPS, frameDelay);
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if (cumulativeFrameDelay >= 1000.0)
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{
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lastFPS = 1000. * frameCount / cumulativeFrameDelay;
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frameCount = 0;
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cumulativeFrameDelay = 0.0;
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}
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}
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lastFrameTime = frameTime;
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return output;
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}
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void DrawRateStuff()
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{
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// Draws frame time and cumulative fps
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if (vid_fps)
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{
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FString fpsbuff = statFPS();
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int textScale = active_con_scale(twod);
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int rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
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twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0));
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DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0],
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DTA_VirtualWidth, screen->GetWidth() / textScale,
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DTA_VirtualHeight, screen->GetHeight() / textScale,
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DTA_KeepRatio, true, TAG_DONE);
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}
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}
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int32_t r_scenebrightness = 0;
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void Draw2D(F2DDrawer* drawer, FRenderState& state);
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void videoShowFrame(int32_t w)
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{
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if (gl_ssao)
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{
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screen->AmbientOccludeScene(GLInterface.GetProjectionM5());
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// 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.
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//glDrawBuffers(1, buffers);
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}
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float Brightness = 8.f / (r_scenebrightness + 8.f);
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screen->PostProcessScene(false, 0, Brightness, []() {
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Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
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});
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screen->Update();
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screen->mVertexData->Reset();
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// After finishing the frame, reset everything for the next frame. This needs to be done better.
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screen->BeginFrame();
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bool useSSAO = (gl_ssao != 0);
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screen->SetSceneRenderTarget(useSSAO);
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twodpsp.Clear();
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twod->Clear();
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}
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TMap<int64_t, bool> cachemap;
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void markTileForPrecache(int tilenum, int palnum)
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{
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int i, j;
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if ((picanm[tilenum].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
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{
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i = tilenum - picanm[tilenum].num;
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j = tilenum;
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}
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else
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{
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i = tilenum;
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j = tilenum + picanm[tilenum].num;
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}
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for (; i <= j; i++)
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{
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int64_t val = i + (int64_t(palnum) << 32);
|
||
cachemap.Insert(val, true);
|
||
}
|
||
}
|
||
|
||
void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype);
|
||
|
||
void precacheMarkedTiles()
|
||
{
|
||
decltype(cachemap)::Iterator it(cachemap);
|
||
decltype(cachemap)::Pair* pair;
|
||
while (it.NextPair(pair))
|
||
{
|
||
int dapicnum = pair->Key & 0x7fffffff;
|
||
int dapalnum = pair->Key >> 32;
|
||
polymost_precache(dapicnum, dapalnum, 0);
|
||
}
|
||
}
|
||
|
||
void hud_drawsprite(double sx, double sy, int z, int a, int picnum, int dashade, int dapalnum, int dastat)
|
||
{
|
||
double dz = z / 65536.;
|
||
int light = Scale(numshades - clamp(dashade, 0, numshades - 1), 255, numshades);
|
||
PalEntry pe(255, light, light, light);
|
||
DrawTexture(&twodpsp, tileGetTexture(picnum, true), sx, sy,
|
||
DTA_ScaleX, dz, DTA_ScaleY, dz,
|
||
DTA_Color, pe,
|
||
DTA_TranslationIndex, TRANSLATION(Translation_Remap + curbasepal, dapalnum),
|
||
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y,
|
||
DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1,
|
||
DTA_FullscreenScale, (dastat & RS_STRETCH)? 4: 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||
DTA_CenterOffsetRel, !(dastat & (RS_TOPLEFT | RS_CENTER)),
|
||
DTA_TopLeft, !!(dastat & RS_TOPLEFT),
|
||
DTA_CenterOffset, !!(dastat & RS_CENTER),
|
||
DTA_FlipX, !!(dastat & RS_YFLIP), // the weapon drawer uses y-flip+180<38> rotation for x-flip but no other transformation.
|
||
DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0,
|
||
DTA_Rotate, a * (-360./2048),
|
||
DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)),
|
||
TAG_DONE);
|
||
}
|
||
|