raze-gles/source/glbackend/glbackend.cpp

523 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];
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 };
static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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]);
}
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, GLState &oldState)
{
if (StateFlags != oldState.Flags)
{
if ((StateFlags ^ oldState.Flags) & STF_DEPTHTEST)
{
if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
}
if ((StateFlags ^ oldState.Flags) & STF_BLEND)
{
if (StateFlags & STF_BLEND) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
}
if ((StateFlags ^ oldState.Flags) & STF_MULTISAMPLE)
{
if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE);
else glDisable(GL_MULTISAMPLE);
}
if ((StateFlags ^ oldState.Flags) & (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.Flags) & (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.Flags) & STF_COLORMASK)
{
if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1);
else glColorMask(0, 0, 0, 0);
}
if ((StateFlags ^ oldState.Flags) & STF_DEPTHMASK)
{
if (StateFlags & STF_DEPTHMASK) glDepthMask(1);
else glDepthMask(0);
}
if ((StateFlags ^ oldState.Flags) & 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.Flags = StateFlags;
}
if (Style != oldState.Style)
{
glBlendFunc(blendstyles[Style.SrcAlpha], blendstyles[Style.DestAlpha]);
if (Style.BlendOp != oldState.Style.BlendOp) glBlendEquation(renderops[Style.BlendOp]);
oldState.Style = Style;
// Flags are not being checked yet, the current shader has no implementation for them.
}
// 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);
}