mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
ab6e87b5f8
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
458 lines
13 KiB
C++
458 lines
13 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 "gl_load.h"
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#include "glbackend.h"
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#include "gl_samplers.h"
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#include "gl_shader.h"
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#include "textures.h"
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#include "palette.h"
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//#include "imgui.h"
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#include "gamecontrol.h"
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//#include "imgui_impl_sdl.h"
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//#include "imgui_impl_opengl3.h"
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#include "baselayer.h"
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#include "gl_interface.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 "gl_renderer.h"
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float shadediv[MAXPALOOKUPS];
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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 };
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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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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void GLInstance::Init(int ydim)
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{
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if (!mSamplers)
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{
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mSamplers = new FSamplerManager;
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}
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//glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
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new(&renderState) PolymostRenderState; // reset to defaults.
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LoadPolymostShader();
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}
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void GLInstance::LoadPolymostShader()
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{
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auto fr1 = GetResource("engine/shaders/glsl/polymost.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetResource("engine/shaders/glsl/polymost.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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polymostShader = new PolymostShader();
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polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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SetPolymostShader();
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}
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void GLInstance::InitGLState(int fogmode, int multisample)
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{
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glShadeModel(GL_SMOOTH); // GL_FLAT
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glEnable(GL_TEXTURE_2D);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (multisample > 0 )
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{
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//glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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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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bool useSSAO = (gl_ssao != 0);
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(useSSAO);
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ClearBufferState();
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}
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void GLInstance::Deinit()
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{
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#if 0
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if (im_ctx)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext(im_ctx);
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}
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#endif
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if (mSamplers) delete mSamplers;
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mSamplers = nullptr;
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if (polymostShader) delete polymostShader;
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polymostShader = nullptr;
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if (surfaceShader) delete surfaceShader;
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surfaceShader = nullptr;
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activeShader = nullptr;
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palmanager.DeleteAllTextures();
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lastPalswapIndex = -1;
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}
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FHardwareTexture* GLInstance::NewTexture()
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{
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return new FHardwareTexture;
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}
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void GLInstance::ResetFrame()
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{
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GLState s;
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lastState = s; // Back to defaults.
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lastState.Style.BlendOp = -1; // invalidate. This forces a reset for the next operation
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}
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void GLInstance::SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2)
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{
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int o[] = { offset1, offset2 };
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static_cast<OpenGLRenderer::GLVertexBuffer*>(vb)->Bind(o);
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}
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void GLInstance::SetIndexBuffer(IIndexBuffer* vb)
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{
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if (vb) static_cast<OpenGLRenderer::GLIndexBuffer*>(vb)->Bind();
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else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void GLInstance::ClearBufferState()
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{
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SetVertexBuffer(screen->mVertexData->GetBufferObjects().first, 0, 0);
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SetIndexBuffer(nullptr);
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}
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static GLint primtypes[] =
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{
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_LINES
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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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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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SetIdentityMatrix(Matrix_Texture);
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SetIdentityMatrix(Matrix_Detail);
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renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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}
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void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState)
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{
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if (activeShader == polymostShader)
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{
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glVertexAttrib4fv(2, renderState.Color);
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if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
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renderState.Apply(polymostShader, lastState);
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}
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if (type != DT_LINES)
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{
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glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t)));
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}
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else
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{
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glDrawArrays(primtypes[type], start, count);
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}
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}
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void GLInstance::DoDraw()
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{
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for (auto& rs : rendercommands)
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{
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glVertexAttrib4fv(2, rs.Color);
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if (rs.Color[3] != 1.f) rs.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
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rs.Apply(polymostShader, lastState);
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glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount);
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}
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rendercommands.Clear();
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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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if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
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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::ReadPixels(int xdim, int ydim, uint8_t* buffer)
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{
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glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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}
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void GLInstance::SetPolymostShader()
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{
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if (activeShader != polymostShader)
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{
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polymostShader->Bind();
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activeShader = polymostShader;
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}
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}
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void GLInstance::SetSurfaceShader()
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{
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if (activeShader != surfaceShader)
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{
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surfaceShader->Bind();
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activeShader = surfaceShader;
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}
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}
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void GLInstance::SetPalette(int index)
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{
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palmanager.BindPalette(index);
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}
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void GLInstance::SetPalswap(int index)
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{
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palmanager.BindPalswap(index);
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renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades - 2) : shadediv[index];
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}
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void GLInstance::DrawImGui(ImDrawData* data)
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{
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#if 0
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ImGui_ImplOpenGL3_RenderDrawData(data);
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#endif
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}
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void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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{
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bool reset = false;
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for (int i = 0; i < MAX_TEXTURES; i++)
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{
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if (texIds[i] != oldState.TexId[i] || samplerIds[i] != oldState.SamplerId[i])
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{
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if (i != 0)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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reset = true;
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}
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glBindTexture(GL_TEXTURE_2D, texIds[i]);
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GLInterface.mSamplers->Bind(i, samplerIds[i], -1);
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oldState.TexId[i] = texIds[i];
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oldState.SamplerId[i] = samplerIds[i];
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}
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if (reset) glActiveTexture(GL_TEXTURE0);
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}
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if (StateFlags != oldState.Flags)
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{
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if ((StateFlags ^ oldState.Flags) & STF_DEPTHTEST)
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{
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if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST);
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else glDisable(GL_DEPTH_TEST);
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}
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if ((StateFlags ^ oldState.Flags) & STF_BLEND)
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{
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if (StateFlags & STF_BLEND) glEnable(GL_BLEND);
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else glDisable(GL_BLEND);
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}
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if ((StateFlags ^ oldState.Flags) & STF_MULTISAMPLE)
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{
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if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE);
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else glDisable(GL_MULTISAMPLE);
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}
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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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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1/*value*/, 0xFF);
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}
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else if (StateFlags & STF_STENCILTEST)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1/*value*/, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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else
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{
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glDisable(GL_STENCIL_TEST);
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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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if (StateFlags & (STF_CULLCW | STF_CULLCCW))
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{
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glFrontFace(StateFlags & STF_CULLCW ? GL_CW : GL_CCW);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK); // Cull_Front is not being used.
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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}
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if ((StateFlags ^ oldState.Flags) & STF_COLORMASK)
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{
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if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1);
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else glColorMask(0, 0, 0, 0);
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}
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if ((StateFlags ^ oldState.Flags) & STF_DEPTHMASK)
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{
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if (StateFlags & STF_DEPTHMASK) glDepthMask(1);
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else glDepthMask(0);
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}
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if ((StateFlags ^ oldState.Flags) & STF_WIREFRAME)
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{
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glPolygonMode(GL_FRONT_AND_BACK, (StateFlags & STF_WIREFRAME) ? GL_LINE : GL_FILL);
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}
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if (StateFlags & (STF_CLEARCOLOR| STF_CLEARDEPTH))
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{
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glClearColor(ClearColor.r / 255.f, ClearColor.g / 255.f, ClearColor.b / 255.f, 1.f);
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int bit = 0;
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if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT;
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if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT;
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glClear(bit);
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}
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if (StateFlags & STF_VIEWPORTSET)
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{
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glViewport(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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if (sc_x > SHRT_MIN)
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{
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glScissor(sc_x, sc_y, sc_w, sc_h);
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glEnable(GL_SCISSOR_TEST);
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}
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else
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glDisable(GL_SCISSOR_TEST);
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}
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if (mBias.mChanged)
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{
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if (mBias.mFactor == 0 && mBias.mUnits == 0)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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glPolygonOffset(mBias.mFactor, mBias.mUnits);
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mBias.mChanged = false;
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}
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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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if (Style != oldState.Style)
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{
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glBlendFunc(blendstyles[Style.SrcAlpha], blendstyles[Style.DestAlpha]);
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if (Style.BlendOp != oldState.Style.BlendOp) glBlendEquation(renderops[Style.BlendOp]);
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oldState.Style = Style;
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// Flags are not being checked yet, the current shader has no implementation for them.
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}
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if (DepthFunc != oldState.DepthFunc)
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{
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glDepthFunc(depthf[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) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
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shader->Flags.Set(Flags);
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shader->Shade.Set(Shade);
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shader->NumShades.Set(NumShades);
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shader->ShadeDiv.Set(ShadeDiv);
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shader->VisFactor.Set(VisFactor);
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shader->Flags.Set(Flags);
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shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
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shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
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shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
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shader->Brightness.Set(Brightness);
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shader->FogColor.Set(FogColor);
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shader->TintFlags.Set(hictint_flags);
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shader->TintModulate.Set(hictint);
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shader->TintOverlay.Set(hictint_overlay);
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shader->FullscreenTint.Set(fullscreenTint);
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if (matrixIndex[Matrix_View] != -1)
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shader->RotMatrix.Set(matrixArray[matrixIndex[Matrix_View]].get());
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if (matrixIndex[Matrix_Projection] != -1)
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shader->ProjectionMatrix.Set(matrixArray[matrixIndex[Matrix_Projection]].get());
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if (matrixIndex[Matrix_Model] != -1)
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shader->ModelMatrix.Set(matrixArray[matrixIndex[Matrix_Model]].get());
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if (matrixIndex[Matrix_Detail] != -1)
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shader->DetailMatrix.Set(matrixArray[matrixIndex[Matrix_Detail]].get());
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if (matrixIndex[Matrix_Texture] != -1)
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shader->TextureMatrix.Set(matrixArray[matrixIndex[Matrix_Texture]].get());
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memset(matrixIndex, -1, sizeof(matrixIndex));
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}
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