raze/source/common/rendering/gl/gl_framebuffer.cpp

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/*
** gl_framebuffer.cpp
** Implementation of the non-hardware specific parts of the
** OpenGL frame buffer
**
**---------------------------------------------------------------------------
** Copyright 2010-2020 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 "gl_system.h"
#include "v_video.h"
#include "m_png.h"
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#include "i_time.h"
#include "gl_interface.h"
#include "gl_framebuffer.h"
#include "gl_renderer.h"
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#include "gl_renderbuffers.h"
#include "gl_samplers.h"
#include "hw_clock.h"
#include "hw_vrmodes.h"
#include "hw_skydome.h"
#include "hw_viewpointbuffer.h"
#include "hw_lightbuffer.h"
#include "gl_shaderprogram.h"
#include "gl_debug.h"
#include "r_videoscale.h"
#include "gl_buffers.h"
#include "gl_postprocessstate.h"
#include "v_draw.h"
#include "printf.h"
#include "gl_hwtexture.h"
#include "flatvertices.h"
#include "hw_cvars.h"
EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Int, gl_pipeline_depth);
void gl_LoadExtensions();
void gl_PrintStartupLog();
extern bool vid_hdr_active;
namespace OpenGLRenderer
{
FGLRenderer *GLRenderer;
//==========================================================================
//
//
//
//==========================================================================
OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
Super(hMonitor, fullscreen)
{
// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
Super::SetVSync(vid_vsync);
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FHardwareTexture::InitGlobalState();
// Make sure all global variables tracking OpenGL context state are reset..
gl_RenderState.Reset();
GLRenderer = nullptr;
}
OpenGLFrameBuffer::~OpenGLFrameBuffer()
{
PPResource::ResetAll();
if (mVertexData != nullptr) delete mVertexData;
if (mSkyData != nullptr) delete mSkyData;
if (mViewpoints != nullptr) delete mViewpoints;
if (mLights != nullptr) delete mLights;
mShadowMap.Reset();
if (GLRenderer)
{
delete GLRenderer;
GLRenderer = nullptr;
}
}
//==========================================================================
//
// Initializes the GL renderer
//
//==========================================================================
void OpenGLFrameBuffer::InitializeState()
{
static bool first=true;
if (first)
{
if (ogl_LoadFunctions() == ogl_LOAD_FAILED)
{
I_FatalError("Failed to load OpenGL functions.");
}
}
gl_LoadExtensions();
mPipelineNbr = clamp(*gl_pipeline_depth, 1, HW_MAX_PIPELINE_BUFFERS);
mPipelineType = gl_pipeline_depth > 0;
// Move some state to the framebuffer object for easier access.
hwcaps = gl.flags;
glslversion = gl.glslversion;
uniformblockalignment = gl.uniformblockalignment;
maxuniformblock = gl.maxuniformblock;
vendorstring = gl.vendorstring;
if (first)
{
first=false;
gl_PrintStartupLog();
}
glDepthFunc(GL_LESS);
glEnable(GL_DITHER);
glDisable(GL_CULL_FACE);
glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_CLAMP);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetViewportRects(nullptr);
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight(), screen->mPipelineNbr);
mSkyData = new FSkyVertexBuffer;
mViewpoints = new HWViewpointBuffer(screen->mPipelineNbr);
mLights = new FLightBuffer(screen->mPipelineNbr);
GLRenderer = new FGLRenderer(this);
GLRenderer->Initialize(GetWidth(), GetHeight());
static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
mDebug = std::make_shared<FGLDebug>();
mDebug->Update();
}
//==========================================================================
//
// Updates the screen
//
//==========================================================================
void OpenGLFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
GLRenderer->Flush();
Flush3D.Unclock();
Swap();
Super::Update();
}
void OpenGLFrameBuffer::CopyScreenToBuffer(int width, int height, uint8_t* scr)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
GLRenderer->CopyToBackbuffer(&bounds, false);
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
glFinish();
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
}
//===========================================================================
//
// Camera texture rendering
//
//===========================================================================
void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
GLRenderer->StartOffscreen();
GLRenderer->BindToFrameBuffer(tex);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(tex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(tex->GetHeight());
renderFunc(bounds);
GLRenderer->EndOffscreen();
tex->SetUpdated(true);
static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
}
//===========================================================================
//
//
//
//===========================================================================
const char* OpenGLFrameBuffer::DeviceName() const
{
return gl.modelstring;
}
//==========================================================================
//
// Swap the buffers
//
//==========================================================================
CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
void OpenGLFrameBuffer::Swap()
{
bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
Finish.Reset();
Finish.Clock();
if (gl_pipeline_depth < 1)
{
if (swapbefore) glFinish();
FPSLimit();
SwapBuffers();
if (!swapbefore) glFinish();
}
else
{
mVertexData->DropSync();
FPSLimit();
SwapBuffers();
mVertexData->NextPipelineBuffer();
mVertexData->WaitSync();
RenderState()->SetVertexBuffer(screen->mVertexData); // Needed for Raze because it does not reset it
}
Finish.Unclock();
camtexcount = 0;
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FHardwareTexture::UnbindAll();
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gl_RenderState.ClearLastMaterial();
mDebug->Update();
}
//==========================================================================
//
// Enable/disable vertical sync
//
//==========================================================================
void OpenGLFrameBuffer::SetVSync(bool vsync)
{
// Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object.
GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
Super::SetVSync(vsync);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding);
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding);
}
//===========================================================================
//
//
//===========================================================================
void OpenGLFrameBuffer::SetTextureFilterMode()
{
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if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
}
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IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(int numchannels)
{
return new FHardwareTexture(numchannels);
}
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
int numLayers = mat->NumLayers();
MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
if (base->BindOrCreate(layer->layerTexture, 0, CLAMP_NONE, translation, layer->scaleFlags))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->BindOrCreate(layer->layerTexture, i, CLAMP_NONE, 0, layer->scaleFlags);
}
}
// unbind everything.
FHardwareTexture::UnbindAll();
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gl_RenderState.ClearLastMaterial();
}
IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()
{
return new GLVertexBuffer;
}
IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
{
return new GLIndexBuffer;
}
IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
{
return new GLDataBuffer(bindingpoint, ssbo);
}
void OpenGLFrameBuffer::BlurScene(float amount)
{
GLRenderer->BlurScene(amount);
}
void OpenGLFrameBuffer::InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData)
{
if (LMTextureData.Size() > 0)
{
GLint activeTex = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0 + 17);
if (GLRenderer->mLightMapID == 0)
glGenTextures(1, (GLuint*)&GLRenderer->mLightMapID);
glBindTexture(GL_TEXTURE_2D_ARRAY, GLRenderer->mLightMapID);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB16F, LMTextureSize, LMTextureSize, LMTextureCount, 0, GL_RGB, GL_HALF_FLOAT, &LMTextureData[0]);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glActiveTexture(activeTex);
LMTextureData.Reset(); // We no longer need this, release the memory
}
}
void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
{
Super::SetViewportRects(bounds);
if (!bounds)
{
auto vrmode = VRMode::GetVRMode(true);
vrmode->AdjustViewport(this);
}
}
void OpenGLFrameBuffer::UpdatePalette()
{
if (GLRenderer)
GLRenderer->ClearTonemapPalette();
}
FRenderState* OpenGLFrameBuffer::RenderState()
{
return &gl_RenderState;
}
void OpenGLFrameBuffer::AmbientOccludeScene(float m5)
{
gl_RenderState.EnableDrawBuffers(1);
GLRenderer->AmbientOccludeScene(m5);
glViewport(screen->mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
GLRenderer->mBuffers->BindSceneFB(true);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
}
void OpenGLFrameBuffer::FirstEye()
{
GLRenderer->mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
}
void OpenGLFrameBuffer::NextEye(int eyecount)
{
GLRenderer->mBuffers->NextEye(eyecount);
}
void OpenGLFrameBuffer::SetSceneRenderTarget(bool useSSAO)
{
GLRenderer->mBuffers->BindSceneFB(useSSAO);
}
void OpenGLFrameBuffer::UpdateShadowMap()
{
if (mShadowMap.PerformUpdate())
{
FGLDebug::PushGroup("ShadowMap");
FGLPostProcessState savedState;
static_cast<GLDataBuffer*>(screen->mShadowMap.mLightList)->BindBase();
static_cast<GLDataBuffer*>(screen->mShadowMap.mNodesBuffer)->BindBase();
static_cast<GLDataBuffer*>(screen->mShadowMap.mLinesBuffer)->BindBase();
GLRenderer->mBuffers->BindShadowMapFB();
GLRenderer->mShadowMapShader->Bind();
GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
GLRenderer->mShadowMapShader->Uniforms->NodesCount = screen->mShadowMap.NodesCount();
GLRenderer->mShadowMapShader->Uniforms.SetData();
static_cast<GLDataBuffer*>(GLRenderer->mShadowMapShader->Uniforms.GetBuffer())->BindBase();
glViewport(0, 0, gl_shadowmap_quality, 1024);
GLRenderer->RenderScreenQuad();
const auto& viewport = screen->mScreenViewport;
glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
GLRenderer->mBuffers->BindShadowMapTexture(16);
FGLDebug::PopGroup();
screen->mShadowMap.FinishUpdate();
}
}
void OpenGLFrameBuffer::WaitForCommands(bool finish)
{
glFinish();
}
void OpenGLFrameBuffer::SetSaveBuffers(bool yes)
{
if (!GLRenderer) return;
if (yes) GLRenderer->mBuffers = GLRenderer->mSaveBuffers;
else GLRenderer->mBuffers = GLRenderer->mScreenBuffers;
}
//===========================================================================
//
//
//
//===========================================================================
void OpenGLFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
if (GLRenderer != nullptr)
GLRenderer->BeginFrame();
}
//===========================================================================
//
// Takes a screenshot
//
//===========================================================================
TArray<uint8_t> OpenGLFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
const auto &viewport = mOutputLetterbox;
// Grab what is in the back buffer.
// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
TArray<uint8_t> pixels;
pixels.Resize(viewport.width * viewport.height * 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
// Copy to screenshot buffer:
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
float rcpWidth = 1.0f / w;
float rcpHeight = 1.0f / h;
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
float u = (x + 0.5f) * rcpWidth;
float v = (y + 0.5f) * rcpHeight;
int sx = u * viewport.width;
int sy = v * viewport.height;
int sindex = (sx + sy * viewport.width) * 3;
int dindex = (x + (h - y - 1) * w) * 3;
ScreenshotBuffer[dindex] = pixels[sindex];
ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
}
}
pitch = w * 3;
color_type = SS_RGB;
// Screenshot should not use gamma correction if it was already applied to rendered image
gamma = 1;
if (vid_hdr_active && vid_fullscreen)
gamma *= 2.2f;
return ScreenshotBuffer;
}
//===========================================================================
//
// 2D drawing
//
//===========================================================================
void OpenGLFrameBuffer::Draw2D()
{
if (GLRenderer != nullptr)
{
GLRenderer->mBuffers->BindCurrentFB();
::Draw2D(twod, gl_RenderState);
}
}
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
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if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
bool OpenGLFrameBuffer::CompileNextShader()
{
return GLRenderer->mShaderManager->CompileNextShader();
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeStartScreen
//
// Called before the current screen has started rendering. This needs to
// save what was drawn the previous frame so that it can be animated into
// what gets drawn this frame.
//
//==========================================================================
FTexture *OpenGLFrameBuffer::WipeStartScreen()
{
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, "WipeStartScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
return tex;
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeEndScreen
//
// The screen we want to animate to has just been drawn.
//
//==========================================================================
FTexture *OpenGLFrameBuffer::WipeEndScreen()
{
GLRenderer->Flush();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, "WipeEndScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
return tex;
}
}