raze/source/glbackend/glbackend.cpp

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/*
** 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 <assert.h>
#include "glbackend.h"
#include "textures.h"
#include "palette.h"
#include "gamecontrol.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "flatvertices.h"
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#include "build.h"
#include "v_draw.h"
#include "v_font.h"
#include "hw_viewpointuniforms.h"
#include "hw_viewpointbuffer.h"
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#include "hw_renderstate.h"
#include "hw_cvars.h"
#include "gamestruct.h"
#include "hw_models.h"
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#include "gamefuncs.h"
#include "gamehud.h"
CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
bool hw_int_useindexedcolortextures;
CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
{
if (screen) screen->SetTextureFilterMode();
}
EXTERN_CVAR(Bool, gl_texture)
static int BufferLock = 0;
TArray<VSMatrix> matrixArray;
void Draw2D(F2DDrawer* drawer, FRenderState& state);
GLInstance GLInterface;
GLInstance::GLInstance()
{
VSMatrix mat(0);
matrixArray.Push(mat);
}
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void GLInstance::Init(int ydim)
{
new(&renderState) PolymostRenderState; // reset to defaults.
}
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
assert (BufferLock > 0);
applyMapFog();
renderState.vindex = start;
renderState.vcount = count;
renderState.primtype = type;
rendercommands.Push(renderState);
clearMapFog();
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
}
void GLInstance::DoDraw()
{
GLState lastState;
if (rendercommands.Size() > 0)
{
if (!useMapFog) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
lastState.DepthFunc = INT_MIN; // Something totally invalid.
screen->RenderState()->EnableMultisampling(true);
auto& state = *screen->RenderState();
for (auto& rs : rendercommands)
{
if (rs.Apply(state, lastState))
{
if (!rs.model)
{
state.Draw(rs.primtype, rs.vindex, rs.vcount);
}
else
{
FHWModelRenderer mr(*screen->RenderState(), 0);
state.SetDepthFunc(DF_LEqual);
state.EnableTexture(true);
rs.model->BuildVertexBuffer(&mr);
mr.SetupFrame(rs.model, rs.mframes[0], rs.mframes[1], 0);
rs.model->RenderFrame(&mr, rs.mMaterial.mTexture, rs.mframes[0], rs.mframes[1], 0.f, rs.mMaterial.mTranslation);
state.SetDepthFunc(DF_Less);
state.SetVertexBuffer(screen->mVertexData);
}
}
}
renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning.
rendercommands.Clear();
hw_int_useindexedcolortextures = false;
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}
matrixArray.Resize(1);
}
int GLInstance::SetMatrix(int num, const VSMatrix *mat)
{
int r = renderState.matrixIndex[num];
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renderState.matrixIndex[num] = matrixArray.Size();
matrixArray.Push(*mat);
return r;
}
void GLInstance::SetIdentityMatrix(int num)
{
renderState.matrixIndex[num] = -1;
}
void GLInstance::SetPalswap(int index)
{
renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
}
void GLInstance::SetFade(int index)
{
renderState.FogColor = lookups.getFade(index);
}
bool PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
{
// Fog must be done before the texture so that the texture selector can override it.
bool foggy = (GLInterface.useMapFog || (FogColor & 0xffffff));
// Disable brightmaps if non-black fog is used.
if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && foggy)
{
state.EnableFog(1);
float density = GLInterface.useMapFog ? 350.f : 350.f - Scale(numshades - Shade, 150, numshades);
state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, density);
state.SetSoftLightLevel(255);
state.SetLightParms(128.f, 1 / 1000.f);
}
else
{
state.EnableFog(0);
state.SetFog(0, 0);
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
}
if (Flags & RF_ColorOnly)
{
state.EnableTexture(false);
}
else
{
if (!mMaterial.mTexture) return false; // Oh no! Something passed an invalid tile!
state.EnableTexture(gl_texture);
state.SetMaterial(mMaterial.mTexture, mMaterial.uFlags, mMaterial.mScaleFlags, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
}
if (!drawblack) state.SetColor(Color[0], Color[1], Color[2], Color[3]);
else state.SetColor(0, 0, 0, Color[3]);
if (StateFlags != oldState.Flags)
{
state.EnableDepthTest(StateFlags & STF_DEPTHTEST);
if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE))
{
if (StateFlags & STF_STENCILWRITE)
{
state.EnableStencil(true);
state.SetEffect(EFF_STENCIL);
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
}
else if (StateFlags & STF_STENCILTEST)
{
state.EnableStencil(true);
state.SetEffect(EFF_NONE);
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
}
else
{
state.EnableStencil(false);
state.SetEffect(EFF_NONE);
}
}
if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
{
int cull = Cull_None;
if (StateFlags & STF_CULLCCW) cull = Cull_CCW;
else if (StateFlags & STF_CULLCW) cull = Cull_CW;
state.SetCulling(cull);
}
state.SetColorMask(StateFlags & STF_COLORMASK);
state.SetDepthMask(StateFlags & STF_DEPTHMASK);
if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
{
int clear = 0;
if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
state.Clear(clear);
}
if (StateFlags & STF_VIEWPORTSET)
{
state.SetViewport(vp_x, vp_y, vp_w, vp_h);
}
if (StateFlags & STF_SCISSORSET)
{
state.SetScissor(sc_x, sc_y, sc_w, sc_h);
}
state.SetDepthBias(mBias.mFactor, mBias.mUnits);
StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
oldState.Flags = StateFlags;
}
state.SetRenderStyle(Style);
if (DepthFunc != oldState.DepthFunc)
{
state.SetDepthFunc(DepthFunc);
oldState.DepthFunc = DepthFunc;
}
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state.SetTextureMode(TextureMode);
state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f);
if (matrixIndex[Matrix_Model] != -1)
{
state.EnableModelMatrix(true);
state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]];
}
else state.EnableModelMatrix(false);
memset(matrixIndex, -1, sizeof(matrixIndex));
return true;
}
void DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown)
{
int pixelsize = 3;
int pitch = width * pixelsize;
if (upsidedown)
{
scr += ((height - 1) * width * pixelsize);
pitch *= -1;
}
M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma);
}
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//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void WriteSavePic(FileWriter* file, int width, int height)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
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);
screen->mVertexData->Reset();
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// Switch to render buffers dimensioned for the savepic
screen->SetSaveBuffers(true);
screen->ImageTransitionScene(true);
RenderState.SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
//screen->mLights->Clear();
screen->mViewpoints->Clear();
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int oldx = xdim;
int oldy = ydim;
auto oldwindowxy1 = windowxy1;
auto oldwindowxy2 = windowxy2;
xdim = width;
ydim = height;
videoSetViewableArea(0, 0, width - 1, height - 1);
renderSetAspect(65536, 65536);
screen->SetSceneRenderTarget(false);
RenderState.SetPassType(NORMAL_PASS);
RenderState.EnableDrawBuffers(1, true);
screen->SetViewportRects(&bounds);
twodpsp.Clear();
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bool didit = gi->GenerateSavePic();
float Brightness = 8.f / (r_scenebrightness + 8.f);
screen->PostProcessScene(false, 0, Brightness, []() {
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
});
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xdim = oldx;
ydim = oldy;
videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y);
// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
twod->Clear();
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twodpsp.Clear();
int numpixels = width * height;
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
screen->CopyScreenToBuffer(width, height, scr);
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DoWriteSavePic(file, SS_RGB, scr, width, height, screen->FlipSavePic());
M_Free(scr);
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// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
screen->SetSaveBuffers(false);
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}
static HWViewpointUniforms vp;
void renderSetProjectionMatrix(const float* p)
{
if (p)
{
vp.mProjectionMatrix.loadMatrix(p);
GLInterface.mProjectionM5 = p[5];
}
else vp.mProjectionMatrix.loadIdentity();
}
void renderSetViewMatrix(const float* p)
{
if (p) vp.mViewMatrix.loadMatrix(p);
else vp.mViewMatrix.loadIdentity();
}
void renderSetVisibility(float vis)
{
vp.mGlobVis = vis;
}
void renderSetViewpoint(float x, float y, float z)
{
vp.mCameraPos = {x, z, y, 0};
}
void renderBeginScene()
{
assert(BufferLock == 0);
vp.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | ((int)5 << 16);
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screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp);
if (BufferLock++ == 0)
{
screen->mVertexData->Map();
}
}
void renderFinishScene()
{
assert(BufferLock == 1);
if (--BufferLock == 0)
{
screen->mVertexData->Unmap();
GLInterface.DoDraw();
}
}
int32_t r_scenebrightness = 0;
void videoShowFrame(int32_t w)
{
if (gl_ssao)
{
screen->AmbientOccludeScene(GLInterface.GetProjectionM5());
// 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.
//glDrawBuffers(1, buffers);
}
float Brightness = 8.f / (r_scenebrightness + 8.f);
screen->PostProcessScene(false, 0, Brightness, []() {
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
});
screen->Update();
screen->mVertexData->Reset();
videoSetBrightness(0); // immediately reset this after rendering so that the value doesn't stick around in the backend.
// After finishing the frame, reset everything for the next frame. This needs to be done better.
if (!w)
{
screen->BeginFrame();
bool useSSAO = (gl_ssao != 0);
screen->SetSceneRenderTarget(useSSAO);
twodpsp.Clear();
twod->Clear();
}
}