raze/source/common/rendering/gles/gles_renderer.cpp

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/*
** gl_renderer.cpp
** Renderer interface
**
**---------------------------------------------------------------------------
** Copyright 2005-2020 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 "gles_system.h"
#include "files.h"
#include "v_video.h"
#include "m_png.h"
#include "filesystem.h"
#include "i_time.h"
#include "cmdlib.h"
#include "version.h"
#include "gles_framebuffer.h"
#include "hw_cvars.h"
#include "gles_renderer.h"
#include "gles_hwtexture.h"
#include "gles_renderstate.h"
#include "gles_samplers.h"
#include "gles_renderbuffers.h"
#include "gles_shaderprogram.h"
#include "flatvertices.h"
#include "hw_lightbuffer.h"
#include "r_videoscale.h"
#include "model.h"
#include "gles_postprocessstate.h"
#include "gles_buffers.h"
#include "texturemanager.h"
EXTERN_CVAR(Int, screenblocks)
namespace OpenGLESRenderer
{
//===========================================================================
//
// Renderer interface
//
//===========================================================================
//-----------------------------------------------------------------------------
//
// Initialize
//
//-----------------------------------------------------------------------------
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
}
void FGLRenderer::Initialize(int width, int height)
{
mScreenBuffers = new FGLRenderBuffers();
mBuffers = mScreenBuffers;
mPresentShader = new FPresentShader();
mFBID = 0;
mOldFBID = 0;
mShaderManager = new FShaderManager;
mSamplerManager = new FSamplerManager;
}
FGLRenderer::~FGLRenderer()
{
FlushModels();
TexMan.FlushAll();
if (mShaderManager != nullptr) delete mShaderManager;
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
}
//===========================================================================
//
//
//
//===========================================================================
bool FGLRenderer::StartOffscreen()
{
bool firstBind = (mFBID == 0);
if (mFBID == 0)
glGenFramebuffers(1, &mFBID);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
return true;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::EndOffscreen()
{
glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BindToFrameBuffer(FTexture *tex)
{
auto BaseLayer = static_cast<FHardwareTexture*>(tex->GetHardwareTexture(0, 0));
// must create the hardware texture first
BaseLayer->BindOrCreate(tex, 0, 0, 0, 0);
FHardwareTexture::Unbind(0);
gl_RenderState.ClearLastMaterial();
BaseLayer->BindToFrameBuffer(tex->GetWidth(), tex->GetHeight());
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BeginFrame()
{
mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
}
}