mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 08:51:08 +00:00
- renamed 'common' to 'core'.
We'll need 'common' for something else.
This commit is contained in:
parent
736337979b
commit
e2f5e8fe34
280 changed files with 187 additions and 187 deletions
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@ -1,235 +0,0 @@
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/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
|
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** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
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||||
** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "gl_load/gl_system.h"
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#include "m_png.h"
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#include "gl/system/gl_buffers.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gamecvars.h"
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#include "gl/system/gl_debug.h"
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//#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "r_videoscale.h"
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#include "v_video.h"
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extern bool vid_hdr_active;
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CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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namespace OpenGLRenderer
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{
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void FGLRenderer::RenderScreenQuad()
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{
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auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
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buffer->Bind(nullptr);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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mBuffers->BindCurrentFB();
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if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene(float m5)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
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}
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
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}
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void FGLRenderer::ClearTonemapPalette()
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{
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hw_postprocess.tonemap.ClearTonemapPalette();
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}
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//-----------------------------------------------------------------------------
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//
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// Copies the rendered screen to its final destination
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Flush()
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{
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CopyToBackbuffer(nullptr, true);
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}
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//-----------------------------------------------------------------------------
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//
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// Gamma correct while copying to frame buffer
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
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{
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screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
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GLPPRenderState renderstate(mBuffers);
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FGLDebug::PushGroup("CopyToBackbuffer");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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mBuffers->BindOutputFB();
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IntRect box;
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if (bounds)
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{
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box = *bounds;
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}
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else
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{
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ClearBorders();
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box = screen->mOutputLetterbox;
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}
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mBuffers->BindCurrentTexture(0);
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DrawPresentTexture(box, applyGamma);
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FGLDebug::PopGroup();
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}
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void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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{
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glViewport(box.left, box.top, box.width, box.height);
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mBuffers->BindDitherTexture(1);
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glActiveTexture(GL_TEXTURE0);
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if (ViewportLinearScale())
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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mPresentShader->Bind();
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->Uniforms->InvGamma = 1.0f;
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mPresentShader->Uniforms->Contrast = 1.0f;
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mPresentShader->Uniforms->Brightness = 0.0f;
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mPresentShader->Uniforms->Saturation = 1.0f;
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}
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else
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{
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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if (vid_hdr_active && framebuffer->IsFullscreen())
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{
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// Full screen exclusive mode treats a rgba16f frame buffer as linear.
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// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
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mPresentShader->Uniforms->HdrMode = 1;
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mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
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}
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else
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{
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mPresentShader->Uniforms->HdrMode = 0;
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mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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}
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms->Offset = { 0.0f, 0.0f };
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mPresentShader->Uniforms.SetData();
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static_cast<GLDataBuffer*>(mPresentShader->Uniforms.GetBuffer())->BindBase();
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RenderScreenQuad();
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}
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//-----------------------------------------------------------------------------
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//
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// Fills the black bars around the screen letterbox
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ClearBorders()
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{
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const auto &box = screen->mOutputLetterbox;
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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return;
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (box.top > 0)
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{
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glScissor(0, 0, clientWidth, box.top);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientHeight - box.top - box.height > 0)
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{
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glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (box.left > 0)
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{
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glScissor(0, box.top, box.left, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - box.left - box.width > 0)
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{
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glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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}
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@ -1,134 +0,0 @@
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/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
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||||
** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
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||||
** 2. Altered source versions must be plainly marked as such, and must not be
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||||
** misrepresented as being the original software.
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||||
** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "templates.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "gl/renderer/gl_postprocessstate.h"
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namespace OpenGLRenderer
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{
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//-----------------------------------------------------------------------------
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//
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// Saves state modified by post processing shaders
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//
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//-----------------------------------------------------------------------------
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FGLPostProcessState::FGLPostProcessState()
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{
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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SaveTextureBindings(1);
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetBooleanv(GL_DEPTH_TEST, &depthEnabled);
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glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
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glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
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glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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}
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void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
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{
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while (textureBinding.Size() < numUnits)
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{
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unsigned int i = textureBinding.Size();
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GLint texture;
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
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glBindTexture(GL_TEXTURE_2D, 0);
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textureBinding.Push(texture);
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GLint sampler;
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glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
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glBindSampler(i, 0);
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samplerBinding.Push(sampler);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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//-----------------------------------------------------------------------------
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//
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// Restores state at the end of post processing
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//
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//-----------------------------------------------------------------------------
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FGLPostProcessState::~FGLPostProcessState()
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{
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if (blendEnabled)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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|
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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else
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glDisable(GL_SCISSOR_TEST);
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|
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if (depthEnabled)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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|
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if (multisampleEnabled)
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glEnable(GL_MULTISAMPLE);
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else
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glDisable(GL_MULTISAMPLE);
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glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
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glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
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glUseProgram(currentProgram);
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// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
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for (unsigned int i = 0; i < textureBinding.Size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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for (unsigned int i = 0; i < samplerBinding.Size(); i++)
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{
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glBindSampler(i, samplerBinding[i]);
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}
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|
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for (unsigned int i = 0; i < textureBinding.Size(); i++)
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{
|
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
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}
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glActiveTexture(activeTex);
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}
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|
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}
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@ -1,41 +0,0 @@
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#ifndef __GL_POSTPROCESSSTATE_H
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#define __GL_POSTPROCESSSTATE_H
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#include <string.h>
|
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#include "gl_load/gl_interface.h"
|
||||
#include "matrix.h"
|
||||
#include "c_cvars.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
class FGLPostProcessState
|
||||
{
|
||||
public:
|
||||
FGLPostProcessState();
|
||||
~FGLPostProcessState();
|
||||
|
||||
void SaveTextureBindings(unsigned int numUnits);
|
||||
|
||||
private:
|
||||
FGLPostProcessState(const FGLPostProcessState &) = delete;
|
||||
FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
|
||||
|
||||
GLint activeTex;
|
||||
TArray<GLint> textureBinding;
|
||||
TArray<GLint> samplerBinding;
|
||||
GLboolean blendEnabled;
|
||||
GLboolean scissorEnabled;
|
||||
GLboolean depthEnabled;
|
||||
GLboolean multisampleEnabled;
|
||||
GLint currentProgram;
|
||||
GLint blendEquationRgb;
|
||||
GLint blendEquationAlpha;
|
||||
GLint blendSrcRgb;
|
||||
GLint blendSrcAlpha;
|
||||
GLint blendDestRgb;
|
||||
GLint blendDestAlpha;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -1,929 +0,0 @@
|
|||
/*
|
||||
** Postprocessing framework
|
||||
** Copyright (c) 2016-2020 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "gl_load/gl_system.h"
|
||||
#include "v_video.h"
|
||||
#include "printf.h"
|
||||
#include "gl_load/gl_interface.h"
|
||||
#include "gamecvars.h"
|
||||
#include "gl/system/gl_debug.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "gl/renderer/gl_postprocessstate.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "gl/system/gl_buffers.h"
|
||||
#include <random>
|
||||
|
||||
EXTERN_CVAR(Int, gl_debug_level)
|
||||
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Initialize render buffers and textures used in rendering passes
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FGLRenderBuffers::FGLRenderBuffers(int ms)
|
||||
{
|
||||
gl_multisample = ms;
|
||||
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Free render buffer resources
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FGLRenderBuffers::~FGLRenderBuffers()
|
||||
{
|
||||
ClearScene();
|
||||
ClearPipeline();
|
||||
ClearEyeBuffers();
|
||||
DeleteTexture(mDitherTexture);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::ClearScene()
|
||||
{
|
||||
DeleteFrameBuffer(mSceneFB);
|
||||
DeleteFrameBuffer(mSceneDataFB);
|
||||
DeleteRenderBuffer(mSceneMultisampleBuf);
|
||||
DeleteRenderBuffer(mSceneFogBuf);
|
||||
DeleteRenderBuffer(mSceneNormalBuf);
|
||||
DeleteRenderBuffer(mSceneDepthStencilBuf);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::ClearPipeline()
|
||||
{
|
||||
for (int i = 0; i < NumPipelineTextures; i++)
|
||||
{
|
||||
DeleteFrameBuffer(mPipelineFB[i]);
|
||||
DeleteTexture(mPipelineTexture[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::ClearEyeBuffers()
|
||||
{
|
||||
for (auto handle : mEyeFBs)
|
||||
DeleteFrameBuffer(handle);
|
||||
|
||||
for (auto handle : mEyeTextures)
|
||||
DeleteTexture(handle);
|
||||
|
||||
mEyeTextures.Clear();
|
||||
mEyeFBs.Clear();
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteTexture(PPGLTexture &tex)
|
||||
{
|
||||
if (tex.handle != 0)
|
||||
glDeleteTextures(1, &tex.handle);
|
||||
tex.handle = 0;
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer &buf)
|
||||
{
|
||||
if (buf.handle != 0)
|
||||
glDeleteRenderbuffers(1, &buf.handle);
|
||||
buf.handle = 0;
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer &fb)
|
||||
{
|
||||
if (fb.handle != 0)
|
||||
glDeleteFramebuffers(1, &fb.handle);
|
||||
fb.handle = 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes sure all render buffers have sizes suitable for rending at the
|
||||
// specified resolution
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
|
||||
{
|
||||
if (width <= 0 || height <= 0)
|
||||
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
|
||||
|
||||
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
|
||||
bool needsSceneTextures = (gl_ssao != 0);
|
||||
|
||||
GLint activeTex;
|
||||
GLint textureBinding;
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
|
||||
|
||||
if (width != mWidth || height != mHeight)
|
||||
CreatePipeline(width, height);
|
||||
|
||||
if (width != mWidth || height != mHeight || mSamples != samples)
|
||||
CreateScene(width, height, samples, needsSceneTextures);
|
||||
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
mSamples = samples;
|
||||
mSceneWidth = sceneWidth;
|
||||
mSceneHeight = sceneHeight;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
||||
glActiveTexture(activeTex);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
if (FailedCreate)
|
||||
{
|
||||
ClearScene();
|
||||
ClearPipeline();
|
||||
ClearEyeBuffers();
|
||||
mWidth = 0;
|
||||
mHeight = 0;
|
||||
mSamples = 0;
|
||||
mSceneWidth = 0;
|
||||
mSceneHeight = 0;
|
||||
I_FatalError("Unable to create render buffers.");
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the scene buffers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
|
||||
{
|
||||
ClearScene();
|
||||
|
||||
if (samples > 1)
|
||||
{
|
||||
if (needsSceneTextures)
|
||||
{
|
||||
mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
|
||||
mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
|
||||
mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
|
||||
mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
|
||||
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (needsSceneTextures)
|
||||
{
|
||||
mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height);
|
||||
mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the buffers needed for post processing steps
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::CreatePipeline(int width, int height)
|
||||
{
|
||||
ClearPipeline();
|
||||
ClearEyeBuffers();
|
||||
|
||||
for (int i = 0; i < NumPipelineTextures; i++)
|
||||
{
|
||||
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
|
||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates eye buffers if needed
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::CreateEyeBuffers(int eye)
|
||||
{
|
||||
if (mEyeFBs.Size() > unsigned(eye))
|
||||
return;
|
||||
|
||||
GLint activeTex, textureBinding, frameBufferBinding;
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
|
||||
|
||||
while (mEyeFBs.Size() <= unsigned(eye))
|
||||
{
|
||||
PPGLTexture texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
|
||||
mEyeTextures.Push(texture);
|
||||
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
||||
glActiveTexture(activeTex);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates a 2D texture defaulting to linear filtering and clamp to edge
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PPGLTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
|
||||
{
|
||||
PPGLTexture tex;
|
||||
tex.Width = width;
|
||||
tex.Height = height;
|
||||
glGenTextures(1, &tex.handle);
|
||||
glBindTexture(GL_TEXTURE_2D, tex.handle);
|
||||
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
|
||||
|
||||
GLenum dataformat = 0, datatype = 0;
|
||||
switch (format)
|
||||
{
|
||||
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
|
||||
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
|
||||
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
|
||||
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
|
||||
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
|
||||
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
|
||||
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
|
||||
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
|
||||
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
|
||||
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
|
||||
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
|
||||
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
|
||||
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
|
||||
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
|
||||
}
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
return tex;
|
||||
}
|
||||
|
||||
PPGLTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
|
||||
{
|
||||
PPGLTexture tex;
|
||||
tex.Width = width;
|
||||
tex.Height = height;
|
||||
glGenTextures(1, &tex.handle);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle);
|
||||
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
return tex;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates a render buffer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
|
||||
{
|
||||
PPGLRenderBuffer buf;
|
||||
glGenRenderbuffers(1, &buf.handle);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
|
||||
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
|
||||
return buf;
|
||||
}
|
||||
|
||||
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
|
||||
{
|
||||
if (samples <= 1)
|
||||
return CreateRenderBuffer(name, format, width, height);
|
||||
|
||||
PPGLRenderBuffer buf;
|
||||
glGenRenderbuffers(1, &buf.handle);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
|
||||
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
|
||||
return buf;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates a frame buffer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer)
|
||||
{
|
||||
PPGLFrameBuffer fb;
|
||||
glGenFramebuffers(1, &fb.handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(false, false);
|
||||
return fb;
|
||||
}
|
||||
|
||||
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil)
|
||||
{
|
||||
PPGLFrameBuffer fb;
|
||||
glGenFramebuffers(1, &fb.handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return fb;
|
||||
}
|
||||
|
||||
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil)
|
||||
{
|
||||
PPGLFrameBuffer fb;
|
||||
glGenFramebuffers(1, &fb.handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return fb;
|
||||
}
|
||||
|
||||
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample)
|
||||
{
|
||||
PPGLFrameBuffer fb;
|
||||
glGenFramebuffers(1, &fb.handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
|
||||
if (multisample)
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
|
||||
if (colorbuffer1.handle != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
|
||||
if (colorbuffer2.handle != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
|
||||
if (colorbuffer1.handle != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
|
||||
if (colorbuffer2.handle != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
|
||||
}
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return fb;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Verifies that the frame buffer setup is valid
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool FGLRenderBuffers::CheckFrameBufferCompleteness()
|
||||
{
|
||||
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (result == GL_FRAMEBUFFER_COMPLETE)
|
||||
return true;
|
||||
|
||||
bool FailedCreate = true;
|
||||
|
||||
if (gl_debug_level > 0)
|
||||
{
|
||||
FString error = "glCheckFramebufferStatus failed: ";
|
||||
switch (result)
|
||||
{
|
||||
default: error.AppendFormat("error code %d", (int)result); break;
|
||||
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
|
||||
}
|
||||
Printf("%s\n", error.GetChars());
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Clear frame buffer to make sure it never contains uninitialized data
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
|
||||
{
|
||||
GLboolean scissorEnabled;
|
||||
GLint stencilValue;
|
||||
GLdouble depthValue;
|
||||
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
|
||||
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
|
||||
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
glClearDepth(0.0);
|
||||
glClearStencil(0);
|
||||
GLenum flags = GL_COLOR_BUFFER_BIT;
|
||||
if (stencil)
|
||||
flags |= GL_STENCIL_BUFFER_BIT;
|
||||
if (depth)
|
||||
flags |= GL_DEPTH_BUFFER_BIT;
|
||||
glClear(flags);
|
||||
glClearStencil(stencilValue);
|
||||
glClearDepth(depthValue);
|
||||
if (scissorEnabled)
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Resolves the multisample frame buffer by copying it to the first pipeline texture
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BlitSceneToTexture()
|
||||
{
|
||||
mCurrentPipelineTexture = 0;
|
||||
|
||||
if (mSamples <= 1)
|
||||
return;
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB.handle);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||
{
|
||||
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
||||
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Eye textures and their frame buffers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BlitToEyeTexture(int eye, bool allowInvalidate)
|
||||
{
|
||||
CreateEyeBuffers(eye);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
|
||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0 && allowInvalidate)
|
||||
{
|
||||
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
||||
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::BlitFromEyeTexture(int eye)
|
||||
{
|
||||
if (mEyeFBs.Size() <= unsigned(eye)) return;
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle);
|
||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||
{
|
||||
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
||||
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
|
||||
{
|
||||
CreateEyeBuffers(eye);
|
||||
glActiveTexture(GL_TEXTURE0 + texunit);
|
||||
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye].handle);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::BindDitherTexture(int texunit)
|
||||
{
|
||||
if (!mDitherTexture)
|
||||
{
|
||||
static const float data[64] =
|
||||
{
|
||||
.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
|
||||
.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
|
||||
.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
|
||||
.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
|
||||
.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
|
||||
.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
|
||||
.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
|
||||
.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
|
||||
};
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + texunit);
|
||||
mDitherTexture = Create2DTexture("DitherTexture", GL_R32F, 8, 8, data);
|
||||
}
|
||||
mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneFB(bool sceneData)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB.handle : mSceneFB.handle);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the scene color texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneColorTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisampleTex.handle);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0].handle);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the scene fog data texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneFogTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFogTex.handle);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneFogTex.handle);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the scene normal data texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneNormalTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormalTex.handle);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneNormalTex.handle);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the depth texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencilTex.handle);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencilTex.handle);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the current scene/effect/hud texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
|
||||
{
|
||||
mPipelineTexture[mCurrentPipelineTexture].Bind(index, filter, wrap);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the frame buffer for the current texture active
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindCurrentFB()
|
||||
{
|
||||
mPipelineFB[mCurrentPipelineTexture].Bind();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the frame buffer for the next texture active
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindNextFB()
|
||||
{
|
||||
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
|
||||
mPipelineFB[out].Bind();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Next pipeline texture now contains the output
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::NextTexture()
|
||||
{
|
||||
mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the screen frame buffer active
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindOutputFB()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns true if render buffers are supported and should be used
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool FGLRenderBuffers::FailedCreate = false;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates or updates textures used by postprocess effects
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PPGLTextureBackend *GLPPRenderState::GetGLTexture(PPTexture *texture)
|
||||
{
|
||||
if (!texture->Backend)
|
||||
{
|
||||
FGLPostProcessState savedState;
|
||||
|
||||
auto backend = std::make_unique<PPGLTextureBackend>();
|
||||
|
||||
int glformat;
|
||||
switch (texture->Format)
|
||||
{
|
||||
default:
|
||||
case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
|
||||
case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
|
||||
case PixelFormat::R32f: glformat = GL_R32F; break;
|
||||
case PixelFormat::Rg16f: glformat = GL_RG16F; break;
|
||||
case PixelFormat::Rgba16_snorm: glformat = GL_RGBA16_SNORM; break;
|
||||
}
|
||||
|
||||
if (texture->Data)
|
||||
backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height, texture->Data.get());
|
||||
else
|
||||
backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height);
|
||||
|
||||
texture->Backend = std::move(backend);
|
||||
}
|
||||
return static_cast<PPGLTextureBackend*>(texture->Backend.get());
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Compile the shaders declared by post process effects
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FShaderProgram *GLPPRenderState::GetGLShader(PPShader *shader)
|
||||
{
|
||||
if (!shader->Backend)
|
||||
{
|
||||
auto glshader = std::make_unique<FShaderProgram>();
|
||||
|
||||
FString prolog;
|
||||
if (!shader->Uniforms.empty())
|
||||
prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, POSTPROCESS_BINDINGPOINT);
|
||||
prolog += shader->Defines;
|
||||
|
||||
glshader->Compile(FShaderProgram::Vertex, shader->VertexShader, "", shader->Version);
|
||||
glshader->Compile(FShaderProgram::Fragment, shader->FragmentShader, prolog, shader->Version);
|
||||
glshader->Link(shader->FragmentShader.GetChars());
|
||||
if (!shader->Uniforms.empty())
|
||||
glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
|
||||
|
||||
shader->Backend = std::move(glshader);
|
||||
}
|
||||
return static_cast<FShaderProgram*>(shader->Backend.get());
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Renders one post process effect
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLPPRenderState::Draw()
|
||||
{
|
||||
FGLPostProcessState savedState;
|
||||
|
||||
// Bind input textures
|
||||
for (unsigned int index = 0; index < Textures.Size(); index++)
|
||||
{
|
||||
savedState.SaveTextureBindings(index + 1);
|
||||
|
||||
const PPTextureInput &input = Textures[index];
|
||||
int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
|
||||
int wrap = (input.Wrap == PPWrapMode::Clamp) ? GL_CLAMP_TO_EDGE : GL_REPEAT;
|
||||
|
||||
switch (input.Type)
|
||||
{
|
||||
default:
|
||||
case PPTextureType::CurrentPipelineTexture:
|
||||
buffers->BindCurrentTexture(index, filter, wrap);
|
||||
break;
|
||||
|
||||
case PPTextureType::NextPipelineTexture:
|
||||
I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
|
||||
break;
|
||||
|
||||
case PPTextureType::PPTexture:
|
||||
GetGLTexture(input.Texture)->Tex.Bind(index, filter, wrap);
|
||||
break;
|
||||
|
||||
case PPTextureType::SceneColor:
|
||||
buffers->BindSceneColorTexture(index);
|
||||
break;
|
||||
|
||||
case PPTextureType::SceneFog:
|
||||
buffers->BindSceneFogTexture(index);
|
||||
break;
|
||||
|
||||
case PPTextureType::SceneNormal:
|
||||
buffers->BindSceneNormalTexture(index);
|
||||
break;
|
||||
|
||||
case PPTextureType::SceneDepth:
|
||||
buffers->BindSceneDepthTexture(index);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Set render target
|
||||
switch (Output.Type)
|
||||
{
|
||||
default:
|
||||
I_FatalError("Unsupported postprocess output type\n");
|
||||
break;
|
||||
|
||||
case PPTextureType::CurrentPipelineTexture:
|
||||
buffers->BindCurrentFB();
|
||||
break;
|
||||
|
||||
case PPTextureType::NextPipelineTexture:
|
||||
buffers->BindNextFB();
|
||||
break;
|
||||
|
||||
case PPTextureType::PPTexture:
|
||||
if (GetGLTexture(Output.Texture)->FB)
|
||||
GetGLTexture(Output.Texture)->FB.Bind();
|
||||
else
|
||||
GetGLTexture(Output.Texture)->FB = buffers->CreateFrameBuffer("PPTextureFB"/*Output.Texture.GetChars()*/, GetGLTexture(Output.Texture)->Tex);
|
||||
break;
|
||||
|
||||
case PPTextureType::SceneColor:
|
||||
buffers->BindSceneFB(false);
|
||||
break;
|
||||
}
|
||||
|
||||
// Set blend mode
|
||||
if (BlendMode.BlendOp == STYLEOP_Add && BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_Zero && BlendMode.Flags == 0)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
else
|
||||
{
|
||||
// To do: support all the modes
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
if (BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_One)
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
else
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
glViewport(Viewport.left, Viewport.top, Viewport.width, Viewport.height);
|
||||
|
||||
auto shader = GetGLShader(Shader);
|
||||
|
||||
// Set uniforms
|
||||
if (Uniforms.Data.Size() > 0)
|
||||
{
|
||||
if (!shader->Uniforms)
|
||||
shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false, false));
|
||||
shader->Uniforms->SetData(Uniforms.Data.Size(), Uniforms.Data.Data());
|
||||
static_cast<GLDataBuffer*>(shader->Uniforms.get())->BindBase();
|
||||
}
|
||||
|
||||
// Set shader
|
||||
shader->Bind();
|
||||
|
||||
// Draw the screen quad
|
||||
GLRenderer->RenderScreenQuad();
|
||||
|
||||
// Advance to next PP texture if our output was sent there
|
||||
if (Output.Type == PPTextureType::NextPipelineTexture)
|
||||
buffers->NextTexture();
|
||||
|
||||
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
||||
}
|
||||
|
||||
void GLPPRenderState::PushGroup(const FString &name)
|
||||
{
|
||||
FGLDebug::PushGroup(name.GetChars());
|
||||
}
|
||||
|
||||
void GLPPRenderState::PopGroup()
|
||||
{
|
||||
FGLDebug::PopGroup();
|
||||
}
|
||||
|
||||
|
||||
// Store the current stereo 3D eye buffer, and Load the next one
|
||||
|
||||
int FGLRenderBuffers::NextEye(int eyeCount)
|
||||
{
|
||||
int nextEye = (mCurrentEye + 1) % eyeCount;
|
||||
if (nextEye == mCurrentEye) return mCurrentEye;
|
||||
BlitToEyeTexture(mCurrentEye);
|
||||
mCurrentEye = nextEye;
|
||||
BlitFromEyeTexture(mCurrentEye);
|
||||
return mCurrentEye;
|
||||
}
|
||||
|
||||
} // namespace OpenGLRenderer
|
|
@ -1,206 +0,0 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "hwrenderer/postprocessing/hw_postprocess.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
class FGLRenderBuffers;
|
||||
|
||||
class PPGLTexture
|
||||
{
|
||||
public:
|
||||
void Bind(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
glBindTexture(GL_TEXTURE_2D, handle);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
|
||||
}
|
||||
|
||||
int Width = -1;
|
||||
int Height = -1;
|
||||
|
||||
explicit operator bool() const { return handle != 0; }
|
||||
|
||||
private:
|
||||
GLuint handle = 0;
|
||||
|
||||
friend class FGLRenderBuffers;
|
||||
friend class PPGLTextureBackend;
|
||||
};
|
||||
|
||||
class PPGLFrameBuffer
|
||||
{
|
||||
public:
|
||||
void Bind()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
}
|
||||
|
||||
explicit operator bool() const { return handle != 0; }
|
||||
|
||||
private:
|
||||
GLuint handle = 0;
|
||||
|
||||
friend class FGLRenderBuffers;
|
||||
friend class PPGLTextureBackend;
|
||||
};
|
||||
|
||||
class PPGLRenderBuffer
|
||||
{
|
||||
private:
|
||||
GLuint handle = 0;
|
||||
|
||||
explicit operator bool() const { return handle != 0; }
|
||||
|
||||
friend class FGLRenderBuffers;
|
||||
};
|
||||
|
||||
class PPGLTextureBackend : public PPTextureBackend
|
||||
{
|
||||
public:
|
||||
~PPGLTextureBackend()
|
||||
{
|
||||
if (Tex.handle != 0)
|
||||
{
|
||||
glDeleteTextures(1, &Tex.handle);
|
||||
Tex.handle = 0;
|
||||
}
|
||||
if (FB.handle != 0)
|
||||
{
|
||||
glDeleteFramebuffers(1, &FB.handle);
|
||||
FB.handle = 0;
|
||||
}
|
||||
}
|
||||
|
||||
PPGLTexture Tex;
|
||||
PPGLFrameBuffer FB;
|
||||
};
|
||||
|
||||
class FShaderProgram;
|
||||
|
||||
class GLPPRenderState : public PPRenderState
|
||||
{
|
||||
public:
|
||||
GLPPRenderState(FGLRenderBuffers *buffers) : buffers(buffers) { }
|
||||
|
||||
void PushGroup(const FString &name) override;
|
||||
void PopGroup() override;
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
PPGLTextureBackend *GetGLTexture(PPTexture *texture);
|
||||
FShaderProgram *GetGLShader(PPShader *shader);
|
||||
|
||||
FGLRenderBuffers *buffers;
|
||||
};
|
||||
|
||||
class FGLRenderBuffers
|
||||
{
|
||||
int gl_multisample = 0; // intentionally overload the global CVAR
|
||||
public:
|
||||
FGLRenderBuffers(int ms);
|
||||
~FGLRenderBuffers();
|
||||
|
||||
void Setup(int width, int height, int sceneWidth, int sceneHeight);
|
||||
|
||||
void BindSceneFB(bool sceneData);
|
||||
void BindSceneColorTexture(int index);
|
||||
void BindSceneFogTexture(int index);
|
||||
void BindSceneNormalTexture(int index);
|
||||
void BindSceneDepthTexture(int index);
|
||||
void BlitSceneToTexture();
|
||||
|
||||
void BindCurrentTexture(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE);
|
||||
void BindCurrentFB();
|
||||
void BindNextFB();
|
||||
void NextTexture();
|
||||
|
||||
PPGLFrameBuffer GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
|
||||
|
||||
void BindOutputFB();
|
||||
|
||||
void BlitToEyeTexture(int eye, bool allowInvalidate=true);
|
||||
void BlitFromEyeTexture(int eye);
|
||||
void BindEyeTexture(int eye, int texunit);
|
||||
int NextEye(int eyeCount);
|
||||
int & CurrentEye() { return mCurrentEye; }
|
||||
|
||||
void BindDitherTexture(int texunit);
|
||||
|
||||
int GetWidth() const { return mWidth; }
|
||||
int GetHeight() const { return mHeight; }
|
||||
|
||||
int GetSceneWidth() const { return mSceneWidth; }
|
||||
int GetSceneHeight() const { return mSceneHeight; }
|
||||
|
||||
private:
|
||||
void ClearScene();
|
||||
void ClearPipeline();
|
||||
void ClearEyeBuffers();
|
||||
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
|
||||
void CreatePipeline(int width, int height);
|
||||
void CreateEyeBuffers(int eye);
|
||||
|
||||
PPGLTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
|
||||
PPGLTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
|
||||
PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height);
|
||||
PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
|
||||
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer);
|
||||
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil);
|
||||
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil);
|
||||
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
void DeleteTexture(PPGLTexture &handle);
|
||||
void DeleteRenderBuffer(PPGLRenderBuffer &handle);
|
||||
void DeleteFrameBuffer(PPGLFrameBuffer &handle);
|
||||
|
||||
int mWidth = 0;
|
||||
int mHeight = 0;
|
||||
int mSamples = 0;
|
||||
int mMaxSamples = 0;
|
||||
int mSceneWidth = 0;
|
||||
int mSceneHeight = 0;
|
||||
|
||||
static const int NumPipelineTextures = 2;
|
||||
int mCurrentPipelineTexture = 0;
|
||||
|
||||
// Buffers for the scene
|
||||
PPGLTexture mSceneMultisampleTex;
|
||||
PPGLTexture mSceneDepthStencilTex;
|
||||
PPGLTexture mSceneFogTex;
|
||||
PPGLTexture mSceneNormalTex;
|
||||
PPGLRenderBuffer mSceneMultisampleBuf;
|
||||
PPGLRenderBuffer mSceneDepthStencilBuf;
|
||||
PPGLRenderBuffer mSceneFogBuf;
|
||||
PPGLRenderBuffer mSceneNormalBuf;
|
||||
PPGLFrameBuffer mSceneFB;
|
||||
PPGLFrameBuffer mSceneDataFB;
|
||||
|
||||
// Effect/HUD buffers
|
||||
PPGLTexture mPipelineTexture[NumPipelineTextures];
|
||||
PPGLFrameBuffer mPipelineFB[NumPipelineTextures];
|
||||
|
||||
// Eye buffers
|
||||
TArray<PPGLTexture> mEyeTextures;
|
||||
TArray<PPGLFrameBuffer> mEyeFBs;
|
||||
int mCurrentEye = 0;
|
||||
|
||||
// Shadow map texture
|
||||
PPGLTexture mShadowMapTexture;
|
||||
PPGLFrameBuffer mShadowMapFB;
|
||||
//int mCurrentShadowMapSize = 0;
|
||||
|
||||
PPGLTexture mDitherTexture;
|
||||
|
||||
static bool FailedCreate;
|
||||
|
||||
friend class GLPPRenderState;
|
||||
};
|
||||
|
||||
}
|
|
@ -1,263 +0,0 @@
|
|||
/*
|
||||
** 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 "gl_load/gl_system.h"
|
||||
#include "files.h"
|
||||
#include "v_video.h"
|
||||
#include "m_png.h"
|
||||
#include "filesystem.h"
|
||||
#include "i_time.h"
|
||||
#include "cmdlib.h"
|
||||
#include "m_png.h"
|
||||
//#include "swrenderer/r_swscene.h"
|
||||
//#include "hwrenderer/utility/hw_clock.h"
|
||||
|
||||
#include "gl_load/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gamecvars.h"
|
||||
#include "gl/system/gl_debug.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
//#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
//#include "hwrenderer/data/flatvertices.h"
|
||||
//#include "gl/textures/gl_samplers.h"
|
||||
//#include "hwrenderer/dynlights/hw_lightbuffer.h"
|
||||
//#include "hwrenderer/data/hw_viewpointbuffer.h"
|
||||
#include "r_videoscale.h"
|
||||
//#include "r_data/models/models.h"
|
||||
#include "gl/renderer/gl_postprocessstate.h"
|
||||
#include "gl/system/gl_buffers.h"
|
||||
#include "../glbackend/gl_hwtexture.h"
|
||||
#include "build.h"
|
||||
|
||||
EXTERN_CVAR(Int, screenblocks)
|
||||
EXTERN_CVAR(Bool, cl_capfps)
|
||||
|
||||
extern bool NoInterpolateView;
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Renderer interface
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Initialize
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
|
||||
{
|
||||
framebuffer = fb;
|
||||
}
|
||||
|
||||
void FGLRenderer::Initialize(int width, int height)
|
||||
{
|
||||
mScreenBuffers = new FGLRenderBuffers(gl_multisample);
|
||||
mSaveBuffers = new FGLRenderBuffers(0);
|
||||
mBuffers = mScreenBuffers;
|
||||
mPresentShader = new FPresentShader();
|
||||
mPresent3dCheckerShader = new FPresent3DCheckerShader();
|
||||
mPresent3dColumnShader = new FPresent3DColumnShader();
|
||||
mPresent3dRowShader = new FPresent3DRowShader();
|
||||
|
||||
//glGenQueries(1, &PortalQueryObject);
|
||||
|
||||
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
|
||||
glGenVertexArrays(1, &mVAOID);
|
||||
glBindVertexArray(mVAOID);
|
||||
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
|
||||
|
||||
mFBID = 0;
|
||||
mOldFBID = 0;
|
||||
|
||||
//mShaderManager = new FShaderManager;
|
||||
//mSamplerManager = new FSamplerManager;
|
||||
}
|
||||
|
||||
FGLRenderer::~FGLRenderer()
|
||||
{
|
||||
//FlushModels();
|
||||
//TexMan.FlushAll();
|
||||
//if (mShaderManager != nullptr) delete mShaderManager;
|
||||
//if (mSamplerManager != nullptr) delete mSamplerManager;
|
||||
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
|
||||
if (mVAOID != 0)
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &mVAOID);
|
||||
}
|
||||
//if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
|
||||
|
||||
//if (swdrawer) delete swdrawer;
|
||||
if (mBuffers) delete mBuffers;
|
||||
if (mSaveBuffers) delete mSaveBuffers;
|
||||
if (mPresentShader) delete mPresentShader;
|
||||
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
|
||||
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
|
||||
if (mPresent3dRowShader) delete mPresent3dRowShader;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FGLRenderer::StartOffscreen()
|
||||
{
|
||||
bool firstBind = (mFBID == 0);
|
||||
if (mFBID == 0)
|
||||
glGenFramebuffers(1, &mFBID);
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
|
||||
if (firstBind)
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB");
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGLRenderer::EndOffscreen()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGLRenderer::BindToFrameBuffer(FTexture *mat)
|
||||
{
|
||||
auto pBaseLayer = mat->GetHardwareTexture(0);
|
||||
auto BaseLayer = pBaseLayer ? *pBaseLayer : nullptr;
|
||||
|
||||
if (BaseLayer == nullptr)
|
||||
{
|
||||
// must create the hardware texture first
|
||||
BaseLayer = new FHardwareTexture();
|
||||
BaseLayer->CreateTexture(mat->GetWidth()*4, mat->GetHeight()*4, FHardwareTexture::TrueColor, false);
|
||||
mat->SetHardwareTexture(0, BaseLayer);
|
||||
}
|
||||
BaseLayer->BindToFrameBuffer(mat->GetWidth()*4, mat->GetHeight()*4);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Render the view to a savegame picture
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGLRenderer::WriteSavePic ( FileWriter *file, int width, int height)
|
||||
{
|
||||
IntRect bounds;
|
||||
bounds.left = 0;
|
||||
bounds.top = 0;
|
||||
bounds.width = width;
|
||||
bounds.height = height;
|
||||
|
||||
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
||||
glFinish();
|
||||
|
||||
// Switch to render buffers dimensioned for the savepic
|
||||
mBuffers = mSaveBuffers;
|
||||
mBuffers->BindSceneFB(false);
|
||||
screen->SetViewportRects(&bounds);
|
||||
|
||||
|
||||
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);
|
||||
bool didit = gi->GenerateSavePic();
|
||||
|
||||
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.
|
||||
twodgen.Clear();
|
||||
twodpsp.Clear();
|
||||
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();
|
||||
|
||||
if (didit)
|
||||
{
|
||||
int numpixels = width * height;
|
||||
uint8_t* scr = (uint8_t*)Xmalloc(numpixels * 3);
|
||||
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
|
||||
M_CreatePNG(file, scr + ((height - 1) * width * 3), nullptr, SS_RGB, width, height, -width * 3, vid_gamma);
|
||||
M_FinishPNG(file);
|
||||
Xfree(scr);
|
||||
}
|
||||
|
||||
// Switch back the screen render buffers
|
||||
screen->SetViewportRects(nullptr);
|
||||
mBuffers = mScreenBuffers;
|
||||
bool useSSAO = (gl_ssao != 0);
|
||||
mBuffers->BindSceneFB(useSSAO);
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGLRenderer::BeginFrame()
|
||||
{
|
||||
mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
|
||||
mSaveBuffers->Setup(240, 180, 240, 180);
|
||||
}
|
||||
|
||||
}
|
|
@ -1,111 +0,0 @@
|
|||
#ifndef __GL_RENDERER_H
|
||||
#define __GL_RENDERER_H
|
||||
|
||||
#include "v_video.h"
|
||||
#include "vectors.h"
|
||||
#include "matrix.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include <functional>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4244)
|
||||
#endif
|
||||
|
||||
struct particle_t;
|
||||
class FCanvasTexture;
|
||||
class FFlatVertexBuffer;
|
||||
class FSkyVertexBuffer;
|
||||
class FShaderManager;
|
||||
class HWPortal;
|
||||
class FLightBuffer;
|
||||
class DPSprite;
|
||||
class FGLRenderBuffers;
|
||||
class FGL2DDrawer;
|
||||
class FHardwareTexture;
|
||||
class SWSceneDrawer;
|
||||
class HWViewpointBuffer;
|
||||
struct FRenderViewpoint;
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
class FSamplerManager;
|
||||
class OpenGLFrameBuffer;
|
||||
class FPresentShaderBase;
|
||||
class FPresentShader;
|
||||
class FPresent3DCheckerShader;
|
||||
class FPresent3DColumnShader;
|
||||
class FPresent3DRowShader;
|
||||
|
||||
class FGLRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
OpenGLFrameBuffer *framebuffer;
|
||||
int mMirrorCount = 0;
|
||||
int mPlaneMirrorCount = 0;
|
||||
//FShaderManager *mShaderManager = nullptr;
|
||||
//FSamplerManager *mSamplerManager = nullptr;
|
||||
unsigned int mFBID;
|
||||
unsigned int mVAOID;
|
||||
//unsigned int PortalQueryObject;
|
||||
unsigned int mStencilValue = 0;
|
||||
|
||||
int mOldFBID;
|
||||
|
||||
FGLRenderBuffers *mBuffers = nullptr;
|
||||
FGLRenderBuffers *mScreenBuffers = nullptr;
|
||||
FGLRenderBuffers *mSaveBuffers = nullptr;
|
||||
FPresentShader *mPresentShader = nullptr;
|
||||
FPresent3DCheckerShader *mPresent3dCheckerShader = nullptr;
|
||||
FPresent3DColumnShader *mPresent3dColumnShader = nullptr;
|
||||
FPresent3DRowShader *mPresent3dRowShader = nullptr;
|
||||
|
||||
//FRotator mAngles;
|
||||
|
||||
//SWSceneDrawer *swdrawer = nullptr;
|
||||
|
||||
FGLRenderer(OpenGLFrameBuffer *fb);
|
||||
~FGLRenderer() ;
|
||||
|
||||
void Initialize(int width, int height);
|
||||
|
||||
void ClearBorders();
|
||||
|
||||
void PresentStereo();
|
||||
void RenderScreenQuad();
|
||||
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
|
||||
void AmbientOccludeScene(float m5);
|
||||
void ClearTonemapPalette();
|
||||
void BlurScene(float gameinfobluramount);
|
||||
void CopyToBackbuffer(const IntRect *bounds, bool applyGamma);
|
||||
void DrawPresentTexture(const IntRect &box, bool applyGamma);
|
||||
void Flush();
|
||||
//void Draw2D(F2DDrawer *data);
|
||||
void WriteSavePic(FileWriter *file, int width, int height);
|
||||
void BeginFrame();
|
||||
|
||||
|
||||
bool StartOffscreen();
|
||||
void EndOffscreen();
|
||||
|
||||
void BindToFrameBuffer(FTexture* tex);
|
||||
|
||||
private:
|
||||
|
||||
void DrawScene(HWDrawInfo *di, int drawmode);
|
||||
|
||||
|
||||
};
|
||||
|
||||
struct TexFilter_s
|
||||
{
|
||||
int minfilter;
|
||||
int magfilter;
|
||||
bool mipmapping;
|
||||
} ;
|
||||
|
||||
|
||||
extern FGLRenderer *GLRenderer;
|
||||
|
||||
}
|
||||
#endif
|
|
@ -1,349 +0,0 @@
|
|||
/*
|
||||
** Postprocessing framework
|
||||
** Copyright (c) 2016-2020 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "gl_load/gl_system.h"
|
||||
#include "v_video.h"
|
||||
#include "gl_load/gl_interface.h"
|
||||
#include "gamecvars.h"
|
||||
#include "gl/system/gl_debug.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "hwrenderer/utility/hw_shaderpatcher.h"
|
||||
#include "filesystem.h"
|
||||
#include "printf.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
bool IsShaderCacheActive();
|
||||
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
|
||||
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
|
||||
|
||||
FShaderProgram::FShaderProgram()
|
||||
{
|
||||
for (int i = 0; i < NumShaderTypes; i++)
|
||||
mShaders[i] = 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Free shader program resources
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FShaderProgram::~FShaderProgram()
|
||||
{
|
||||
if (mProgram != 0)
|
||||
glDeleteProgram(mProgram);
|
||||
|
||||
for (int i = 0; i < NumShaderTypes; i++)
|
||||
{
|
||||
if (mShaders[i] != 0)
|
||||
glDeleteShader(mShaders[i]);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates an OpenGL shader object for the specified type of shader
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::CreateShader(ShaderType type)
|
||||
{
|
||||
GLenum gltype = 0;
|
||||
switch (type)
|
||||
{
|
||||
default:
|
||||
case Vertex: gltype = GL_VERTEX_SHADER; break;
|
||||
case Fragment: gltype = GL_FRAGMENT_SHADER; break;
|
||||
}
|
||||
mShaders[type] = glCreateShader(gltype);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Compiles a shader and attaches it the program object
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
int lump = fileSystem.FindFile(lumpName);
|
||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
|
||||
FString code = fileSystem.ReadFile(lump).GetString().GetChars();
|
||||
Compile(type, lumpName, code, defines, maxGlslVersion);
|
||||
}
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
mShaderNames[type] = name;
|
||||
mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
|
||||
}
|
||||
|
||||
void FShaderProgram::CompileShader(ShaderType type)
|
||||
{
|
||||
CreateShader(type);
|
||||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
|
||||
|
||||
const FString &patchedCode = mShaderSources[type];
|
||||
int lengths[1] = { (int)patchedCode.Len() };
|
||||
const char *sources[1] = { patchedCode.GetChars() };
|
||||
glShaderSource(handle, 1, sources, lengths);
|
||||
|
||||
glCompileShader(handle);
|
||||
|
||||
GLint status = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_FatalError("Compile Shader '%s':\n%s\n", mShaderNames[type].GetChars(), GetShaderInfoLog(handle).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mProgram == 0)
|
||||
mProgram = glCreateProgram();
|
||||
glAttachShader(mProgram, handle);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Links a program with the compiled shaders
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Link(const char *name)
|
||||
{
|
||||
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
|
||||
|
||||
uint32_t binaryFormat = 0;
|
||||
TArray<uint8_t> binary;
|
||||
#if 0
|
||||
if (IsShaderCacheActive())
|
||||
binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
|
||||
#endif
|
||||
bool loadedFromBinary = false;
|
||||
if (binary.Size() > 0 && glProgramBinary)
|
||||
{
|
||||
if (mProgram == 0)
|
||||
mProgram = glCreateProgram();
|
||||
glProgramBinary(mProgram, binaryFormat, binary.Data(), binary.Size());
|
||||
GLint status = 0;
|
||||
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
||||
loadedFromBinary = (status == GL_TRUE);
|
||||
}
|
||||
|
||||
if (!loadedFromBinary)
|
||||
{
|
||||
CompileShader(Vertex);
|
||||
CompileShader(Fragment);
|
||||
|
||||
glLinkProgram(mProgram);
|
||||
|
||||
GLint status = 0;
|
||||
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
|
||||
}
|
||||
#if 0
|
||||
else if (glProgramBinary && IsShaderCacheActive())
|
||||
{
|
||||
int binaryLength = 0;
|
||||
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
||||
binary.Resize(binaryLength);
|
||||
glGetProgramBinary(mProgram, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
|
||||
binary.Resize(binaryLength);
|
||||
SaveCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binary, binaryFormat);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// This is only for old OpenGL which didn't allow to set the binding from within the shader.
|
||||
if (screen->glslversion < 4.20)
|
||||
{
|
||||
glUseProgram(mProgram);
|
||||
for (auto &uni : samplerstobind)
|
||||
{
|
||||
auto index = glGetUniformLocation(mProgram, uni.first);
|
||||
if (index >= 0)
|
||||
{
|
||||
glUniform1i(index, uni.second);
|
||||
}
|
||||
}
|
||||
}
|
||||
samplerstobind.Clear();
|
||||
samplerstobind.ShrinkToFit();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Set uniform buffer location (only useful for GL 3.3)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::SetUniformBufferLocation(int index, const char *name)
|
||||
{
|
||||
if (screen->glslversion < 4.20)
|
||||
{
|
||||
GLuint uniformBlockIndex = glGetUniformBlockIndex(mProgram, name);
|
||||
if (uniformBlockIndex != GL_INVALID_INDEX)
|
||||
glUniformBlockBinding(mProgram, uniformBlockIndex, index);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the shader the active program
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Bind()
|
||||
{
|
||||
glUseProgram(mProgram);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns the shader info log (warnings and compile errors)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::GetShaderInfoLog(GLuint handle)
|
||||
{
|
||||
static char buffer[10000];
|
||||
GLsizei length = 0;
|
||||
buffer[0] = 0;
|
||||
glGetShaderInfoLog(handle, 10000, &length, buffer);
|
||||
return FString(buffer);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns the program info log (warnings and compile errors)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::GetProgramInfoLog(GLuint handle)
|
||||
{
|
||||
static char buffer[10000];
|
||||
GLsizei length = 0;
|
||||
buffer[0] = 0;
|
||||
glGetProgramInfoLog(handle, 10000, &length, buffer);
|
||||
return FString(buffer);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Patches a shader to be compatible with the version of OpenGL in use
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
FString patchedCode;
|
||||
|
||||
// If we have 4.2, always use it because it adds important new syntax.
|
||||
if (maxGlslVersion < 420 && gl.glslversion >= 4.2f) maxGlslVersion = 420;
|
||||
int shaderVersion = std::min((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
|
||||
patchedCode.AppendFormat("#version %d\n", shaderVersion);
|
||||
|
||||
// TODO: Find some way to add extension requirements to the patching
|
||||
//
|
||||
// #extension GL_ARB_uniform_buffer_object : require
|
||||
// #extension GL_ARB_shader_storage_buffer_object : require
|
||||
|
||||
if (defines)
|
||||
patchedCode << defines;
|
||||
|
||||
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
|
||||
patchedCode << "precision highp int;\n";
|
||||
patchedCode << "precision highp float;\n";
|
||||
|
||||
patchedCode << "#line 1\n";
|
||||
patchedCode << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
|
||||
|
||||
if (maxGlslVersion < 420)
|
||||
{
|
||||
// Here we must strip out all layout(binding) declarations for sampler uniforms and store them in 'samplerstobind' which can then be processed by the link function.
|
||||
patchedCode = RemoveSamplerBindings(patchedCode, samplerstobind);
|
||||
}
|
||||
|
||||
return patchedCode;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
|
||||
{
|
||||
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
|
||||
|
||||
mShader.reset(new FShaderProgram());
|
||||
mShader->Compile(FShaderProgram::Vertex, "engine/shaders/pp/screenquad.vp", prolog, 330);
|
||||
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
|
||||
mShader->Link(program_name);
|
||||
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
||||
Uniforms.Init();
|
||||
}
|
||||
|
||||
void FPresentShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
Init("engine/shaders/pp/present.fp", "engine/shaders/pp/present");
|
||||
}
|
||||
mShader->Bind();
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void FPresent3DCheckerShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
Init("engine/shaders/pp/present_checker3d.fp", "engine/shaders/pp/presentChecker3d");
|
||||
}
|
||||
mShader->Bind();
|
||||
}
|
||||
|
||||
void FPresent3DColumnShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
Init("engine/shaders/pp/present_column3d.fp", "engine/shaders/pp/presentColumn3d");
|
||||
}
|
||||
mShader->Bind();
|
||||
}
|
||||
|
||||
void FPresent3DRowShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
Init("engine/shaders/pp/present_row3d.fp", "engine/shaders/pp/presentRow3d");
|
||||
}
|
||||
mShader->Bind();
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -1,93 +0,0 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "gl_load/gl_system.h"
|
||||
//#include "gl_shader.h"
|
||||
#include "hwrenderer/postprocessing/hw_postprocess.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
class FShaderProgram : public PPShaderBackend
|
||||
{
|
||||
public:
|
||||
FShaderProgram();
|
||||
~FShaderProgram();
|
||||
|
||||
enum ShaderType
|
||||
{
|
||||
Vertex,
|
||||
Fragment,
|
||||
NumShaderTypes
|
||||
};
|
||||
|
||||
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
|
||||
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
|
||||
void Link(const char *name);
|
||||
void SetUniformBufferLocation(int index, const char *name);
|
||||
|
||||
void Bind();
|
||||
|
||||
GLuint Handle() { return mProgram; }
|
||||
//explicit operator bool() const { return mProgram != 0; }
|
||||
|
||||
std::unique_ptr<IDataBuffer> Uniforms;
|
||||
|
||||
private:
|
||||
FShaderProgram(const FShaderProgram &) = delete;
|
||||
FShaderProgram &operator=(const FShaderProgram &) = delete;
|
||||
|
||||
void CompileShader(ShaderType type);
|
||||
FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
|
||||
|
||||
void CreateShader(ShaderType type);
|
||||
FString GetShaderInfoLog(GLuint handle);
|
||||
FString GetProgramInfoLog(GLuint handle);
|
||||
|
||||
GLuint mProgram = 0;
|
||||
GLuint mShaders[NumShaderTypes];
|
||||
FString mShaderSources[NumShaderTypes];
|
||||
FString mShaderNames[NumShaderTypes];
|
||||
TArray<std::pair<FString, int>> samplerstobind;
|
||||
};
|
||||
|
||||
class FPresentShaderBase
|
||||
{
|
||||
public:
|
||||
virtual ~FPresentShaderBase() {}
|
||||
virtual void Bind() = 0;
|
||||
|
||||
ShaderUniforms<PresentUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
|
||||
|
||||
protected:
|
||||
virtual void Init(const char * vtx_shader_name, const char * program_name);
|
||||
std::unique_ptr<FShaderProgram> mShader;
|
||||
};
|
||||
|
||||
class FPresentShader : public FPresentShaderBase
|
||||
{
|
||||
public:
|
||||
void Bind() override;
|
||||
|
||||
};
|
||||
|
||||
class FPresent3DCheckerShader : public FPresentShaderBase
|
||||
{
|
||||
public:
|
||||
void Bind() override;
|
||||
};
|
||||
|
||||
class FPresent3DColumnShader : public FPresentShaderBase
|
||||
{
|
||||
public:
|
||||
void Bind() override;
|
||||
};
|
||||
|
||||
class FPresent3DRowShader : public FPresentShaderBase
|
||||
{
|
||||
public:
|
||||
void Bind() override;
|
||||
};
|
||||
|
||||
|
||||
}
|
|
@ -1,228 +0,0 @@
|
|||
/*
|
||||
** gl_buffers.cpp
|
||||
** Low level vertex buffer class
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2018-2020 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 <algorithm>
|
||||
#include "gl_load.h"
|
||||
//#include "glbackend.h"
|
||||
#include "gl_buffers.h"
|
||||
#include "v_video.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// basic buffer implementation
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLBuffer::GLBuffer(int usetype)
|
||||
: mUseType(usetype)
|
||||
{
|
||||
glGenBuffers(1, &mBufferId);
|
||||
}
|
||||
|
||||
GLBuffer::~GLBuffer()
|
||||
{
|
||||
if (mBufferId != 0)
|
||||
{
|
||||
glBindBuffer(mUseType, mBufferId);
|
||||
glUnmapBuffer(mUseType);
|
||||
glBindBuffer(mUseType, 0);
|
||||
glDeleteBuffers(1, &mBufferId);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBuffer::Bind()
|
||||
{
|
||||
glBindBuffer(mUseType, mBufferId);
|
||||
}
|
||||
|
||||
|
||||
void GLBuffer::SetData(size_t size, const void *data, bool staticdata)
|
||||
{
|
||||
Bind();
|
||||
if (data != nullptr)
|
||||
{
|
||||
glBufferData(mUseType, size, data, staticdata? GL_STATIC_DRAW : GL_STREAM_DRAW);
|
||||
}
|
||||
else
|
||||
{
|
||||
mPersistent = screen->BuffersArePersistent() && !staticdata;
|
||||
if (mPersistent)
|
||||
{
|
||||
glBufferStorage(mUseType, size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
||||
map = glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBufferData(mUseType, size, nullptr, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW);
|
||||
map = nullptr;
|
||||
}
|
||||
if (!staticdata) nomap = false;
|
||||
}
|
||||
buffersize = size;
|
||||
}
|
||||
|
||||
void GLBuffer::SetSubData(size_t offset, size_t size, const void *data)
|
||||
{
|
||||
Bind();
|
||||
glBufferSubData(mUseType, offset, size, data);
|
||||
}
|
||||
|
||||
void GLBuffer::Map()
|
||||
{
|
||||
assert(nomap == false); // do not allow mapping of static buffers. Vulkan cannot do that so it should be blocked in OpenGL, too.
|
||||
if (!mPersistent && !nomap)
|
||||
{
|
||||
Bind();
|
||||
map = glMapBufferRange(mUseType, 0, buffersize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBuffer::Unmap()
|
||||
{
|
||||
assert(nomap == false);
|
||||
if (!mPersistent && map != nullptr)
|
||||
{
|
||||
Bind();
|
||||
glUnmapBuffer(mUseType);
|
||||
map = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void *GLBuffer::Lock(unsigned int size)
|
||||
{
|
||||
// This initializes this buffer as a static object with no data.
|
||||
SetData(size, nullptr, true);
|
||||
return glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
}
|
||||
|
||||
void GLBuffer::Unlock()
|
||||
{
|
||||
Bind();
|
||||
glUnmapBuffer(mUseType);
|
||||
}
|
||||
|
||||
void GLBuffer::Resize(size_t newsize)
|
||||
{
|
||||
assert(!nomap); // only mappable buffers can be resized.
|
||||
if (newsize > buffersize && !nomap)
|
||||
{
|
||||
// reallocate the buffer with twice the size
|
||||
unsigned int oldbuffer = mBufferId;
|
||||
|
||||
// first unmap the old buffer
|
||||
Bind();
|
||||
glUnmapBuffer(mUseType);
|
||||
|
||||
glGenBuffers(1, &mBufferId);
|
||||
SetData(newsize, nullptr, false);
|
||||
glBindBuffer(GL_COPY_READ_BUFFER, oldbuffer);
|
||||
|
||||
// copy contents and delete the old buffer.
|
||||
glCopyBufferSubData(GL_COPY_READ_BUFFER, mUseType, 0, 0, buffersize);
|
||||
glBindBuffer(GL_COPY_READ_BUFFER, 0);
|
||||
glDeleteBuffers(1, &oldbuffer);
|
||||
buffersize = newsize;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Vertex buffer implementation
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
|
||||
{
|
||||
static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT_2_10_10_10_REV };
|
||||
static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4};
|
||||
|
||||
mStride = stride;
|
||||
mNumBindingPoints = numBindingPoints;
|
||||
|
||||
for(int i = 0; i < numAttributes; i++)
|
||||
{
|
||||
if (attrs[i].location >= 0 && attrs[i].location < VATTR_MAX)
|
||||
{
|
||||
auto & attrinf = mAttributeInfo[attrs[i].location];
|
||||
attrinf.format = VFmtToGLFmt[attrs[i].format];
|
||||
attrinf.size = VFmtToSize[attrs[i].format];
|
||||
attrinf.offset = attrs[i].offset;
|
||||
attrinf.bindingpoint = attrs[i].binding;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLVertexBuffer::Bind(int *offsets)
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
// This is what gets called from RenderState.Apply. It shouldn't be called anywhere else if the render state is in use
|
||||
GLBuffer::Bind();
|
||||
for(auto &attrinf : mAttributeInfo)
|
||||
{
|
||||
if (attrinf.size == 0)
|
||||
{
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnableVertexAttribArray(i);
|
||||
size_t ofs = offsets == nullptr ? attrinf.offset : attrinf.offset + mStride * offsets[attrinf.bindingpoint];
|
||||
glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.format != GL_FLOAT, (GLsizei)mStride, (void*)(intptr_t)ofs);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void GLDataBuffer::BindRange(FRenderState *state, size_t start, size_t length)
|
||||
{
|
||||
glBindBufferRange(mUseType, mBindingPoint, mBufferId, start, length);
|
||||
}
|
||||
|
||||
void GLDataBuffer::BindBase()
|
||||
{
|
||||
glBindBufferBase(mUseType, mBindingPoint, mBufferId);
|
||||
}
|
||||
|
||||
|
||||
GLVertexBuffer::GLVertexBuffer() : GLBuffer(GL_ARRAY_BUFFER) {}
|
||||
GLIndexBuffer::GLIndexBuffer() : GLBuffer(GL_ELEMENT_ARRAY_BUFFER) {}
|
||||
GLDataBuffer::GLDataBuffer(int bindingpoint, bool is_ssbo) : GLBuffer(is_ssbo ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER), mBindingPoint(bindingpoint) {}
|
||||
|
||||
}
|
|
@ -1,73 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "buffers.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
// silence bogus warning C4250: 'GLVertexBuffer': inherits 'GLBuffer::GLBuffer::SetData' via dominance
|
||||
// According to internet infos, the warning is erroneously emitted in this case.
|
||||
#pragma warning(disable:4250)
|
||||
#endif
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
class GLBuffer : virtual public IBuffer
|
||||
{
|
||||
protected:
|
||||
const int mUseType;
|
||||
unsigned int mBufferId;
|
||||
int mAllocationSize = 0;
|
||||
bool mPersistent = false;
|
||||
bool nomap = true;
|
||||
|
||||
GLBuffer(int usetype);
|
||||
~GLBuffer();
|
||||
void SetData(size_t size, const void *data, bool staticdata) override;
|
||||
void SetSubData(size_t offset, size_t size, const void *data) override;
|
||||
void Map() override;
|
||||
void Unmap() override;
|
||||
void Resize(size_t newsize) override;
|
||||
void *Lock(unsigned int size) override;
|
||||
void Unlock() override;
|
||||
public:
|
||||
void Bind();
|
||||
};
|
||||
|
||||
|
||||
class GLVertexBuffer : public IVertexBuffer, public GLBuffer
|
||||
{
|
||||
// If this could use the modern (since GL 4.3) binding system, things would be simpler... :(
|
||||
struct GLVertexBufferAttribute
|
||||
{
|
||||
int bindingpoint;
|
||||
int format;
|
||||
int size;
|
||||
int offset;
|
||||
};
|
||||
|
||||
int mNumBindingPoints;
|
||||
GLVertexBufferAttribute mAttributeInfo[VATTR_MAX] = {}; // Thanks to OpenGL's state system this needs to contain info about every attribute that may ever be in use throughout the entire renderer.
|
||||
size_t mStride = 0;
|
||||
|
||||
public:
|
||||
GLVertexBuffer();
|
||||
void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) override;
|
||||
void Bind(int *offsets);
|
||||
};
|
||||
|
||||
class GLIndexBuffer : public IIndexBuffer, public GLBuffer
|
||||
{
|
||||
public:
|
||||
GLIndexBuffer();
|
||||
};
|
||||
|
||||
class GLDataBuffer : public IDataBuffer, public GLBuffer
|
||||
{
|
||||
int mBindingPoint;
|
||||
public:
|
||||
GLDataBuffer(int bindingpoint, bool is_ssbo);
|
||||
void BindRange(FRenderState* state, size_t start, size_t length);
|
||||
void BindBase();
|
||||
};
|
||||
|
||||
}
|
|
@ -1,365 +0,0 @@
|
|||
/*
|
||||
** OpenGL debugging support functions
|
||||
** Copyright (c) 2016-2020 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "templates.h"
|
||||
#include "gl_load/gl_system.h"
|
||||
#include "gl/system/gl_debug.h"
|
||||
#include "stats.h"
|
||||
#include "printf.h"
|
||||
#include <set>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
CUSTOM_CVAR(Int, gl_debug_level, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
if (!OpenGLRenderer::FGLDebug::HasDebugApi())
|
||||
{
|
||||
Printf("No OpenGL debug support detected.\n");
|
||||
}
|
||||
}
|
||||
|
||||
CVAR(Bool, gl_debug_breakpoint, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
|
||||
extern bool gpuStatActive;
|
||||
extern bool keepGpuStatActive;
|
||||
extern FString gpuStatOutput;
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
namespace
|
||||
{
|
||||
std::vector<std::pair<FString, GLuint>> timeElapsedQueries;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Updates OpenGL debugging state
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::Update()
|
||||
{
|
||||
gpuStatOutput = "";
|
||||
for (auto &query : timeElapsedQueries)
|
||||
{
|
||||
GLuint timeElapsed = 0;
|
||||
glGetQueryObjectuiv(query.second, GL_QUERY_RESULT, &timeElapsed);
|
||||
glDeleteQueries(1, &query.second);
|
||||
|
||||
FString out;
|
||||
out.Format("%s=%04.2f ms\n", query.first.GetChars(), timeElapsed / 1000000.0f);
|
||||
gpuStatOutput += out;
|
||||
}
|
||||
timeElapsedQueries.clear();
|
||||
|
||||
gpuStatActive = keepGpuStatActive;
|
||||
keepGpuStatActive = false;
|
||||
|
||||
if (!HasDebugApi())
|
||||
return;
|
||||
|
||||
SetupBreakpointMode();
|
||||
UpdateLoggingLevel();
|
||||
OutputMessageLog();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Label objects so they are referenced by name in debug messages and in
|
||||
// OpenGL debuggers (renderdoc)
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::LabelObject(GLenum type, GLuint handle, const char *name)
|
||||
{
|
||||
if (HasDebugApi() && gl_debug_level != 0)
|
||||
{
|
||||
glObjectLabel(type, handle, -1, name);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLDebug::LabelObjectPtr(void *ptr, const char *name)
|
||||
{
|
||||
if (HasDebugApi() && gl_debug_level != 0)
|
||||
{
|
||||
glObjectPtrLabel(ptr, -1, name);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Marks which render pass/group is executing commands so that debuggers can
|
||||
// display this information
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::PushGroup(const FString &name)
|
||||
{
|
||||
if (HasDebugApi() && gl_debug_level != 0)
|
||||
{
|
||||
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, (GLsizei)name.Len(), name.GetChars());
|
||||
}
|
||||
|
||||
if (gpuStatActive)
|
||||
{
|
||||
GLuint queryHandle = 0;
|
||||
glGenQueries(1, &queryHandle);
|
||||
glBeginQuery(GL_TIME_ELAPSED, queryHandle);
|
||||
timeElapsedQueries.push_back({ name, queryHandle });
|
||||
}
|
||||
}
|
||||
|
||||
void FGLDebug::PopGroup()
|
||||
{
|
||||
if (HasDebugApi() && gl_debug_level != 0)
|
||||
{
|
||||
glPopDebugGroup();
|
||||
}
|
||||
|
||||
if (gpuStatActive)
|
||||
{
|
||||
glEndQuery(GL_TIME_ELAPSED);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Turns on synchronous debugging on and off based on gl_debug_breakpoint
|
||||
//
|
||||
// Allows getting the debugger to break exactly at the OpenGL function emitting
|
||||
// a message.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::SetupBreakpointMode()
|
||||
{
|
||||
if (mBreakpointMode != gl_debug_breakpoint)
|
||||
{
|
||||
if (gl_debug_breakpoint)
|
||||
{
|
||||
glDebugMessageCallback(&FGLDebug::DebugCallback, this);
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDebugMessageCallback(nullptr, nullptr);
|
||||
glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
||||
}
|
||||
mBreakpointMode = gl_debug_breakpoint;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Tells OpenGL which debug messages we are interested in
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::UpdateLoggingLevel()
|
||||
{
|
||||
const GLenum level = gl_debug_level;
|
||||
if (level != mCurrentLevel)
|
||||
{
|
||||
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, level > 0);
|
||||
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, level > 1);
|
||||
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, nullptr, level > 2);
|
||||
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, level > 3);
|
||||
mCurrentLevel = level;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// The log may already contain entries for a debug level we are no longer
|
||||
// interested in..
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
bool FGLDebug::IsFilteredByDebugLevel(GLenum severity)
|
||||
{
|
||||
int severityLevel = 0;
|
||||
switch (severity)
|
||||
{
|
||||
case GL_DEBUG_SEVERITY_HIGH: severityLevel = 1; break;
|
||||
case GL_DEBUG_SEVERITY_MEDIUM: severityLevel = 2; break;
|
||||
case GL_DEBUG_SEVERITY_LOW: severityLevel = 3; break;
|
||||
case GL_DEBUG_SEVERITY_NOTIFICATION: severityLevel = 4; break;
|
||||
}
|
||||
return severityLevel > (int)gl_debug_level;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Prints all logged messages to the console
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::OutputMessageLog()
|
||||
{
|
||||
if (mCurrentLevel <= 0)
|
||||
return;
|
||||
|
||||
GLint maxDebugMessageLength = 0;
|
||||
glGetIntegerv(GL_MAX_DEBUG_MESSAGE_LENGTH, &maxDebugMessageLength);
|
||||
|
||||
const int maxMessages = 50;
|
||||
const int messageLogSize = maxMessages * maxDebugMessageLength;
|
||||
|
||||
TArray<GLenum> sources, types, severities;
|
||||
TArray<GLuint> ids;
|
||||
TArray<GLsizei> lengths;
|
||||
TArray<GLchar> messageLog;
|
||||
|
||||
sources.Resize(maxMessages);
|
||||
types.Resize(maxMessages);
|
||||
severities.Resize(maxMessages);
|
||||
ids.Resize(maxMessages);
|
||||
lengths.Resize(maxMessages);
|
||||
messageLog.Resize(messageLogSize);
|
||||
|
||||
while (true)
|
||||
{
|
||||
GLuint numMessages = glGetDebugMessageLog(maxMessages, messageLogSize, &sources[0], &types[0], &ids[0], &severities[0], &lengths[0], &messageLog[0]);
|
||||
if (numMessages <= 0) break;
|
||||
|
||||
GLsizei offset = 0;
|
||||
for (GLuint i = 0; i < numMessages; i++)
|
||||
{
|
||||
if (!IsFilteredByDebugLevel(severities[i]))
|
||||
PrintMessage(sources[i], types[i], ids[i], severities[i], lengths[i], &messageLog[offset]);
|
||||
offset += lengths[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Print a single message to the console
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::PrintMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
|
||||
{
|
||||
if (type == GL_DEBUG_TYPE_PUSH_GROUP || type == GL_DEBUG_TYPE_POP_GROUP)
|
||||
return;
|
||||
|
||||
const int maxMessages = 50;
|
||||
|
||||
static int messagesPrinted = 0;
|
||||
if (messagesPrinted > maxMessages)
|
||||
return;
|
||||
|
||||
FString msg(message, length);
|
||||
|
||||
static std::set<std::string> seenMessages;
|
||||
bool alreadySeen = !seenMessages.insert(msg.GetChars()).second;
|
||||
if (alreadySeen)
|
||||
return;
|
||||
|
||||
messagesPrinted++;
|
||||
if (messagesPrinted == maxMessages)
|
||||
{
|
||||
Printf("Max OpenGL debug messages reached. Suppressing further output.\n");
|
||||
}
|
||||
else if (messagesPrinted < maxMessages)
|
||||
{
|
||||
FString sourceStr = SourceToString(source);
|
||||
FString typeStr = TypeToString(type);
|
||||
FString severityStr = SeverityToString(severity);
|
||||
if (type != GL_DEBUG_TYPE_OTHER)
|
||||
Printf("[%s] %s, %s: %s\n", sourceStr.GetChars(), severityStr.GetChars(), typeStr.GetChars(), msg.GetChars());
|
||||
else
|
||||
Printf("[%s] %s: %s\n", sourceStr.GetChars(), severityStr.GetChars(), msg.GetChars());
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// OpenGL callback function used when synchronous debugging is enabled
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
|
||||
{
|
||||
if (IsFilteredByDebugLevel(severity))
|
||||
return;
|
||||
|
||||
PrintMessage(source, type, id, severity, length, message);
|
||||
assert(severity == GL_DEBUG_SEVERITY_NOTIFICATION);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Enum to string helpers
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
FString FGLDebug::SourceToString(GLenum source)
|
||||
{
|
||||
FString s;
|
||||
switch (source)
|
||||
{
|
||||
case GL_DEBUG_SOURCE_API: s = "api"; break;
|
||||
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: s = "window system"; break;
|
||||
case GL_DEBUG_SOURCE_SHADER_COMPILER: s = "shader compiler"; break;
|
||||
case GL_DEBUG_SOURCE_THIRD_PARTY: s = "third party"; break;
|
||||
case GL_DEBUG_SOURCE_APPLICATION: s = "application"; break;
|
||||
case GL_DEBUG_SOURCE_OTHER: s = "other"; break;
|
||||
default: s.Format("%d", (int)source);
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
FString FGLDebug::TypeToString(GLenum type)
|
||||
{
|
||||
FString s;
|
||||
switch (type)
|
||||
{
|
||||
case GL_DEBUG_TYPE_ERROR: s = "error"; break;
|
||||
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: s = "deprecated"; break;
|
||||
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: s = "undefined"; break;
|
||||
case GL_DEBUG_TYPE_PORTABILITY: s = "portability"; break;
|
||||
case GL_DEBUG_TYPE_PERFORMANCE: s = "performance"; break;
|
||||
case GL_DEBUG_TYPE_MARKER: s = "marker"; break;
|
||||
case GL_DEBUG_TYPE_PUSH_GROUP: s = "push group"; break;
|
||||
case GL_DEBUG_TYPE_POP_GROUP: s = "pop group"; break;
|
||||
case GL_DEBUG_TYPE_OTHER: s = "other"; break;
|
||||
default: s.Format("%d", (int)type);
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
FString FGLDebug::SeverityToString(GLenum severity)
|
||||
{
|
||||
FString s;
|
||||
switch (severity)
|
||||
{
|
||||
case GL_DEBUG_SEVERITY_LOW: s = "low severity"; break;
|
||||
case GL_DEBUG_SEVERITY_MEDIUM: s = "medium severity"; break;
|
||||
case GL_DEBUG_SEVERITY_HIGH: s = "high severity"; break;
|
||||
case GL_DEBUG_SEVERITY_NOTIFICATION: s = "notification"; break;
|
||||
default: s.Format("%d", (int)severity);
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
#ifndef __GL_DEBUG_H
|
||||
#define __GL_DEBUG_H
|
||||
|
||||
#include <string.h>
|
||||
#include "gl_load/gl_interface.h"
|
||||
#include "c_cvars.h"
|
||||
#include "v_video.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
class FGLDebug
|
||||
{
|
||||
public:
|
||||
void Update();
|
||||
|
||||
static void LabelObject(GLenum type, GLuint handle, const char *name);
|
||||
static void LabelObjectPtr(void *ptr, const char *name);
|
||||
|
||||
static void PushGroup(const FString &name);
|
||||
static void PopGroup();
|
||||
|
||||
static bool HasDebugApi() { return (gl.flags & RFL_DEBUG) != 0; }
|
||||
|
||||
private:
|
||||
void SetupBreakpointMode();
|
||||
void UpdateLoggingLevel();
|
||||
void OutputMessageLog();
|
||||
|
||||
static bool IsFilteredByDebugLevel(GLenum severity);
|
||||
static void PrintMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message);
|
||||
|
||||
static void APIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam);
|
||||
|
||||
static FString SourceToString(GLenum source);
|
||||
static FString TypeToString(GLenum type);
|
||||
static FString SeverityToString(GLenum severity);
|
||||
|
||||
GLenum mCurrentLevel = 0;
|
||||
bool mBreakpointMode = false;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -1,486 +0,0 @@
|
|||
/*
|
||||
** 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_load/gl_system.h"
|
||||
#include "v_video.h"
|
||||
#include "m_png.h"
|
||||
#include "printf.h"
|
||||
#include "templates.h"
|
||||
#include "palette.h"
|
||||
#include "glbackend/glbackend.h"
|
||||
|
||||
#include "gl_load/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "hwrenderer/data/flatvertices.h"
|
||||
/*
|
||||
#include "gl/textures/gl_samplers.h"
|
||||
#include "hwrenderer/utility/hw_clock.h"
|
||||
#include "hwrenderer/utility/hw_vrmodes.h"
|
||||
#include "hwrenderer/models/hw_models.h"
|
||||
#include "hwrenderer/scene/hw_skydome.h"
|
||||
#include "hwrenderer/data/hw_viewpointbuffer.h"
|
||||
#include "hwrenderer/dynlights/hw_lightbuffer.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
*/
|
||||
#include "gl_debug.h"
|
||||
#include "r_videoscale.h"
|
||||
//#include "gl_buffers.h"
|
||||
|
||||
//#include "hwrenderer/data/flatvertices.h"
|
||||
|
||||
EXTERN_CVAR (Bool, vid_vsync)
|
||||
EXTERN_CVAR(Bool, r_drawvoxels)
|
||||
EXTERN_CVAR(Int, gl_tonemap)
|
||||
EXTERN_CVAR(Bool, gl_texture_usehires)
|
||||
EXTERN_CVAR(Int, gl_ssao)
|
||||
|
||||
void gl_LoadExtensions();
|
||||
void gl_PrintStartupLog();
|
||||
//void Draw2D(F2DDrawer *drawer, FRenderState &state);
|
||||
|
||||
extern bool vid_hdr_active;
|
||||
|
||||
void DrawFullscreenBlends();
|
||||
|
||||
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);
|
||||
|
||||
#ifdef IMPLEMENT_IT
|
||||
// Make sure all global variables tracking OpenGL context state are reset..
|
||||
FHardwareTexture::InitGlobalState();
|
||||
gl_RenderState.Reset();
|
||||
#endif
|
||||
|
||||
GLRenderer = nullptr;
|
||||
}
|
||||
|
||||
OpenGLFrameBuffer::~OpenGLFrameBuffer()
|
||||
{
|
||||
PPResource::ResetAll();
|
||||
|
||||
if (mVertexData != nullptr) delete mVertexData;
|
||||
#ifdef IMPLEMENT_IT
|
||||
if (mSkyData != nullptr) delete mSkyData;
|
||||
if (mViewpoints != nullptr) delete mViewpoints;
|
||||
if (mLights != nullptr) delete mLights;
|
||||
mShadowMap.Reset();
|
||||
#endif
|
||||
|
||||
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();
|
||||
|
||||
// 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());
|
||||
#ifdef IMPLEMENT_IT
|
||||
mSkyData = new FSkyVertexBuffer;
|
||||
mViewpoints = new HWViewpointBuffer;
|
||||
mLights = new FLightBuffer();
|
||||
#endif
|
||||
GLRenderer = new FGLRenderer(this);
|
||||
GLRenderer->Initialize(GetWidth(), GetHeight());
|
||||
#ifdef IMPLEMENT_IT
|
||||
static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
|
||||
#endif
|
||||
|
||||
mDebug = std::make_shared<FGLDebug>();
|
||||
mDebug->Update();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Updates the screen
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void OpenGLFrameBuffer::Update()
|
||||
{
|
||||
#if 0
|
||||
twoD.Reset();
|
||||
Flush3D.Reset();
|
||||
|
||||
Flush3D.Clock();
|
||||
#endif
|
||||
GLRenderer->Flush();
|
||||
// Flush3D.Unclock();
|
||||
|
||||
Swap();
|
||||
Super::Update();
|
||||
screen->mVertexData->Reset();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Render the view to a savegame picture
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void OpenGLFrameBuffer::WriteSavePic(FileWriter *file, int width, int height)
|
||||
{
|
||||
GLRenderer->WriteSavePic(file, width, height);
|
||||
}
|
||||
|
||||
|
||||
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 (swapbefore) glFinish();
|
||||
FPSLimit();
|
||||
SwapBuffers();
|
||||
if (!swapbefore) glFinish();
|
||||
//Finish.Unclock();
|
||||
camtexcount = 0;
|
||||
//FHardwareTexture::UnbindAll();
|
||||
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::CleanForRestart()
|
||||
{
|
||||
}
|
||||
|
||||
#ifdef IMPLEMENT_IT
|
||||
void OpenGLFrameBuffer::SetTextureFilterMode()
|
||||
{
|
||||
//if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
|
||||
}
|
||||
|
||||
IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture()
|
||||
{
|
||||
return nullptr;// new FHardwareTexture(true/*tex->bNoCompress*/);
|
||||
}
|
||||
|
||||
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
||||
{
|
||||
auto tex = mat->tex;
|
||||
if (tex->isSWCanvas()) return;
|
||||
|
||||
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
||||
int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled()) ? CTF_CheckHires : 0;
|
||||
int numLayers = mat->GetLayers();
|
||||
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
|
||||
|
||||
if (base->BindOrCreate(tex, 0, CLAMP_NONE, translation, flags))
|
||||
{
|
||||
for (int i = 1; i < numLayers; i++)
|
||||
{
|
||||
FTexture *layer;
|
||||
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
|
||||
systex->BindOrCreate(layer, i, CLAMP_NONE, 0, mat->isExpanded() ? CTF_Expand : 0);
|
||||
}
|
||||
}
|
||||
// unbind everything.
|
||||
FHardwareTexture::UnbindAll();
|
||||
}
|
||||
|
||||
FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
|
||||
{
|
||||
return new FHWModelRenderer(nullptr, gl_RenderState, mli);
|
||||
}
|
||||
#endif
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
#ifdef IMPLEMENT_IT
|
||||
void OpenGLFrameBuffer::TextureFilterChanged()
|
||||
{
|
||||
if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
|
||||
}
|
||||
#endif
|
||||
|
||||
void OpenGLFrameBuffer::BlurScene(float amount)
|
||||
{
|
||||
GLRenderer->BlurScene(amount);
|
||||
}
|
||||
|
||||
#if 0
|
||||
void OpenGLFrameBuffer::UpdatePalette()
|
||||
{
|
||||
if (GLRenderer)
|
||||
GLRenderer->ClearTonemapPalette();
|
||||
}
|
||||
#endif
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
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;
|
||||
return ScreenshotBuffer;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 2D drawing
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void OpenGLFrameBuffer::Draw2D()
|
||||
{
|
||||
if (GLRenderer != nullptr)
|
||||
{
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
::DrawFullscreenBlends();
|
||||
DrawRateStuff();
|
||||
auto savepal = curbasepal;
|
||||
if (!(curpaletteflags & (Pal_Fullscreen|Pal_2D))) curbasepal = 0;
|
||||
GLInterface.Draw2D(&twodgen);
|
||||
curbasepal = savepal;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
|
||||
{
|
||||
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void videoShowFrame(int32_t w)
|
||||
{
|
||||
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
|
||||
if (gl_ssao)
|
||||
{
|
||||
glDrawBuffers(1, buffers);
|
||||
OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetProjectionM5());
|
||||
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
|
||||
glDrawBuffers(3, buffers);
|
||||
|
||||
// To do: the translucent part of the scene should be drawn here
|
||||
|
||||
glDrawBuffers(1, buffers);
|
||||
}
|
||||
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
|
||||
screen->PostProcessScene(0, []() {
|
||||
GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
|
||||
});
|
||||
screen->Update();
|
||||
// After finishing the frame, reset everything for the next frame. This needs to be done better.
|
||||
screen->BeginFrame();
|
||||
if (gl_ssao)
|
||||
{
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
|
||||
glDrawBuffers(3, buffers);
|
||||
}
|
||||
else
|
||||
{
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
|
||||
}
|
||||
twodpsp.Clear();
|
||||
twodgen.Clear();
|
||||
GLInterface.ResetFrame();
|
||||
}
|
|
@ -1,65 +0,0 @@
|
|||
#ifndef __GL_FRAMEBUFFER
|
||||
#define __GL_FRAMEBUFFER
|
||||
|
||||
#include "gl_sysfb.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
class FGLDebug;
|
||||
|
||||
class OpenGLFrameBuffer : public SystemGLFrameBuffer
|
||||
{
|
||||
typedef SystemGLFrameBuffer Super;
|
||||
|
||||
public:
|
||||
|
||||
explicit OpenGLFrameBuffer() {}
|
||||
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
|
||||
~OpenGLFrameBuffer();
|
||||
|
||||
void InitializeState() override;
|
||||
void Update() override;
|
||||
void Draw2D() override;
|
||||
|
||||
void CleanForRestart() override;
|
||||
const char* DeviceName() const override;
|
||||
void WriteSavePic(FileWriter* file, int width, int height) override;
|
||||
#ifdef IMPLEMENT_IT
|
||||
void SetTextureFilterMode() override;
|
||||
IHardwareTexture *CreateHardwareTexture() override;
|
||||
void PrecacheMaterial(FMaterial *mat, int translation) override;
|
||||
FModelRenderer *CreateModelRenderer(int mli) override;
|
||||
void TextureFilterChanged() override;
|
||||
#endif
|
||||
void BeginFrame() override;
|
||||
//void SetViewportRects(IntRect *bounds) override;
|
||||
void BlurScene(float amount) override;
|
||||
IVertexBuffer *CreateVertexBuffer() override;
|
||||
IIndexBuffer *CreateIndexBuffer() override;
|
||||
IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
|
||||
|
||||
// Retrieves a buffer containing image data for a screenshot.
|
||||
// Hint: Pitch can be negative for upside-down images, in which case buffer
|
||||
// points to the last row in the buffer, which will be the first row output.
|
||||
virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
|
||||
|
||||
void Swap();
|
||||
bool IsHWGammaActive() const { return HWGammaActive; }
|
||||
|
||||
void SetVSync(bool vsync) override;
|
||||
|
||||
//void Draw2D() override;
|
||||
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
|
||||
|
||||
bool HWGammaActive = false; // Are we using hardware or software gamma?
|
||||
std::shared_ptr<FGLDebug> mDebug; // Debug API
|
||||
|
||||
int camtexcount = 0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //__GL_FRAMEBUFFER
|
Loading…
Add table
Add a link
Reference in a new issue