/* ** 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_system.h" #include "files.h" #include "v_video.h" #include "m_png.h" #include "filesystem.h" #include "i_time.h" #include "cmdlib.h" #include "version.h" #include "gl_interface.h" #include "gl_framebuffer.h" #include "hw_cvars.h" #include "gl_debug.h" #include "gl_renderer.h" #include "gl_renderstate.h" #include "gl_renderbuffers.h" #include "gl_shaderprogram.h" #include "flatvertices.h" #include "gl_samplers.h" #include "hw_lightbuffer.h" #include "r_videoscale.h" #include "model.h" #include "gl_postprocessstate.h" #include "gl_buffers.h" #include "texturemanager.h" EXTERN_CVAR(Int, screenblocks) namespace OpenGLRenderer { //=========================================================================== // // Renderer interface // //=========================================================================== //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; } void FGLRenderer::Initialize(int width, int height) { mScreenBuffers = new FGLRenderBuffers(); mSaveBuffers = new FGLRenderBuffers(); mBuffers = mScreenBuffers; mPresentShader = new FPresentShader(); mPresent3dCheckerShader = new FPresent3DCheckerShader(); mPresent3dColumnShader = new FPresent3DColumnShader(); mPresent3dRowShader = new FPresent3DRowShader(); mShadowMapShader = new FShadowMapShader(); // 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 (mBuffers) delete mBuffers; if (mSaveBuffers) delete mSaveBuffers; if (mPresentShader) delete mPresentShader; if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mPresent3dRowShader) delete mPresent3dRowShader; if (mShadowMapShader) delete mShadowMapShader; } //=========================================================================== // // // //=========================================================================== 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 *tex) { auto BaseLayer = static_cast(tex->GetHardwareTexture(0, 0)); // must create the hardware texture first BaseLayer->BindOrCreate(tex, 0, 0, 0, 0); FHardwareTexture::Unbind(0); gl_RenderState.ClearLastMaterial(); BaseLayer->BindToFrameBuffer(tex->GetWidth(), tex->GetHeight()); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::BeginFrame() { mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height); mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT); } }