/* ** v_video.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** 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. **--------------------------------------------------------------------------- ** */ #ifndef __V_VIDEO_H__ #define __V_VIDEO_H__ #include #include "basics.h" #include "vectors.h" #include "m_png.h" #include "renderstyle.h" #include "c_cvars.h" #include "v_2ddrawer.h" //#include "hwrenderer/dynlights/hw_shadowmap.h" static const int VID_MIN_WIDTH = 640; static const int VID_MIN_HEIGHT = 400; static const int VID_MIN_UI_WIDTH = 640; static const int VID_MIN_UI_HEIGHT = 400; struct sector_t; class FTexture; struct FPortalSceneState; class FSkyVertexBuffer; class IIndexBuffer; class IVertexBuffer; class IDataBuffer; class FFlatVertexBuffer; class HWViewpointBuffer; class FLightBuffer; struct HWDrawInfo; enum EHWCaps { // [BB] Added texture compression flags. RFL_TEXTURE_COMPRESSION = 1, RFL_TEXTURE_COMPRESSION_S3TC = 2, RFL_SHADER_STORAGE_BUFFER = 4, RFL_BUFFER_STORAGE = 8, RFL_NO_CLIP_PLANES = 32, RFL_INVALIDATE_BUFFER = 64, RFL_DEBUG = 128, }; struct IntRect { int left, top; int width, height; void Offset(int xofs, int yofs) { left += xofs; top += yofs; } void AddToRect(int x, int y) { if (x < left) left = x; if (x > left + width) width = x - left; if (y < top) top = y; if (y > top + height) height = y - top; } }; extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac; extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1; extern int DisplayWidth, DisplayHeight; void V_UpdateModeSize (int width, int height); void V_OutputResized (int width, int height); EXTERN_CVAR(Int, vid_rendermode) EXTERN_CVAR(Bool, vid_fullscreen) EXTERN_CVAR(Int, win_x) EXTERN_CVAR(Int, win_y) EXTERN_CVAR(Int, win_w) EXTERN_CVAR(Int, win_h) EXTERN_CVAR(Bool, win_maximized) inline bool V_IsHardwareRenderer() { return vid_rendermode == 4; } inline bool V_IsSoftwareRenderer() { return vid_rendermode < 2; } inline bool V_IsPolyRenderer() { return vid_rendermode == 2 || vid_rendermode == 3; } inline bool V_IsTrueColor() { return vid_rendermode == 1 || vid_rendermode == 3 || vid_rendermode == 4; } class FTexture; class FileWriter; enum FTextureFormat : uint32_t; class FModelRenderer; struct SamplerUniform; // TagItem definitions for DrawTexture. As far as I know, tag lists // originated on the Amiga. // // Think of TagItems as an array of the following structure: // // struct TagItem { // uint32_t ti_Tag; // uint32_t ti_Data; // }; #define TAG_DONE (0) /* Used to indicate the end of the Tag list */ #define TAG_END (0) /* Ditto */ /* list pointed to in ti_Data */ #define TAG_USER ((uint32_t)(1u<<30)) class FFont; struct FRemapTable; class player_t; typedef uint32_t angle_t; struct RenderScene; // // VIDEO // // class DCanvas { public: DCanvas (int width, int height, bool bgra); ~DCanvas (); void Resize(int width, int height, bool optimizepitch = true); // Member variable access inline uint8_t *GetPixels () const { return Pixels.Data(); } inline int GetWidth () const { return Width; } inline int GetHeight () const { return Height; } inline int GetPitch () const { return Pitch; } inline bool IsBgra() const { return Bgra; } protected: TArray Pixels; int Width; int Height; int Pitch; bool Bgra; }; class FUniquePalette; class IHardwareTexture; class FTexture; class DFrameBuffer { protected: F2DDrawer m2DDrawer; private: int Width = 0; int Height = 0; int BufferLock = 0; protected: int clipleft = 0, cliptop = 0, clipwidth = -1, clipheight = -1; public: // Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class. int hwcaps = 0; // Capability flags float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code. int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance. int stencilValue = 0; // Global stencil test value unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment. unsigned int maxuniformblock = 65536; const char *vendorstring; // We have to account for some issues with particular vendors. //FPortalSceneState *mPortalState; // global portal state. //FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data //HWViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data. //FLightBuffer *mLights = nullptr; // Dynamic lights //IShadowMap mShadowMap; IntRect mScreenViewport; IntRect mSceneViewport; IntRect mOutputLetterbox; float mSceneClearColor[4]; public: DFrameBuffer (int width=1, int height=1); virtual ~DFrameBuffer(); virtual void InitializeState() = 0; // For stuff that needs 'screen' set. virtual bool IsVulkan() { return false; } virtual bool IsPoly() { return false; } virtual DCanvas* GetCanvas() { return nullptr; } void SetSize(int width, int height); void SetVirtualSize(int width, int height) { Width = width; Height = height; } inline int GetWidth() const { return Width; } inline int GetHeight() const { return Height; } FVector2 SceneScale() const { return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height }; } FVector2 SceneOffset() const { return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height }; } // Make the surface visible. virtual void Update (); // Stores the palette with flash blended in into 256 dwords // Mark the palette as changed. It will be updated on the next Update(). virtual void UpdatePalette() {} virtual void SetGamma() {} // Returns true if running fullscreen. virtual bool IsFullscreen () = 0; virtual void ToggleFullscreen(bool yes) {} // Changes the vsync setting, if supported by the device. virtual void SetVSync (bool vsync); // Delete any resources that need to be deleted after restarting with a different IWAD virtual void CleanForRestart() {} virtual void SetTextureFilterMode() {} virtual IHardwareTexture *CreateHardwareTexture() { return nullptr; } virtual void PrecacheMaterial(FMaterial *mat, int translation) {} virtual FModelRenderer *CreateModelRenderer(int mli) { return nullptr; } virtual void TextureFilterChanged() {} virtual void BeginFrame() {} virtual void SetWindowSize(int w, int h) {} virtual void StartPrecaching() {} virtual int GetClientWidth() = 0; virtual int GetClientHeight() = 0; virtual void BlurScene(float amount) {} // Interface to hardware rendering resources virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; } virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; } virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return nullptr; } bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); } // Begin/End 2D drawing operations. void Begin2D() { isIn2D = true; } void End2D() { isIn2D = false; } void BeginScene(); void FinishScene(); void End2DAndUpdate() { DrawRateStuff(); End2D(); Update(); } // Returns true if Begin2D has been called and 2D drawing is now active bool HasBegun2D() { return isIn2D; } // This is overridable in case Vulkan does it differently. virtual bool RenderTextureIsFlipped() const { return true; } // Report a game restart virtual int Backend() { return 0; } virtual const char* DeviceName() const { return "Unknown"; } virtual void Draw2D() {} virtual void WriteSavePic(FileWriter *file, int width, int height); // Screen wiping virtual FTexture *WipeStartScreen(); virtual FTexture *WipeEndScreen(); virtual void PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); } void ScaleCoordsFromWindow(int16_t &x, int16_t &y); uint64_t GetLastFPS() const { return LastCount; } // 2D Texture drawing void ClearClipRect() { clipleft = cliptop = 0; clipwidth = clipheight = -1; } void SetClipRect(int x, int y, int w, int h); void GetClipRect(int *x, int *y, int *w, int *h); void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom = false, bool handleaspect = true) const; // Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead. void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom = false, bool handleaspect = true) const; // Text drawing functions ----------------------------------------------- // Calculate gamma table void CalcGamma(float gamma, uint8_t gammalookup[256]); virtual void SetViewportRects(IntRect *bounds); int ScreenToWindowX(int x); int ScreenToWindowY(int y); void FPSLimit(); // 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 GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { return TArray(); } static float GetZNear() { return 5.f; } static float GetZFar() { return 65536.f; } // The original size of the framebuffer as selected in the video menu. uint64_t FrameTime = 0; protected: void DrawRateStuff (); private: uint64_t fpsLimitTime = 0; uint64_t LastMS = 0, LastSec = 0, FrameCount = 0, LastCount = 0, LastTic = 0; bool isIn2D = false; }; // This is the screen updated by I_FinishUpdate. extern DFrameBuffer *screen; #define SCREENWIDTH (screen->GetWidth ()) #define SCREENHEIGHT (screen->GetHeight ()) #define SCREENPITCH (screen->GetPitch ()) // Allocates buffer screens, call before R_Init. void V_InitScreenSize(); void V_InitScreen(); // Initializes graphics mode for the first time. void V_Init2 (); void V_Shutdown (); inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; } void ScaleWithAspect(int &w, int &h, int Width, int Height); extern bool setsizeneeded, setmodeneeded; #endif // __V_VIDEO_H__