raze/source/glbackend/glbackend.cpp
Christoph Oelckers 0dc670da8e - added wipe transitions to screen job
Mainly to have the crossfade, the other styles are mostly bonus.
This also adds proper scoping to the cutscene code, which needs to run in UI scope.
2022-04-25 17:26:17 +02:00

435 lines
12 KiB
C++

/*
** glbackend.cpp
**
** OpenGL API abstraction
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <memory>
#include <assert.h>
#include "glbackend.h"
#include "textures.h"
#include "palette.h"
#include "gamecontrol.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "flatvertices.h"
#include "build.h"
#include "v_draw.h"
#include "v_font.h"
#include "hw_viewpointuniforms.h"
#include "hw_viewpointbuffer.h"
#include "hw_renderstate.h"
#include "hw_cvars.h"
#include "gamestruct.h"
#include "hw_models.h"
#include "gamefuncs.h"
#include "gamehud.h"
CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
bool hw_int_useindexedcolortextures;
CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
{
if (screen) screen->SetTextureFilterMode();
}
EXTERN_CVAR(Bool, gl_texture)
static int BufferLock = 0;
TArray<VSMatrix> matrixArray;
GLInstance GLInterface;
GLInstance::GLInstance()
{
VSMatrix mat(0);
matrixArray.Push(mat);
}
void GLInstance::Init(int ydim)
{
new(&renderState) PolymostRenderState; // reset to defaults.
}
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
assert (BufferLock > 0);
applyMapFog();
renderState.vindex = (int)start;
renderState.vcount = (int)count;
renderState.primtype = type;
rendercommands.Push(renderState);
clearMapFog();
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
}
void GLInstance::DoDraw()
{
GLState lastState;
if (rendercommands.Size() > 0)
{
if (!useMapFog) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
lastState.DepthFunc = INT_MIN; // Something totally invalid.
screen->RenderState()->EnableMultisampling(true);
auto& state = *screen->RenderState();
for (auto& rs : rendercommands)
{
if (rs.Apply(state, lastState))
{
if (!rs.model)
{
state.Draw(rs.primtype, rs.vindex, rs.vcount);
}
else
{
FHWModelRenderer mr(*screen->RenderState(), -1);
state.SetDepthFunc(DF_LEqual);
state.EnableTexture(true);
rs.model->BuildVertexBuffer(&mr);
mr.SetupFrame(rs.model, rs.mframes[0], rs.mframes[1], 0);
rs.model->RenderFrame(&mr, rs.mMaterial.mTexture, rs.mframes[0], rs.mframes[1], 0.f, rs.mMaterial.mTranslation);
state.SetDepthFunc(DF_Less);
state.SetVertexBuffer(screen->mVertexData);
}
}
}
state.SetNpotEmulation(0, 0); // make sure we do not leave this in an undefined state.
renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning.
rendercommands.Clear();
hw_int_useindexedcolortextures = false;
}
matrixArray.Resize(1);
}
int GLInstance::SetMatrix(int num, const VSMatrix *mat)
{
int r = renderState.matrixIndex[num];
renderState.matrixIndex[num] = matrixArray.Size();
matrixArray.Push(*mat);
return r;
}
void GLInstance::SetIdentityMatrix(int num)
{
renderState.matrixIndex[num] = -1;
}
void GLInstance::SetPalswap(int index)
{
renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
}
void GLInstance::SetFade(int index)
{
renderState.FogColor = lookups.getFade(index);
}
extern int globalpal;
void GLInstance::SetShade(int32_t shade, int numshades)
{
// Ugh... This particular palette does not fade to black. Should be handled better.
// It's really too bad that everything runs through here without being able to identify it anymore.
renderState.drawblack = (!(g_gameType & GAMEFLAG_PSEXHUMED) || globalpal != 4) ? shade > numshades : false;
renderState.Shade = min(shade, numshades - 1);
}
bool PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
{
// Fog must be done before the texture so that the texture selector can override it.
bool foggy = (GLInterface.useMapFog || (FogColor & 0xffffff));
// Disable brightmaps if non-black fog is used.
if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && foggy)
{
state.EnableFog(1);
float density = GLInterface.useMapFog ? 350.f : 350.f - Scale(numshades - Shade, 150, numshades);
state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, density);
state.SetSoftLightLevel(255);
state.SetLightParms(128.f, 1 / 1000.f);
}
else
{
state.EnableFog(0);
state.SetFog(0, 0);
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
}
if (Flags & RF_ColorOnly)
{
state.EnableTexture(false);
}
else
{
if (!mMaterial.mTexture) return false; // Oh no! Something passed an invalid tile!
state.EnableTexture(gl_texture);
state.SetMaterial(mMaterial.mTexture, mMaterial.uFlags, mMaterial.mScaleFlags, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
}
if (!drawblack) state.SetColor(Color[0], Color[1], Color[2], Color[3]);
else state.SetColor(0, 0, 0, Color[3]);
if (StateFlags != oldState.Flags)
{
state.EnableDepthTest(StateFlags & STF_DEPTHTEST);
if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE))
{
if (StateFlags & STF_STENCILWRITE)
{
state.EnableStencil(true);
state.SetEffect(EFF_STENCIL);
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
}
else if (StateFlags & STF_STENCILTEST)
{
state.EnableStencil(true);
state.SetEffect(EFF_NONE);
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
}
else
{
state.EnableStencil(false);
state.SetEffect(EFF_NONE);
}
}
if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
{
int cull = Cull_None;
if (StateFlags & STF_CULLCCW) cull = Cull_CCW;
else if (StateFlags & STF_CULLCW) cull = Cull_CW;
state.SetCulling(cull);
}
state.SetColorMask(StateFlags & STF_COLORMASK);
state.SetDepthMask(StateFlags & STF_DEPTHMASK);
if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
{
int clear = 0;
if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
state.Clear(clear);
}
if (StateFlags & STF_VIEWPORTSET)
{
state.SetViewport(vp_x, vp_y, vp_w, vp_h);
}
if (StateFlags & STF_SCISSORSET)
{
state.SetScissor(sc_x, sc_y, sc_w, sc_h);
}
state.SetDepthBias(mBias.mFactor, mBias.mUnits);
StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
oldState.Flags = StateFlags;
}
state.SetRenderStyle(Style);
if (DepthFunc != oldState.DepthFunc)
{
state.SetDepthFunc(DepthFunc);
oldState.DepthFunc = DepthFunc;
}
state.SetTextureMode(TextureMode);
state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f);
if (matrixIndex[Matrix_Model] != -1)
{
state.EnableModelMatrix(true);
state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]];
}
else state.EnableModelMatrix(false);
memset(matrixIndex, -1, sizeof(matrixIndex));
return true;
}
static void PM_DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown)
{
int pixelsize = 3;
int pitch = width * pixelsize;
if (upsidedown)
{
scr += ((height - 1) * width * pixelsize);
pitch *= -1;
}
M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma);
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void PM_WriteSavePic(FileWriter* file, int width, int height)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
auto& RenderState = *screen->RenderState();
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
screen->WaitForCommands(false);
screen->mVertexData->Reset();
// Switch to render buffers dimensioned for the savepic
screen->SetSaveBuffers(true);
screen->ImageTransitionScene(true);
RenderState.SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
//screen->mLights->Clear();
screen->mViewpoints->Clear();
int oldx = xdim;
int oldy = ydim;
auto oldwindowxy1 = windowxy1;
auto oldwindowxy2 = windowxy2;
xdim = width;
ydim = height;
videoSetViewableArea(0, 0, width - 1, height - 1);
renderSetAspect(65536, 65536);
screen->SetSceneRenderTarget(false);
RenderState.SetPassType(NORMAL_PASS);
RenderState.EnableDrawBuffers(1, true);
screen->SetViewportRects(&bounds);
twodpsp.Clear();
/*bool didit =*/ gi->GenerateSavePic();
float Brightness = 8.f / (r_scenebrightness + 8.f);
screen->PostProcessScene(false, 0, Brightness, []() {
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
});
xdim = oldx;
ydim = oldy;
videoSetViewableArea(oldwindowxy1.X, oldwindowxy1.Y, oldwindowxy2.X, oldwindowxy2.Y);
// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
twod->Clear();
twodpsp.Clear();
int numpixels = width * height;
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
screen->CopyScreenToBuffer(width, height, scr);
PM_DoWriteSavePic(file, SS_RGB, scr, width, height, screen->FlipSavePic());
M_Free(scr);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
screen->SetSaveBuffers(false);
}
static HWViewpointUniforms vp;
void renderSetProjectionMatrix(const float* p)
{
if (p)
{
vp.mProjectionMatrix.loadMatrix(p);
GLInterface.mProjectionM5 = p[5];
}
else vp.mProjectionMatrix.loadIdentity();
}
void renderSetViewMatrix(const float* p)
{
if (p) vp.mViewMatrix.loadMatrix(p);
else vp.mViewMatrix.loadIdentity();
}
void renderSetVisibility(float vis)
{
vp.mGlobVis = vis;
}
void renderSetViewpoint(float x, float y, float z)
{
vp.mCameraPos = {x, z, y, 0};
}
void renderBeginScene()
{
assert(BufferLock == 0);
vp.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | ((int)5 << 16);
screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp);
if (BufferLock++ == 0)
{
screen->mVertexData->Map();
}
}
void renderFinishScene()
{
assert(BufferLock == 1);
if (--BufferLock == 0)
{
screen->mVertexData->Unmap();
GLInterface.DoDraw();
}
}
int32_t r_scenebrightness = 0;
void videoShowFrame()
{
int oldssao = gl_ssao;
// These two features do not really work with Polymost because the rendered scene does not provide it
gl_ssao = 0;
float Brightness = 8.f / (r_scenebrightness + 8.f);
screen->PostProcessScene(false, 0, Brightness, []() {
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
});
screen->mVertexData->Reset();
screen->mViewpoints->Clear();
gl_ssao = oldssao;
}