mirror of
https://github.com/ZDoom/Raze.git
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49e0c461c2
This is mainly bringing the GLES backend up to date.
448 lines
12 KiB
C++
448 lines
12 KiB
C++
/*
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** Softpoly backend
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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
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** arising from the use of this software.
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**
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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
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** freely, subject to the following restrictions:
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**
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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
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** in a product, an acknowledgment in the product documentation would be
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** 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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*/
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#include "polyrenderer/backend/poly_renderstate.h"
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#include "polyrenderer/backend/poly_framebuffer.h"
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#include "polyrenderer/backend/poly_hwtexture.h"
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#include "templates.h"
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#include "hw_skydome.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_lightbuffer.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "flatvertices.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/data/shaderuniforms.h"
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static PolyDrawMode dtToDrawMode[] =
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{
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PolyDrawMode::Points,
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PolyDrawMode::Lines,
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PolyDrawMode::Triangles,
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PolyDrawMode::TriangleFan,
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PolyDrawMode::TriangleStrip,
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};
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PolyRenderState::PolyRenderState()
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{
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mIdentityMatrix.loadIdentity();
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Reset();
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}
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void PolyRenderState::ClearScreen()
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{
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screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
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SetColor(0, 0, 0);
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Draw(DT_TriangleStrip, FFlatVertexBuffer::FULLSCREEN_INDEX, 4, true);
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}
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void PolyRenderState::Draw(int dt, int index, int count, bool apply)
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{
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if (apply || mNeedApply)
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Apply();
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mDrawCommands->Draw(index, count, dtToDrawMode[dt]);
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}
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void PolyRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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{
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if (apply || mNeedApply)
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Apply();
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mDrawCommands->DrawIndexed(index, count, dtToDrawMode[dt]);
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}
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bool PolyRenderState::SetDepthClamp(bool on)
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{
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bool lastValue = mDepthClamp;
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mDepthClamp = on;
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mNeedApply = true;
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return lastValue;
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}
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void PolyRenderState::SetDepthMask(bool on)
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{
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mDepthMask = on;
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mNeedApply = true;
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}
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void PolyRenderState::SetDepthFunc(int func)
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{
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mDepthFunc = func;
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mNeedApply = true;
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}
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void PolyRenderState::SetDepthRange(float min, float max)
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{
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mDepthRangeMin = min;
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mDepthRangeMax = max;
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mNeedApply = true;
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}
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void PolyRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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mColorMask[0] = r;
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mColorMask[1] = g;
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mColorMask[2] = b;
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mColorMask[3] = a;
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mNeedApply = true;
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}
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void PolyRenderState::SetStencil(int offs, int op, int flags)
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{
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mStencilValue = screen->stencilValue + offs;
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mStencilOp = op;
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mNeedApply = true;
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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SetDepthMask(!(flags & SF_DepthMaskOff));
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}
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}
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void PolyRenderState::SetCulling(int mode)
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{
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mCulling = mode;
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mNeedApply = true;
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}
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void PolyRenderState::EnableClipDistance(int num, bool state)
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{
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}
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void PolyRenderState::Clear(int targets)
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{
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if (mNeedApply)
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Apply();
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//if (targets & CT_Color)
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// mDrawCommands->ClearColor();
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if (targets & CT_Depth)
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mDrawCommands->ClearDepth(65535.0f);
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if (targets & CT_Stencil)
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mDrawCommands->ClearStencil(0);
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}
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void PolyRenderState::EnableStencil(bool on)
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{
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mStencilEnabled = on;
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mNeedApply = true;
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}
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void PolyRenderState::SetScissor(int x, int y, int w, int h)
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{
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if (w < 0)
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{
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x = 0;
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y = 0;
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w = mRenderTarget.Canvas->GetWidth();
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h = mRenderTarget.Canvas->GetHeight();
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}
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mScissor.x = x;
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mScissor.y = mRenderTarget.Canvas->GetHeight() - y - h;
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mScissor.width = w;
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mScissor.height = h;
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mNeedApply = true;
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}
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void PolyRenderState::SetViewport(int x, int y, int w, int h)
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{
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auto fb = GetPolyFrameBuffer();
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if (w < 0)
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{
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x = 0;
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y = 0;
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w = mRenderTarget.Canvas->GetWidth();
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h = mRenderTarget.Canvas->GetHeight();
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}
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mViewport.x = x;
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mViewport.y = mRenderTarget.Canvas->GetHeight() - y - h;
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mViewport.width = w;
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mViewport.height = h;
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mNeedApply = true;
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}
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void PolyRenderState::EnableDepthTest(bool on)
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{
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mDepthTest = on;
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mNeedApply = true;
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}
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void PolyRenderState::EnableMultisampling(bool on)
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{
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}
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void PolyRenderState::EnableLineSmooth(bool on)
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{
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}
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void PolyRenderState::EnableDrawBuffers(int count, bool apply)
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{
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}
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void PolyRenderState::SetColormapShader(bool enable)
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{
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mNeedApply = true;
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mColormapShader = enable;
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}
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void PolyRenderState::EndRenderPass()
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{
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mDrawCommands = nullptr;
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mNeedApply = true;
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mFirstMatrixApply = true;
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}
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void PolyRenderState::Apply()
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{
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drawcalls.Clock();
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if (!mDrawCommands)
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{
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mDrawCommands = GetPolyFrameBuffer()->GetDrawCommands();
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}
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if (mNeedApply)
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{
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mDrawCommands->SetViewport(mViewport.x, mViewport.y, mViewport.width, mViewport.height, mRenderTarget.Canvas, mRenderTarget.DepthStencil, mRenderTarget.TopDown);
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mDrawCommands->SetScissor(mScissor.x, mScissor.y, mScissor.width, mScissor.height);
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mDrawCommands->SetViewpointUniforms(mViewpointUniforms);
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mDrawCommands->SetDepthClamp(mDepthClamp);
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mDrawCommands->SetDepthMask(mDepthTest && mDepthMask);
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mDrawCommands->SetDepthFunc(mDepthTest ? mDepthFunc : DF_Always);
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mDrawCommands->SetDepthRange(mDepthRangeMin, mDepthRangeMax);
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mDrawCommands->SetStencil(mStencilValue, mStencilOp);
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mDrawCommands->EnableStencil(mStencilEnabled);
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mDrawCommands->SetCulling(mCulling);
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mDrawCommands->SetColorMask(mColorMask[0], mColorMask[1], mColorMask[2], mColorMask[3]);
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mNeedApply = false;
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}
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((GetFogColor() & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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ApplyMaterial();
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if (mVertexBuffer)
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{
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mDrawCommands->SetVertexBuffer(mVertexBuffer->Memory(), mVertexOffsets[0], mVertexOffsets[1]); // [GEC] Add offset params
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}
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if (mIndexBuffer) mDrawCommands->SetIndexBuffer(mIndexBuffer->Memory());
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mDrawCommands->SetInputAssembly(static_cast<PolyVertexBuffer*>(mVertexBuffer)->VertexFormat);
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mDrawCommands->SetRenderStyle(mRenderStyle);
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if (mColormapShader)
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{
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mDrawCommands->SetShader(EFF_NONE, 0, false, true);
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}
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else if (mSpecialEffect > EFF_NONE)
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{
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mDrawCommands->SetShader(mSpecialEffect, 0, false, false);
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, false);
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}
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
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else
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mStreamData.timer = 0.0f;
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PolyPushConstants constants;
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constants.uFogEnabled = fogset;
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constants.uTextureMode = GetTextureModeAndFlags(mTempTM);
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constants.uLightDist = mLightParms[0];
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constants.uLightFactor = mLightParms[1];
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constants.uFogDensity = mLightParms[2];
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constants.uLightLevel = mLightParms[3];
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constants.uAlphaThreshold = mAlphaThreshold;
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constants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
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constants.uLightIndex = mLightIndex;
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constants.uDynLightColor = mStreamData.uDynLightColor; // [GEC]
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mDrawCommands->PushStreamData(mStreamData, constants);
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ApplyMatrices();
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if (mBias.mChanged)
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{
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mDrawCommands->SetDepthBias(mBias.mUnits, mBias.mFactor);
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mBias.mChanged = false;
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}
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drawcalls.Unclock();
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}
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void PolyRenderState::ApplyMaterial()
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{
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if (mMaterial.mChanged && mMaterial.mMaterial)
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{
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mTempTM = mMaterial.mMaterial->Source()->isHardwareCanvas() ? TM_OPAQUE : TM_NORMAL;
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if (mMaterial.mMaterial->Source()->isHardwareCanvas()) static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
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MaterialLayerInfo* layer;
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auto base = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation, &layer));
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if (base)
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{
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DCanvas *texcanvas = base->GetImage(layer->layerTexture, mMaterial.mTranslation, layer->scaleFlags);
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mDrawCommands->SetTexture(0, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
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int numLayers = mMaterial.mMaterial->NumLayers();
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(i, 0, &layer));
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texcanvas = systex->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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mDrawCommands->SetTexture(i, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
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}
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}
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mMaterial.mChanged = false;
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}
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}
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template<typename T>
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static void BufferedSet(bool &modified, T &dst, const T &src)
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{
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if (dst == src)
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return;
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dst = src;
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modified = true;
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}
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static void BufferedSet(bool &modified, VSMatrix &dst, const VSMatrix &src)
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{
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if (memcmp(dst.get(), src.get(), sizeof(FLOATTYPE) * 16) == 0)
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return;
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dst = src;
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modified = true;
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}
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void PolyRenderState::ApplyMatrices()
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{
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bool modified = mFirstMatrixApply;
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if (mTextureMatrixEnabled)
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{
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BufferedSet(modified, mMatrices.TextureMatrix, mTextureMatrix);
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}
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else
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{
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BufferedSet(modified, mMatrices.TextureMatrix, mIdentityMatrix);
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}
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if (mModelMatrixEnabled)
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{
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BufferedSet(modified, mMatrices.ModelMatrix, mModelMatrix);
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if (modified)
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mMatrices.NormalModelMatrix.computeNormalMatrix(mModelMatrix);
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}
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else
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{
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BufferedSet(modified, mMatrices.ModelMatrix, mIdentityMatrix);
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BufferedSet(modified, mMatrices.NormalModelMatrix, mIdentityMatrix);
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}
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if (modified)
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{
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mFirstMatrixApply = false;
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mDrawCommands->PushMatrices(mMatrices.ModelMatrix, mMatrices.NormalModelMatrix, mMatrices.TextureMatrix);
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}
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}
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void PolyRenderState::SetRenderTarget(DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown)
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{
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mRenderTarget.Canvas = canvas;
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mRenderTarget.DepthStencil = depthStencil;
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mRenderTarget.TopDown = topdown;
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}
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void PolyRenderState::Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length)
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{
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if (buffer->bindingpoint == VIEWPOINT_BINDINGPOINT)
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{
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mViewpointUniforms = reinterpret_cast<HWViewpointUniforms*>(static_cast<uint8_t*>(buffer->Memory()) + offset);
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mNeedApply = true;
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}
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}
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PolyVertexInputAssembly *PolyRenderState::GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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for (size_t i = 0; i < mVertexFormats.size(); i++)
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{
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auto f = mVertexFormats[i].get();
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if (f->Attrs.size() == (size_t)numAttributes && f->NumBindingPoints == numBindingPoints && f->Stride == stride)
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{
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bool matches = true;
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for (int j = 0; j < numAttributes; j++)
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{
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if (memcmp(&f->Attrs[j], &attrs[j], sizeof(FVertexBufferAttribute)) != 0)
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{
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matches = false;
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break;
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}
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}
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if (matches)
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return f;
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}
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}
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auto fmt = std::make_unique<PolyVertexInputAssembly>();
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fmt->NumBindingPoints = numBindingPoints;
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fmt->Stride = stride;
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fmt->UseVertexData = 0;
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for (int j = 0; j < numAttributes; j++)
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{
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if (attrs[j].location == VATTR_COLOR)
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fmt->UseVertexData |= 1;
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else if (attrs[j].location == VATTR_NORMAL)
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fmt->UseVertexData |= 2;
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fmt->Attrs.push_back(attrs[j]);
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}
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for (int j = 0; j < numAttributes; j++)
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{
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fmt->mOffsets[attrs[j].location] = attrs[j].offset;
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}
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fmt->mStride = stride;
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mVertexFormats.push_back(std::move(fmt));
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return mVertexFormats.back().get();
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}
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