raze/source/common/rendering/polyrenderer/backend/poly_renderstate.cpp
Christoph Oelckers 49e0c461c2 - Backend update from GZDoom.
This is mainly bringing the GLES backend up to date.
2021-10-07 22:46:45 +02:00

448 lines
12 KiB
C++

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