raze/source/glbackend/glbackend.cpp
2019-10-19 19:22:23 +02:00

513 lines
13 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 "glad/glad.h"
#include "glbackend.h"
#include "gl_samplers.h"
#include "gl_shader.h"
#include "textures.h"
#include "palette.h"
#include "baselayer.h"
#include "resourcefile.h"
std::unique_ptr<FResourceFile> engine_res;
// The resourge manager in cache1d is far too broken to add some arbitrary file without some adjustment.
// For now, keep this file here, until the resource management can be redone in a more workable fashion.
extern FString progdir;
void InitBaseRes()
{
if (!engine_res)
{
// If we get here for the first time, load the engine-internal data.
FString baseres = progdir + "demolition.pk3";
engine_res.reset(FResourceFile::OpenResourceFile(baseres, true, true));
if (!engine_res)
{
FStringf msg("Engine resources (%s) not found", baseres.GetChars());
wm_msgbox("Fatal error", msg.GetChars());
exit(-1);
}
}
}
FileReader GetBaseResource(const char* fn)
{
auto lump = engine_res->FindLump(fn);
if (!lump)
{
wm_msgbox("Fatal error", "Base resource '%s' not found", fn);
exit(-1);
}
return lump->NewReader();
}
GLInstance GLInterface;
GLInstance::GLInstance()
:palmanager(this)
{
}
void GLInstance::Init()
{
InitBaseRes();
if (!mSamplers)
{
mSamplers = new FSamplerManager;
memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
}
glinfo.vendor = (const char*)glGetString(GL_VENDOR);
glinfo.renderer = (const char*)glGetString(GL_RENDERER);
glinfo.version = (const char*)glGetString(GL_VERSION);
glinfo.extensions = (const char*)glGetString(GL_EXTENSIONS);
glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
if (!glinfo.dumped)
{
osdcmd_glinfo(NULL);
glinfo.dumped = 1;
}
new(&renderState) PolymostRenderState; // reset to defaults.
try
{
LoadSurfaceShader();
LoadVPXShader();
LoadPolymostShader();
}
catch (const std::runtime_error& err)
{
// This is far from an optimal solution but at this point the only way to get the error out.
wm_msgbox(nullptr, "Shader compilation failed: %s", err.what());
exit(1);
}
}
void GLInstance::LoadPolymostShader()
{
auto fr1 = GetBaseResource("demolition/shaders/glsl/polymost.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetBaseResource("demolition/shaders/glsl/polymost.fp");
TArray<uint8_t> Frag = fr1.Read();
// Zero-terminate both strings.
Vert.Push(0);
Frag.Push(0);
polymostShader = new PolymostShader();
polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
SetPolymostShader();
}
void GLInstance::LoadVPXShader()
{
auto fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.fp");
TArray<uint8_t> Frag = fr1.Read();
// Zero-terminate both strings.
Vert.Push(0);
Frag.Push(0);
vpxShader = new FShader();
vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data());
}
void GLInstance::LoadSurfaceShader()
{
auto fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.fp");
TArray<uint8_t> Frag = fr1.Read();
// Zero-terminate both strings.
Vert.Push(0);
Frag.Push(0);
surfaceShader = new SurfaceShader();
surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data());
}
void GLInstance::InitGLState(int fogmode, int multisample)
{
glShadeModel(GL_SMOOTH); // GL_FLAT
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glHint(GL_FOG_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_DEPTH_CLAMP);
if (multisample > 0 )
{
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
glEnable(GL_MULTISAMPLE);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
}
void GLInstance::Deinit()
{
if (mSamplers) delete mSamplers;
mSamplers = nullptr;
if (polymostShader) delete polymostShader;
polymostShader = nullptr;
if (surfaceShader) delete surfaceShader;
surfaceShader = nullptr;
if (vpxShader) delete vpxShader;
vpxShader = nullptr;
activeShader = nullptr;
palmanager.DeleteAll();
lastPalswapIndex = -1;
}
std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
{
Buffer.resize(num);
return std::make_pair((size_t)0, Buffer.data());
}
void GLInstance::RestoreTextureProps()
{
// todo: reset everything that's needed to ensure proper functionality
VSMatrix identity(0);
if (MatrixChange & 1) GLInterface.SetMatrix(Matrix_Texture, &identity);
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &identity);
MatrixChange = 0;
}
static GLint primtypes[] =
{
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_QUADS,
GL_LINES
};
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
bool applied = false;
if (activeShader == polymostShader)
{
renderState.UsePalette = texv && texv->isIndexed();
renderState.Apply(polymostShader);
}
glBegin(primtypes[type]);
auto p = &Buffer[start];
for (size_t i = 0; i < count; i++, p++)
{
glVertexAttrib2f(1, p->u, p->v);
glVertexAttrib3f(0, p->x, p->y, p->z);
}
glEnd();
if (MatrixChange) RestoreTextureProps();
}
int GLInstance::GetTextureID()
{
uint32_t id = 0;
glGenTextures(1, &id);
return id;
}
FHardwareTexture* GLInstance::NewTexture()
{
return new FHardwareTexture;
}
void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
{
if (!tex) return;
if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
LastBoundTextures[texunit] = tex->GetTextureHandle();
if (texunit == 0) texv = tex;
}
void GLInstance::UnbindTexture(int texunit)
{
if (LastBoundTextures[texunit] != 0)
{
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
glBindTexture(GL_TEXTURE_2D, 0);
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
LastBoundTextures[texunit] = 0;
}
}
void GLInstance::UnbindAllTextures()
{
for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
{
UnbindTexture(texunit);
}
}
void GLInstance::EnableBlend(bool on)
{
if (on) glEnable (GL_BLEND);
else glDisable (GL_BLEND);
}
void GLInstance::EnableAlphaTest(bool on)
{
if (on) glEnable (GL_ALPHA_TEST);
else glDisable (GL_ALPHA_TEST);
}
void GLInstance::EnableDepthTest(bool on)
{
if (on) glEnable (GL_DEPTH_TEST);
else glDisable (GL_DEPTH_TEST);
}
void GLInstance::SetMatrix(int num, const VSMatrix *mat)
{
matrices[num] = *mat;
switch(num)
{
default:
return;
case Matrix_View:
polymostShader->RotMatrix.Set(mat->get());
break;
case Matrix_Projection:
polymostShader->ProjectionMatrix.Set(mat->get());
break;
case Matrix_ModelView:
polymostShader->ModelMatrix.Set(mat->get());
break;
case Matrix_Detail:
polymostShader->DetailMatrix.Set(mat->get());
break;
case Matrix_Texture:
polymostShader->TextureMatrix.Set(mat->get());
break;
}
}
void GLInstance::EnableStencilWrite(int value)
{
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, value, 0xFF);
}
void GLInstance::EnableStencilTest(int value)
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, value, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
void GLInstance::DisableStencil()
{
glDisable(GL_STENCIL_TEST);
}
void GLInstance::SetCull(int type, int winding)
{
if (type == Cull_None)
{
glDisable(GL_CULL_FACE);
}
else if (type == Cull_Front)
{
glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
}
else if (type == Cull_Back)
{
glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
}
void GLInstance::SetColor(float r, float g, float b, float a)
{
glVertexAttrib4f(2, r, g, b, a);
}
void GLInstance::SetDepthFunc(int func)
{
int f[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
glDepthFunc(f[func]);
}
void GLInstance::SetFadeColor(PalEntry color)
{
renderState.FogColor[0] = color.r * (1 / 255.f);
renderState.FogColor[1] = color.g * (1 / 255.f);
renderState.FogColor[2] = color.b * (1 / 255.f);
};
void GLInstance::SetFadeDisable(bool on)
{
renderState.FogColor[3] = on;
}
void GLInstance::SetColorMask(bool on)
{
glColorMask(on, on, on, on);
}
void GLInstance::SetDepthMask(bool on)
{
glDepthMask(on);
}
static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA };
void GLInstance::SetBlendFunc(int src, int dst)
{
glBlendFunc(blendstyles[src], blendstyles[dst]);
}
static int renderops[] = { GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
void GLInstance::SetBlendOp(int op)
{
glBlendEquation(renderops[op]);
}
void GLInstance::ClearScreen(float r, float g, float b, bool depth)
{
glClearColor(r, g, b, 1.f);
glClear(depth ? GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT);
}
void GLInstance::ClearDepth()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void GLInstance::SetAlphaThreshold(float al)
{
glAlphaFunc(GL_GREATER, al);
}
void GLInstance::SetViewport(int x, int y, int w, int h)
{
glViewport(x, y, w, h);
}
void GLInstance::SetWireframe(bool on)
{
glPolygonMode(GL_FRONT_AND_BACK,on? GL_LINE : GL_FILL);
}
void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
{
glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
}
void GLInstance::SetPolymostShader()
{
if (activeShader != polymostShader)
{
polymostShader->Bind();
activeShader = polymostShader;
}
}
void GLInstance::SetSurfaceShader()
{
if (activeShader != surfaceShader)
{
surfaceShader->Bind();
activeShader = surfaceShader;
}
}
void GLInstance::SetVPXShader()
{
if (activeShader != vpxShader)
{
vpxShader->Bind();
activeShader = vpxShader;
}
}
void GLInstance::SetPalette(int index)
{
palmanager.BindPalette(index);
}
void GLInstance::SetPalswap(int index)
{
palmanager.BindPalswap(index);
}
void PolymostRenderState::Apply(PolymostShader* shader)
{
shader->Clamp.Set(Clamp);
shader->Shade.Set(Shade);
shader->NumShades.Set(NumShades);
shader->VisFactor.Set(VisFactor);
shader->UseColorOnly.Set(UseColorOnly);
shader->UsePalette.Set(UsePalette);
shader->UseDetailMapping.Set(UseDetailMapping);
shader->UseGlowMapping.Set(UseGlowMapping);
shader->NPOTEmulation.Set(NPOTEmulation);
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
shader->ShadeInterpolate.Set(ShadeInterpolate);
shader->Brightness.Set(Brightness);
shader->FogColor.Set(FogColor);
}