raze/source/glbackend/glbackend.h
Christoph Oelckers 2152780806 - added some hackery to render voxels properly again.
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00

394 lines
9.3 KiB
C++

#pragma once
#include <stdlib.h>
#include <algorithm>
#include <vector>
#include <map>
#include "gl_samplers.h"
#include "gl_hwtexture.h"
#include "gl_renderstate.h"
#include "matrix.h"
#include "palentry.h"
class FSamplerManager;
class FShader;
class PolymostShader;
class SurfaceShader;
class FTexture;
class GLInstance;
struct PaletteData
{
int32_t crc32;
PalEntry colors[256];
bool shadesdone;
int whiteindex, blackindex;
FHardwareTexture* paltexture;
};
struct PalShade
{
int palindex;
float mulshade, addshade;
};
struct PalswapData
{
int32_t crc32;
const uint8_t *lookup; // points to the original data. This is static so no need to copy
FHardwareTexture* swaptexture;
PalEntry fadeColor;
};
enum
{
PALSWAP_TEXTURE_SIZE = 2048
};
class PaletteManager
{
// The current engine limit is 256 palettes and 256 palswaps.
uint32_t palettemap[256] = {};
uint32_t palswapmap[256] = {};
float addshade[256] = {};
float mulshade[256] = {};
uint32_t lastindex = ~0u;
uint32_t lastsindex = ~0u;
int numshades = 1;
// Keep the short lived movie palettes out of the palette list for ease of maintenance.
// Since it is transient this doesn't need to be preserved if it changes, unlike the other palettes which need to be preserved as references for the texture management.
PaletteData transientpalette = { -1 };
// All data is being stored in contiguous blocks that can be used as uniform buffers as-is.
TArray<PaletteData> palettes;
TArray<PalswapData> palswaps;
TMap<int, int> swappedpalmap;
FHardwareTexture* palswapTexture = nullptr;
GLInstance* const inst;
//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
unsigned FindPalette(const uint8_t* paldata);
unsigned FindPalswap(const uint8_t* paldata);
public:
PaletteManager(GLInstance *inst_) : inst(inst_)
{}
~PaletteManager();
void DeleteAll();
void SetPalette(int index, const uint8_t *data, bool transient);
void SetPalswapData(int index, const uint8_t* data, int numshades);
void BindPalette(int index);
void BindPalswap(int index);
int ActivePalswap() const { return lastsindex; }
int LookupPalette(int palette, int palswap, bool brightmap);
const PalEntry *GetPaletteData(int palid) const { return palettes[palid].colors; }
};
struct glinfo_t {
const char* vendor;
const char* renderer;
const char* version;
const char* extensions;
float maxanisotropy;
char bufferstorage;
char dumped;
};
struct BaseVertex
{
float x, y, z;
float u, v;
void SetVertex(float _x, float _y, float _z = 0)
{
x = _x;
y = _y;
z = _z;
}
void SetTexCoord(float _u = 0, float _v = 0)
{
u = _u;
v = _v;
}
void Set(float _x, float _y, float _z = 0, float _u = 0, float _v = 0)
{
x = _x;
y = _y;
z = _z;
u = _u;
v = _v;
}
};
enum EDrawType
{
DT_TRIANGLES,
DT_TRIANGLE_STRIP,
DT_TRIANGLE_FAN,
DT_QUADS,
DT_LINES
};
enum EMatrixType
{
Matrix_View,
Matrix_Projection,
Matrix_ModelView,
Matrix_Detail,
Matrix_Texture,
// These are the only ones being used.
NUMMATRICES
};
enum ECull
{
Cull_None,
Cull_Front,
Cull_Back
};
enum EDepthFunc
{
Depth_Always,
Depth_Less,
Depth_Equal,
Depth_LessEqual
};
enum ERenderAlpha
{
STYLEALPHA_Zero, // Blend factor is 0.0
STYLEALPHA_One, // Blend factor is 1.0
STYLEALPHA_Src, // Blend factor is alpha
STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
STYLEALPHA_SrcCol, // Blend factor is color (HWR only)
STYLEALPHA_InvSrcCol, // Blend factor is 1.0 - color (HWR only)
STYLEALPHA_DstCol, // Blend factor is dest. color (HWR only)
STYLEALPHA_InvDstCol, // Blend factor is 1.0 - dest. color (HWR only)
STYLEALPHA_Dst, // Blend factor is dest. alpha
STYLEALPHA_InvDst, // Blend factor is 1.0 - dest. alpha
STYLEALPHA_MAX
};
enum ERenderOp
{
STYLEOP_Add, // Add source to destination
STYLEOP_Sub, // Subtract source from destination
STYLEOP_RevSub, // Subtract destination from source
};
enum EWinding
{
Winding_CCW,
Winding_CW
};
enum ETexType
{
TT_INDEXED,
TT_TRUECOLOR,
TT_HICREPLACE,
TT_BRIGHTMAP
};
class GLInstance
{
enum
{
MAX_TEXTURES = 15, // slot 15 is used internally and not available.
THCACHESIZE = 200,
};
std::vector<BaseVertex> Buffer; // cheap-ass implementation. The primary purpose is to get the GL accesses out of polymost.cpp, not writing something performant right away.
unsigned int LastBoundTextures[MAX_TEXTURES];
unsigned TextureHandleCache[THCACHESIZE];
int currentindex = THCACHESIZE;
int maxTextureSize;
PaletteManager palmanager;
int lastPalswapIndex = -1;
FHardwareTexture* texv;
FTexture* currentTexture = nullptr;
int TextureType;
int MatrixChange = 0;
VSMatrix matrices[NUMMATRICES];
PolymostRenderState renderState;
FShader* activeShader;
PolymostShader* polymostShader;
SurfaceShader* surfaceShader;
FShader* vpxShader;
public:
glinfo_t glinfo;
FSamplerManager *mSamplers;
void Init();
void InitGLState(int fogmode, int multisample);
void LoadPolymostShader();
void LoadSurfaceShader();
void LoadVPXShader();
void Deinit();
static int GetTexDimension(int value)
{
//if (value > gl.max_texturesize) return gl.max_texturesize;
return value;
}
GLInstance();
std::pair<size_t, BaseVertex *> AllocVertices(size_t num);
void Draw(EDrawType type, size_t start, size_t count);
int GetTextureID();
FHardwareTexture* NewTexture();
FGameTexture* NewTexture(const char *name, bool hightile);
void BindTexture(int texunit, FHardwareTexture *texid, int sampler = NoSampler);
void BindTexture(int texunit, FGameTexture* texid, int sampler = NoSampler);
void UnbindTexture(int texunit);
void UnbindAllTextures();
void EnableBlend(bool on);
void EnableAlphaTest(bool on);
void EnableDepthTest(bool on);
const VSMatrix &GetMatrix(int num)
{
return matrices[num];
}
void SetMatrix(int num, const VSMatrix *mat );
void SetMatrix(int num, const float *mat)
{
SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
}
void SetCull(int type, int winding = Winding_CCW);
void EnableStencilWrite(int value);
void EnableStencilTest(int value);
void DisableStencil();
void SetColor(float r, float g, float b, float a = 1.f);
void SetColorub(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255)
{
SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
}
void SetDepthFunc(int func);
void SetFadeColor(PalEntry color);
void SetFadeDisable(bool on);
void SetColorMask(bool on);
void SetDepthMask(bool on);
void SetBlendFunc(int src, int dst);
void SetBlendOp(int op);
void ClearScreen(float r, float g, float b, bool depth);
void ClearDepth();
void SetViewport(int x, int y, int w, int h);
void SetAlphaThreshold(float al);
void SetWireframe(bool on);
void SetPolymostShader();
void SetSurfaceShader();
void SetVPXShader();
void SetPalette(int palette);
bool ApplyTextureProps(FTexture *tex, int pal);
void RestoreTextureProps();
void ReadPixels(int w, int h, uint8_t* buffer);
void SetPaletteData(int index, const uint8_t* data, bool transient)
{
palmanager.SetPalette(index, data, transient);
}
void SetPalswapData(int index, const uint8_t* data, int numshades)
{
palmanager.SetPalswapData(index, data, numshades);
}
void SetPalswap(int index);
int GetClamp()
{
return int(renderState.Clamp[0] + 2*renderState.Clamp[1]);
}
void SetClamp(int clamp)
{
renderState.Clamp[0] = clamp & 1;
renderState.Clamp[1] = !!(clamp & 2);
}
void SetShade(int32_t shade, int numshades)
{
renderState.Shade = shade;
renderState.NumShades = numshades;
}
void SetVisibility(float visibility, float fviewingrange)
{
renderState.VisFactor = visibility * fviewingrange * (1.f / (64.f * 65536.f));
}
void UseColorOnly(bool useColorOnly)
{
renderState.UseColorOnly = useColorOnly;
}
void UseDetailMapping(bool useDetailMapping)
{
renderState.UseDetailMapping = useDetailMapping;
}
void UseGlowMapping(bool useGlowMapping)
{
renderState.UseGlowMapping = useGlowMapping;
}
void SetNpotEmulation(bool npotEmulation, float factor, float xOffset)
{
renderState.NPOTEmulation = npotEmulation;
renderState.NPOTEmulationFactor = factor;
renderState.NPOTEmulationXOffset = xOffset;
}
void SetShadeInterpolate(int32_t shadeInterpolate)
{
renderState.ShadeInterpolate = shadeInterpolate;
}
void SetBrightness(int brightness)
{
renderState.Brightness = 8.f / (brightness + 8.f);
}
void SetTinting(int flags, PalEntry color, PalEntry modulateColor)
{
// not yet implemented.
}
void SetBasepalTint(PalEntry color)
{
// not yet implemented - only relevant for hires replacements.
}
FHardwareTexture* CreateIndexedTexture(FTexture* tex);
FHardwareTexture* CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency = false);
FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid);
bool SetTextureInternal(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow);
bool SetTexture(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride)
{
return SetTextureInternal(globalpicnum, tex, palette, method, sampleroverride, 0, 0, nullptr, 1, nullptr);
}
bool SetModelTexture(FTexture *tex, int palette, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
{
return SetTextureInternal(-1, tex, palette, 8/*DAMETH_MODEL*/, -1, xpanning, ypanning, det, detscale, glow);
}
};
extern GLInstance GLInterface;