raze/source/glbackend/glbackend.cpp
2020-05-31 10:32:10 +02:00

668 lines
19 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 "gl_load.h"
#include "glbackend.h"
#include "gl_samplers.h"
#include "gl_shader.h"
#include "textures.h"
#include "palette.h"
//#include "imgui.h"
#include "gamecontrol.h"
//#include "imgui_impl_sdl.h"
//#include "imgui_impl_opengl3.h"
#include "baselayer.h"
#include "gl_interface.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "flatvertices.h"
#include "gl_renderer.h"
#include "build.h"
#include "v_draw.h"
#include "v_font.h"
F2DDrawer twodpsp;
float shadediv[MAXPALOOKUPS];
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 };
static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
TArray<VSMatrix> matrixArray;
FileReader GetResource(const char* fn)
{
auto fr = fileSystem.OpenFileReader(fn);
if (!fr.isOpen())
{
I_Error("Fatal: '%s' not found", fn);
}
return fr;
}
GLInstance GLInterface;
GLInstance::GLInstance()
:palmanager(this)
{
VSMatrix mat(0);
matrixArray.Push(mat);
}
//void ImGui_Init_Backend();
//ImGuiContext* im_ctx;
TArray<uint8_t> ttf;
void GLInstance::Init(int ydim)
{
//glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
new(&renderState) PolymostRenderState; // reset to defaults.
LoadPolymostShader();
}
void GLInstance::LoadPolymostShader()
{
auto fr1 = GetResource("engine/shaders/glsl/polymost.vp");
TArray<uint8_t> Vert = fr1.Read();
fr1 = GetResource("engine/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::InitGLState(int fogmode, int multisample)
{
glShadeModel(GL_SMOOTH); // GL_FLAT
glEnable(GL_TEXTURE_2D);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (multisample > 0 )
{
//glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
glEnable(GL_MULTISAMPLE);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
// This is a bad place to call this but without deconstructing the entire render loops in all front ends there is no way to have a well defined spot for this stuff.
// Before doing that the backend needs to work in some fashion, so we have to make sure everything is set up when the first render call is performed.
screen->BeginFrame();
bool useSSAO = (gl_ssao != 0);
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(useSSAO);
ClearBufferState();
}
void GLInstance::Deinit()
{
#if 0
if (im_ctx)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext(im_ctx);
}
#endif
if (polymostShader) delete polymostShader;
polymostShader = nullptr;
if (surfaceShader) delete surfaceShader;
surfaceShader = nullptr;
activeShader = nullptr;
palmanager.DeleteAll();
lastPalswapIndex = -1;
}
OpenGLRenderer::FHardwareTexture* GLInstance::NewTexture(int numchannels)
{
return new OpenGLRenderer::FHardwareTexture(numchannels);
}
void GLInstance::ResetFrame()
{
GLState s;
lastState = s; // Back to defaults.
lastState.Style.BlendOp = -1; // invalidate. This forces a reset for the next operation
}
void GLInstance::SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2)
{
int o[] = { offset1, offset2 };
static_cast<OpenGLRenderer::GLVertexBuffer*>(vb)->Bind(o);
}
void GLInstance::SetIndexBuffer(IIndexBuffer* vb)
{
if (vb) static_cast<OpenGLRenderer::GLIndexBuffer*>(vb)->Bind();
else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GLInstance::ClearBufferState()
{
SetVertexBuffer(screen->mVertexData->GetBufferObjects().first, 0, 0);
SetIndexBuffer(nullptr);
}
static GLint primtypes[] ={ GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
applyMapFog();
renderState.vindex = start;
renderState.vcount = count;
renderState.primtype = type;
rendercommands.Push(renderState);
clearMapFog();
SetIdentityMatrix(Matrix_Texture);
SetIdentityMatrix(Matrix_Detail);
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
}
void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState)
{
if (activeShader == polymostShader)
{
glVertexAttrib4fv(2, renderState.Color);
if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
renderState.Apply(polymostShader, lastState);
}
if (type != DT_Lines)
{
glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t)));
}
else
{
glDrawArrays(primtypes[type], start, count);
}
}
void GLInstance::DoDraw()
{
for (auto& rs : rendercommands)
{
glVertexAttrib4fv(2, rs.Color);
if (rs.Color[3] != 1.f) rs.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
rs.Apply(polymostShader, lastState);
glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount);
}
rendercommands.Clear();
matrixArray.Resize(1);
}
int GLInstance::SetMatrix(int num, const VSMatrix *mat)
{
int r = renderState.matrixIndex[num];
if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
renderState.matrixIndex[num] = matrixArray.Size();
matrixArray.Push(*mat);
return r;
}
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::SetPalette(int index)
{
palmanager.BindPalette(index);
}
void GLInstance::SetPalswap(int index)
{
palmanager.BindPalswap(index);
renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades - 2) : shadediv[index];
}
void GLInstance::DrawImGui(ImDrawData* data)
{
#if 0
ImGui_ImplOpenGL3_RenderDrawData(data);
#endif
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
void PolymostRenderState::ApplyMaterial(FMaterial* mat, int clampmode, int translation, int overrideshader)
{
auto tex = mat->Source();
//mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
//mShaderTimer = tex->GetShaderSpeed();
//SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
//if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
clampmode = tex->GetClampMode(clampmode);
// avoid rebinding the same texture multiple times.
//if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
#if 0
lastMaterial = mat;
lastClamp = clampmode;
lastTranslation = translation;
#endif
int scf = 0;
if (Flags & RF_UsePalette)
{
scf |= CTF_Indexed;
translation = -1;
}
int usebright = false;
int maxbound = 0;
int numLayers = mat->NumLayers();
MaterialLayerInfo* layer;
auto base = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
scf |= layer->scaleFlags;
if (base->BindOrCreate(layer->layerTexture, 0, clampmode, translation, scf))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
// fixme: Upscale flags must be disabled for certain layers.
systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
maxbound = i;
}
}
// The palette lookup must be done manually.
#if 0
// unbind everything from the last texture that's still active
for (int i = maxbound + 1; i <= 16/*maxBoundMaterial*/; i++)
{
OpenGLRenderer::FHardwareTexture::Unbind(i);
//maxBoundMaterial = maxbound;
}
#endif
}
void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
{
if (!OpenGLRenderer::GLRenderer) return;
auto sm = OpenGLRenderer::GLRenderer->mSamplerManager;
bool reset = false;
if (mMaterial.mChanged)
{
mMaterial.mChanged = false;
ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
}
if (PaletteTexture != nullptr)
{
PaletteTexture->Bind(4, false);
sm->Bind(4, CLAMP_NOFILTER, -1);
}
if (LookupTexture != nullptr)
{
LookupTexture->Bind(5, false);
sm->Bind(5, CLAMP_NOFILTER, -1);
}
glActiveTexture(GL_TEXTURE0);
if (StateFlags != oldState.Flags)
{
if ((StateFlags ^ oldState.Flags) & STF_DEPTHTEST)
{
if (StateFlags & STF_DEPTHTEST) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
}
if ((StateFlags ^ oldState.Flags) & STF_BLEND)
{
if (StateFlags & STF_BLEND) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
}
if ((StateFlags ^ oldState.Flags) & STF_MULTISAMPLE)
{
if (StateFlags & STF_MULTISAMPLE) glEnable(GL_MULTISAMPLE);
else glDisable(GL_MULTISAMPLE);
}
if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST|STF_STENCILWRITE))
{
if (StateFlags & STF_STENCILWRITE)
{
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1/*value*/, 0xFF);
}
else if (StateFlags & STF_STENCILTEST)
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1/*value*/, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
else
{
glDisable(GL_STENCIL_TEST);
}
}
if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
{
if (StateFlags & (STF_CULLCW | STF_CULLCCW))
{
glFrontFace(StateFlags & STF_CULLCW ? GL_CW : GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); // Cull_Front is not being used.
}
else
{
glDisable(GL_CULL_FACE);
}
}
if ((StateFlags ^ oldState.Flags) & STF_COLORMASK)
{
if (StateFlags & STF_COLORMASK) glColorMask(1, 1, 1, 1);
else glColorMask(0, 0, 0, 0);
}
if ((StateFlags ^ oldState.Flags) & STF_DEPTHMASK)
{
if (StateFlags & STF_DEPTHMASK) glDepthMask(1);
else glDepthMask(0);
}
if ((StateFlags ^ oldState.Flags) & STF_WIREFRAME)
{
glPolygonMode(GL_FRONT_AND_BACK, (StateFlags & STF_WIREFRAME) ? GL_LINE : GL_FILL);
}
if (StateFlags & (STF_CLEARCOLOR| STF_CLEARDEPTH))
{
glClearColor(ClearColor.r / 255.f, ClearColor.g / 255.f, ClearColor.b / 255.f, 1.f);
int bit = 0;
if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT;
if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT;
glClear(bit);
}
if (StateFlags & STF_VIEWPORTSET)
{
glViewport(vp_x, vp_y, vp_w, vp_h);
}
if (StateFlags & STF_SCISSORSET)
{
if (sc_x > SHRT_MIN)
{
glScissor(sc_x, sc_y, sc_w, sc_h);
glEnable(GL_SCISSOR_TEST);
}
else
glDisable(GL_SCISSOR_TEST);
}
if (mBias.mChanged)
{
if (mBias.mFactor == 0 && mBias.mUnits == 0)
{
glDisable(GL_POLYGON_OFFSET_FILL);
}
else
{
glEnable(GL_POLYGON_OFFSET_FILL);
}
glPolygonOffset(mBias.mFactor, mBias.mUnits);
mBias.mChanged = false;
}
StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
oldState.Flags = StateFlags;
}
if (Style != oldState.Style)
{
glBlendFunc(blendstyles[Style.SrcAlpha], blendstyles[Style.DestAlpha]);
if (Style.BlendOp != oldState.Style.BlendOp) glBlendEquation(renderops[Style.BlendOp]);
oldState.Style = Style;
// Flags are not being checked yet, the current shader has no implementation for them.
}
if (DepthFunc != oldState.DepthFunc)
{
glDepthFunc(depthf[DepthFunc]);
oldState.DepthFunc = DepthFunc;
}
// Disable brightmaps if non-black fog is used.
if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
shader->Flags.Set(Flags);
shader->Shade.Set(Shade);
shader->NumShades.Set(NumShades);
shader->ShadeDiv.Set(ShadeDiv);
shader->VisFactor.Set(VisFactor);
shader->Flags.Set(Flags);
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
shader->Brightness.Set(Brightness);
shader->FogColor.Set(FogColor);
shader->TintFlags.Set(hictint_flags);
shader->TintModulate.Set(hictint);
shader->TintOverlay.Set(hictint_overlay);
shader->FullscreenTint.Set(fullscreenTint);
if (matrixIndex[Matrix_View] != -1)
shader->RotMatrix.Set(matrixArray[matrixIndex[Matrix_View]].get());
if (matrixIndex[Matrix_Projection] != -1)
shader->ProjectionMatrix.Set(matrixArray[matrixIndex[Matrix_Projection]].get());
if (matrixIndex[Matrix_Model] != -1)
shader->ModelMatrix.Set(matrixArray[matrixIndex[Matrix_Model]].get());
if (matrixIndex[Matrix_Detail] != -1)
shader->DetailMatrix.Set(matrixArray[matrixIndex[Matrix_Detail]].get());
if (matrixIndex[Matrix_Texture] != -1)
shader->TextureMatrix.Set(matrixArray[matrixIndex[Matrix_Texture]].get());
memset(matrixIndex, -1, sizeof(matrixIndex));
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void WriteSavePic(FileWriter* file, int width, int height)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
glFinish();
// Switch to render buffers dimensioned for the savepic
OpenGLRenderer::GLRenderer->mBuffers = OpenGLRenderer::GLRenderer->mSaveBuffers;
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
screen->SetViewportRects(&bounds);
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);
bool didit = gi->GenerateSavePic();
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();
OpenGLRenderer::GLRenderer->CopyToBackbuffer(&bounds, false);
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
glFinish();
if (didit)
{
int numpixels = width * height;
uint8_t* scr = (uint8_t*)Xmalloc(numpixels * 3);
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
M_CreatePNG(file, scr + ((height - 1) * width * 3), nullptr, SS_RGB, width, height, -width * 3, vid_gamma);
M_FinishPNG(file);
Xfree(scr);
}
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
OpenGLRenderer::GLRenderer->mBuffers = OpenGLRenderer::GLRenderer->mScreenBuffers;
bool useSSAO = (gl_ssao != 0);
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(useSSAO);
}
static int BufferLock = 0;
void renderBeginScene()
{
if (videoGetRenderMode() < REND_POLYMOST) return;
assert(BufferLock >= 0);
if (BufferLock++ == 0)
{
screen->mVertexData->Map();
}
}
void renderFinishScene()
{
if (videoGetRenderMode() < REND_POLYMOST) return;
assert(BufferLock > 0);
if (--BufferLock == 0)
{
screen->mVertexData->Unmap();
GLInterface.DoDraw();
}
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
CVAR(Bool, vid_fps, false, 0)
void DrawRateStuff()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
FString fpsbuff = gi->statFPS();
int textScale = active_con_scale(twod);
int rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0));
DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
}
}
void videoShowFrame(int32_t w)
{
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
if (gl_ssao)
{
glDrawBuffers(1, buffers);
OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetProjectionM5());
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
glDrawBuffers(3, buffers);
// To do: the translucent part of the scene should be drawn here
glDrawBuffers(1, buffers);
}
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
screen->PostProcessScene(false, 0, []() {
GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
});
screen->Update();
// After finishing the frame, reset everything for the next frame. This needs to be done better.
screen->BeginFrame();
if (gl_ssao)
{
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
glDrawBuffers(3, buffers);
}
else
{
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
}
twodpsp.Clear();
twod->Clear();
GLInterface.ResetFrame();
}