mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-13 06:01:28 +00:00
554 lines
15 KiB
C++
554 lines
15 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 "glbackend.h"
|
||
#include "textures.h"
|
||
#include "palette.h"
|
||
#include "gamecontrol.h"
|
||
#include "v_2ddrawer.h"
|
||
#include "v_video.h"
|
||
#include "flatvertices.h"
|
||
#include "build.h"
|
||
#include "v_draw.h"
|
||
#include "v_font.h"
|
||
#include "hw_viewpointuniforms.h"
|
||
#include "hw_viewpointbuffer.h"
|
||
#include "hw_renderstate.h"
|
||
#include "hw_cvars.h"
|
||
|
||
CVAR(Bool, gl_texture, true, 0)
|
||
|
||
F2DDrawer twodpsp;
|
||
static int BufferLock = 0;
|
||
|
||
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;
|
||
|
||
IHardwareTexture *setpalettelayer(int layer, int translation)
|
||
{
|
||
if (layer == 1)
|
||
return GLInterface.palmanager.GetPalette(GetTranslationType(translation) - Translation_Remap);
|
||
else if (layer == 2)
|
||
return GLInterface.palmanager.GetLookup(GetTranslationIndex(translation));
|
||
else return nullptr;
|
||
}
|
||
|
||
void GLInstance::Init(int ydim)
|
||
{
|
||
FMaterial::SetLayerCallback(setpalettelayer);
|
||
new(&renderState) PolymostRenderState; // reset to defaults.
|
||
}
|
||
|
||
void GLInstance::InitGLState(int fogmode, int multisample)
|
||
{
|
||
// 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();
|
||
}
|
||
|
||
void GLInstance::Deinit()
|
||
{
|
||
palmanager.DeleteAll();
|
||
lastPalswapIndex = -1;
|
||
}
|
||
|
||
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
|
||
{
|
||
assert (BufferLock > 0);
|
||
applyMapFog();
|
||
renderState.vindex = start;
|
||
renderState.vcount = count;
|
||
renderState.primtype = type;
|
||
rendercommands.Push(renderState);
|
||
clearMapFog();
|
||
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
|
||
}
|
||
|
||
void GLInstance::DoDraw()
|
||
{
|
||
GLState lastState;
|
||
|
||
if (rendercommands.Size() > 0)
|
||
{
|
||
lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
|
||
lastState.DepthFunc = INT_MIN; // Something totally invalid.
|
||
screen->RenderState()->EnableMultisampling(true);
|
||
|
||
for (auto& rs : rendercommands)
|
||
{
|
||
rs.Apply(*screen->RenderState(), lastState);
|
||
screen->RenderState()->Draw(rs.primtype, rs.vindex, rs.vcount);
|
||
}
|
||
renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning.
|
||
rendercommands.Clear();
|
||
}
|
||
matrixArray.Resize(1);
|
||
}
|
||
|
||
|
||
int GLInstance::SetMatrix(int num, const VSMatrix *mat)
|
||
{
|
||
int r = renderState.matrixIndex[num];
|
||
renderState.matrixIndex[num] = matrixArray.Size();
|
||
matrixArray.Push(*mat);
|
||
return r;
|
||
}
|
||
|
||
void GLInstance::SetIdentityMatrix(int num)
|
||
{
|
||
renderState.matrixIndex[num] = -1;
|
||
}
|
||
|
||
void GLInstance::SetPalswap(int index)
|
||
{
|
||
renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
|
||
renderState.FogColor = lookups.getFade(index);
|
||
}
|
||
|
||
void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
|
||
{
|
||
if (Flags & RF_ColorOnly)
|
||
{
|
||
state.EnableTexture(false);
|
||
}
|
||
else
|
||
{
|
||
state.EnableTexture(gl_texture);
|
||
state.SetMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
|
||
}
|
||
/* todo: bind indexed textures */
|
||
|
||
state.SetColor(Color[0], Color[1], Color[2], Color[3]);
|
||
if (StateFlags != oldState.Flags)
|
||
{
|
||
state.EnableDepthTest(StateFlags & STF_DEPTHTEST);
|
||
|
||
if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE))
|
||
{
|
||
if (StateFlags & STF_STENCILWRITE)
|
||
{
|
||
state.EnableStencil(true);
|
||
state.SetEffect(EFF_STENCIL);
|
||
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
|
||
}
|
||
else if (StateFlags & STF_STENCILTEST)
|
||
{
|
||
state.EnableStencil(true);
|
||
state.SetEffect(EFF_NONE);
|
||
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
|
||
}
|
||
else
|
||
{
|
||
state.EnableStencil(false);
|
||
state.SetEffect(EFF_NONE);
|
||
}
|
||
}
|
||
if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
|
||
{
|
||
int cull = Cull_None;
|
||
if (StateFlags & STF_CULLCCW) cull = Cull_CCW;
|
||
else if (StateFlags & STF_CULLCW) cull = Cull_CW;
|
||
state.SetCulling(cull);
|
||
}
|
||
state.SetColorMask(StateFlags & STF_COLORMASK);
|
||
state.SetDepthMask(StateFlags & STF_DEPTHMASK);
|
||
if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
|
||
{
|
||
int clear = 0;
|
||
if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
|
||
if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
|
||
state.Clear(clear);
|
||
}
|
||
if (StateFlags & STF_VIEWPORTSET)
|
||
{
|
||
state.SetViewport(vp_x, vp_y, vp_w, vp_h);
|
||
}
|
||
if (StateFlags & STF_SCISSORSET)
|
||
{
|
||
state.SetScissor(sc_x, sc_y, sc_w, sc_h);
|
||
}
|
||
state.SetDepthBias(mBias.mFactor, mBias.mUnits);
|
||
|
||
StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
|
||
oldState.Flags = StateFlags;
|
||
}
|
||
state.SetRenderStyle(Style);
|
||
if (DepthFunc != oldState.DepthFunc)
|
||
{
|
||
state.SetDepthFunc(DepthFunc);
|
||
oldState.DepthFunc = DepthFunc;
|
||
}
|
||
// Disable brightmaps if non-black fog is used.
|
||
if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f)
|
||
{
|
||
state.EnableFog(FogColor.isBlack() && !(Flags & RF_MapFog) ? 1 : -1);
|
||
}
|
||
else state.EnableFog(0);
|
||
state.SetFog((Flags & RF_MapFog) ? PalEntry(0x999999) : FogColor, 21.f); // Fixme: The real density still needs to be implemented. 21 is a reasonable default only.
|
||
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
|
||
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
|
||
state.SetTextureMode(TextureMode);
|
||
|
||
state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
|
||
state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f);
|
||
|
||
FVector4 addcol(0, 0, 0, 0);
|
||
FVector4 modcol(fullscreenTint.r / 255.f, fullscreenTint.g / 255.f, fullscreenTint.b / 255.f, 1);
|
||
FVector4 blendcol(0, 0, 0, 0);
|
||
int flags = 0;
|
||
|
||
if (fullscreenTint != 0xffffff) flags |= 16;
|
||
if (hictint_flags != -1)
|
||
{
|
||
flags |= TextureManipulation::ActiveBit;
|
||
if (hictint_flags & TINTF_COLORIZE)
|
||
{
|
||
modcol.X *= hictint.r / 64.f;
|
||
modcol.Y *= hictint.g / 64.f;
|
||
modcol.Z *= hictint.b / 64.f;
|
||
}
|
||
if (hictint_flags & TINTF_GRAYSCALE)
|
||
modcol.W = 1.f;
|
||
|
||
if (hictint_flags & TINTF_INVERT)
|
||
flags |= TextureManipulation::InvertBit;
|
||
|
||
if (hictint_flags & TINTF_BLENDMASK)
|
||
{
|
||
blendcol = modcol; // WTF???, but the tinting code really uses the same color for both!
|
||
flags |= (((hictint_flags & TINTF_BLENDMASK) >> 6) + 1) & TextureManipulation::BlendMask;
|
||
}
|
||
addcol.W = flags;
|
||
}
|
||
state.SetTextureColors(&modcol.X, &addcol.X, &blendcol.X);
|
||
|
||
if (matrixIndex[Matrix_Model] != -1)
|
||
{
|
||
state.EnableModelMatrix(true);
|
||
state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]];
|
||
}
|
||
else state.EnableModelMatrix(false);
|
||
|
||
memset(matrixIndex, -1, sizeof(matrixIndex));
|
||
}
|
||
|
||
void DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown)
|
||
{
|
||
int pixelsize = 3;
|
||
int pitch = width * pixelsize;
|
||
if (upsidedown)
|
||
{
|
||
scr += ((height - 1) * width * pixelsize);
|
||
pitch *= -1;
|
||
}
|
||
|
||
M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// 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;
|
||
auto& RenderState = *screen->RenderState();
|
||
|
||
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
||
screen->WaitForCommands(false);
|
||
screen->mVertexData->Reset();
|
||
|
||
// Switch to render buffers dimensioned for the savepic
|
||
screen->SetSaveBuffers(true);
|
||
screen->ImageTransitionScene(true);
|
||
|
||
RenderState.SetVertexBuffer(screen->mVertexData);
|
||
screen->mVertexData->Reset();
|
||
//screen->mLights->Clear();
|
||
screen->mViewpoints->Clear();
|
||
|
||
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();
|
||
|
||
int numpixels = width * height;
|
||
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
|
||
screen->CopyScreenToBuffer(width, height, scr);
|
||
|
||
DoWriteSavePic(file, SS_RGB, scr, width, height, screen->FlipSavePic());
|
||
M_Free(scr);
|
||
|
||
// Switch back the screen render buffers
|
||
screen->SetViewportRects(nullptr);
|
||
screen->SetSaveBuffers(false);
|
||
}
|
||
|
||
|
||
static HWViewpointUniforms vp;
|
||
|
||
void renderSetProjectionMatrix(const float* p)
|
||
{
|
||
if (p)
|
||
{
|
||
vp.mProjectionMatrix.loadMatrix(p);
|
||
GLInterface.mProjectionM5 = p[5];
|
||
}
|
||
else vp.mProjectionMatrix.loadIdentity();
|
||
}
|
||
|
||
void renderSetViewMatrix(const float* p)
|
||
{
|
||
if (p) vp.mViewMatrix.loadMatrix(p);
|
||
else vp.mViewMatrix.loadIdentity();
|
||
}
|
||
|
||
void renderSetVisibility(float vis)
|
||
{
|
||
vp.mGlobVis = vis;
|
||
}
|
||
|
||
void renderBeginScene()
|
||
{
|
||
if (videoGetRenderMode() < REND_POLYMOST) return;
|
||
assert(BufferLock == 0);
|
||
|
||
vp.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | ((int)5 << 16);
|
||
screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp);
|
||
|
||
if (BufferLock++ == 0)
|
||
{
|
||
screen->mVertexData->Map();
|
||
}
|
||
}
|
||
|
||
void renderFinishScene()
|
||
{
|
||
if (videoGetRenderMode() < REND_POLYMOST) return;
|
||
assert(BufferLock == 1);
|
||
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)
|
||
|
||
|
||
static FString statFPS()
|
||
{
|
||
static int32_t frameCount;
|
||
static double lastFrameTime;
|
||
static double cumulativeFrameDelay;
|
||
static double lastFPS;
|
||
|
||
FString output;
|
||
|
||
double frameTime = I_msTimeF();
|
||
double frameDelay = frameTime - lastFrameTime;
|
||
cumulativeFrameDelay += frameDelay;
|
||
|
||
if (frameDelay >= 0)
|
||
{
|
||
output.AppendFormat("%5.1f fps (%.1f ms)\n", lastFPS, frameDelay);
|
||
|
||
if (cumulativeFrameDelay >= 1000.0)
|
||
{
|
||
lastFPS = 1000.f * frameCount / cumulativeFrameDelay;
|
||
frameCount = 0;
|
||
cumulativeFrameDelay = 0.0;
|
||
}
|
||
}
|
||
lastFrameTime = frameTime;
|
||
return output;
|
||
}
|
||
|
||
void DrawRateStuff()
|
||
{
|
||
// Draws frame time and cumulative fps
|
||
if (vid_fps)
|
||
{
|
||
FString fpsbuff = 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);
|
||
|
||
}
|
||
}
|
||
|
||
int32_t r_scenebrightness = 0;
|
||
|
||
|
||
|
||
void Draw2D(F2DDrawer* drawer, FRenderState& state);
|
||
|
||
void videoShowFrame(int32_t w)
|
||
{
|
||
if (gl_ssao)
|
||
{
|
||
screen->AmbientOccludeScene(GLInterface.GetProjectionM5());
|
||
// To do: the translucent part of the scene should be drawn here, but the render setup in the games is really too broken to do SSAO.
|
||
|
||
//glDrawBuffers(1, buffers);
|
||
}
|
||
|
||
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
||
|
||
screen->PostProcessScene(false, 0, Brightness, []() {
|
||
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
|
||
});
|
||
screen->Update();
|
||
screen->mVertexData->Reset();
|
||
// After finishing the frame, reset everything for the next frame. This needs to be done better.
|
||
screen->BeginFrame();
|
||
bool useSSAO = (gl_ssao != 0);
|
||
screen->SetSceneRenderTarget(useSSAO);
|
||
twodpsp.Clear();
|
||
twod->Clear();
|
||
}
|
||
|
||
TMap<int64_t, bool> cachemap;
|
||
|
||
void markTileForPrecache(int tilenum, int palnum)
|
||
{
|
||
int i, j;
|
||
if ((picanm[tilenum].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
|
||
{
|
||
i = tilenum - picanm[tilenum].num;
|
||
j = tilenum;
|
||
}
|
||
else
|
||
{
|
||
i = tilenum;
|
||
j = tilenum + picanm[tilenum].num;
|
||
}
|
||
|
||
for (; i <= j; i++)
|
||
{
|
||
int64_t val = i + (int64_t(palnum) << 32);
|
||
cachemap.Insert(val, true);
|
||
}
|
||
}
|
||
|
||
void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype);
|
||
|
||
void precacheMarkedTiles()
|
||
{
|
||
decltype(cachemap)::Iterator it(cachemap);
|
||
decltype(cachemap)::Pair* pair;
|
||
while (it.NextPair(pair))
|
||
{
|
||
int dapicnum = pair->Key & 0x7fffffff;
|
||
int dapalnum = pair->Key >> 32;
|
||
polymost_precache(dapicnum, dapalnum, 0);
|
||
}
|
||
}
|
||
|
||
void hud_drawsprite(double sx, double sy, int z, int a, int picnum, int dashade, int dapalnum, int dastat)
|
||
{
|
||
double dz = z / 65536.;
|
||
int light = Scale(numshades - clamp(dashade, 0, numshades - 1), 255, numshades);
|
||
PalEntry pe(255, light, light, light);
|
||
DrawTexture(&twodpsp, tileGetTexture(picnum, true), sx, sy,
|
||
DTA_ScaleX, dz, DTA_ScaleY, dz,
|
||
DTA_Color, pe,
|
||
DTA_TranslationIndex, TRANSLATION(Translation_Remap + curbasepal, dapalnum),
|
||
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y,
|
||
DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1,
|
||
DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||
DTA_CenterOffsetRel, !(dastat & (RS_TOPLEFT | RS_CENTER)),
|
||
DTA_TopLeft, !!(dastat & RS_TOPLEFT),
|
||
DTA_CenterOffset, !!(dastat & RS_CENTER),
|
||
DTA_FlipX, !!(dastat & RS_YFLIP), // the weapon drawer uses y-flip+180<38> rotation for x-flip but no other transformation.
|
||
DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0,
|
||
TAG_DONE);
|
||
}
|
||
|