mirror of
https://github.com/ZDoom/Raze.git
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498 lines
14 KiB
C++
498 lines
14 KiB
C++
/*
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** gl_framebuffer.cpp
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** Implementation of the non-hardware specific parts of the
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** OpenGL frame buffer
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**
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**---------------------------------------------------------------------------
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** Copyright 2010-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gles_system.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "i_time.h"
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#include "gles_framebuffer.h"
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#include "gles_renderer.h"
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#include "gles_samplers.h"
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#include "gles_renderbuffers.h"
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#include "hw_clock.h"
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#include "hw_vrmodes.h"
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#include "hw_skydome.h"
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#include "hw_viewpointbuffer.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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#include "gles_shaderprogram.h"
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#include "r_videoscale.h"
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#include "gles_buffers.h"
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#include "gles_postprocessstate.h"
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#include "v_draw.h"
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#include "printf.h"
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#include "gles_hwtexture.h"
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#include "flatvertices.h"
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#include "hw_cvars.h"
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Int, gl_pipeline_depth);
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EXTERN_CVAR(Bool, gl_sort_textures);
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extern bool vid_hdr_active;
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namespace OpenGLESRenderer
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{
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FGLRenderer *GLRenderer;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
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Super(hMonitor, fullscreen)
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{
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// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
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// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
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Super::SetVSync(vid_vsync);
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FHardwareTexture::InitGlobalState();
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// Make sure all global variables tracking OpenGL context state are reset..
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gl_RenderState.Reset();
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GLRenderer = nullptr;
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}
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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{
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PPResource::ResetAll();
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if (mVertexData != nullptr) delete mVertexData;
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if (mSkyData != nullptr) delete mSkyData;
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if (mViewpoints != nullptr) delete mViewpoints;
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if (mLights != nullptr) delete mLights;
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if (mBones != nullptr) delete mBones;
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mShadowMap.Reset();
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if (GLRenderer)
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{
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delete GLRenderer;
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GLRenderer = nullptr;
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}
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}
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//==========================================================================
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//
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// Initializes the GL renderer
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//
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//==========================================================================
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void OpenGLFrameBuffer::InitializeState()
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{
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static bool first=true;
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mPipelineNbr = gl_pipeline_depth == 0? min(4, HW_MAX_PIPELINE_BUFFERS) : clamp(*gl_pipeline_depth, 1, HW_MAX_PIPELINE_BUFFERS);
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mPipelineType = 1;
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InitGLES();
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// Move some state to the framebuffer object for easier access.
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hwcaps = gles.flags;
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vendorstring = gles.vendorstring;
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glDepthFunc(GL_LESS);
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glEnable(GL_DITHER);
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glDisable(GL_CULL_FACE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_BLEND);
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if (gles.depthClampAvailable) glEnable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SetViewportRects(nullptr);
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mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight(), mPipelineNbr);
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mSkyData = new FSkyVertexBuffer;
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mViewpoints = new HWViewpointBuffer(mPipelineNbr);
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mLights = new FLightBuffer(mPipelineNbr);
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mBones = new BoneBuffer(mPipelineNbr);
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GLRenderer = new FGLRenderer(this);
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GLRenderer->Initialize(GetWidth(), GetHeight());
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static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
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static_cast<GLDataBuffer*>(mBones->GetBuffer())->BindBase();
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}
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//==========================================================================
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//
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// Updates the screen
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//
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//==========================================================================
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void OpenGLFrameBuffer::Update()
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{
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twoD.Reset();
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Flush3D.Reset();
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Flush3D.Clock();
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GLRenderer->Flush();
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Flush3D.Unclock();
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Swap();
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Super::Update();
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}
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void OpenGLFrameBuffer::CopyScreenToBuffer(int width, int height, uint8_t* scr)
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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GLRenderer->CopyToBackbuffer(&bounds, false);
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// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
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glFinish();
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glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
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}
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//===========================================================================
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//
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// Camera texture rendering
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//
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//===========================================================================
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void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
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{
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GLRenderer->StartOffscreen();
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GLRenderer->BindToFrameBuffer(tex);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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bounds.width = FHardwareTexture::GetTexDimension(tex->GetWidth());
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bounds.height = FHardwareTexture::GetTexDimension(tex->GetHeight());
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renderFunc(bounds);
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GLRenderer->EndOffscreen();
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tex->SetUpdated(true);
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static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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const char* OpenGLFrameBuffer::DeviceName() const
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{
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return gles.modelstring;
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}
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//==========================================================================
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//
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// Swap the buffers
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//
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//==========================================================================
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void OpenGLFrameBuffer::Swap()
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{
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Finish.Reset();
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Finish.Clock();
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mVertexData->DropSync();
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FPSLimit();
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SwapBuffers();
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mVertexData->NextPipelineBuffer();
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mVertexData->WaitSync();
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RenderState()->SetVertexBuffer(screen->mVertexData); // Needed for Raze because it does not reset it
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Finish.Unclock();
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camtexcount = 0;
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FHardwareTexture::UnbindAll();
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gl_RenderState.ClearLastMaterial();
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}
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//==========================================================================
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//
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// Enable/disable vertical sync
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//
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//==========================================================================
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void OpenGLFrameBuffer::SetVSync(bool vsync)
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{
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Super::SetVSync(vsync);
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}
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//===========================================================================
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//
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//
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//===========================================================================
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void OpenGLFrameBuffer::SetTextureFilterMode()
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{
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if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(int numchannels)
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{
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return new FHardwareTexture(numchannels);
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}
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void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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if (base->BindOrCreate(layer->layerTexture, 0, CLAMP_NONE, translation, layer->scaleFlags))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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systex->BindOrCreate(layer->layerTexture, i, CLAMP_NONE, 0, layer->scaleFlags);
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}
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}
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// unbind everything.
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FHardwareTexture::UnbindAll();
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gl_RenderState.ClearLastMaterial();
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}
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IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()
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{
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return new GLVertexBuffer;
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}
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IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
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{
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return new GLIndexBuffer;
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}
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IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
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{
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return new GLDataBuffer(bindingpoint, ssbo);
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}
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void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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Super::SetViewportRects(bounds);
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if (!bounds)
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{
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auto vrmode = VRMode::GetVRMode(true);
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vrmode->AdjustViewport(this);
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}
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}
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FRenderState* OpenGLFrameBuffer::RenderState()
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{
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return &gl_RenderState;
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}
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void OpenGLFrameBuffer::FirstEye()
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{
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//GLRenderer->mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
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}
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void OpenGLFrameBuffer::NextEye(int eyecount)
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{
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//GLRenderer->mBuffers->NextEye(eyecount);
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}
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void OpenGLFrameBuffer::SetSceneRenderTarget(bool useSSAO)
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{
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#ifndef NO_RENDER_BUFFER
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GLRenderer->mBuffers->BindSceneFB(useSSAO);
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#endif
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}
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void OpenGLFrameBuffer::WaitForCommands(bool finish)
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{
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glFinish();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void OpenGLFrameBuffer::BeginFrame()
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{
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SetViewportRects(nullptr);
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mViewpoints->Clear();
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if (GLRenderer != nullptr)
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GLRenderer->BeginFrame();
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}
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//===========================================================================
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//
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// Takes a screenshot
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//
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//===========================================================================
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TArray<uint8_t> OpenGLFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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{
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const auto &viewport = mOutputLetterbox;
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// Grab what is in the back buffer.
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// We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled.
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TArray<uint8_t> pixels;
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pixels.Resize(viewport.width * viewport.height * 3);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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// Copy to screenshot buffer:
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
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float rcpWidth = 1.0f / w;
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float rcpHeight = 1.0f / h;
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for (int y = 0; y < h; y++)
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{
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for (int x = 0; x < w; x++)
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{
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float u = (x + 0.5f) * rcpWidth;
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float v = (y + 0.5f) * rcpHeight;
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int sx = u * viewport.width;
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int sy = v * viewport.height;
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int sindex = (sx + sy * viewport.width) * 3;
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int dindex = (x + (h - y - 1) * w) * 3;
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ScreenshotBuffer[dindex] = pixels[sindex];
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ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
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ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
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}
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}
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pitch = w * 3;
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color_type = SS_RGB;
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// Screenshot should not use gamma correction if it was already applied to rendered image
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gamma = 1;
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if (vid_hdr_active && vid_fullscreen)
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gamma *= 2.2f;
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return ScreenshotBuffer;
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}
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//===========================================================================
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//
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// 2D drawing
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//
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//===========================================================================
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void OpenGLFrameBuffer::Draw2D()
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{
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if (GLRenderer != nullptr)
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{
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GLRenderer->mBuffers->BindCurrentFB();
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::Draw2D(twod, gl_RenderState);
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}
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}
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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//if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeStartScreen
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//
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// Called before the current screen has started rendering. This needs to
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// save what was drawn the previous frame so that it can be animated into
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// what gets drawn this frame.
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//
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//==========================================================================
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FTexture *OpenGLFrameBuffer::WipeStartScreen()
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{
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, "WipeStartScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
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GLRenderer->mBuffers->BindCurrentFB();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
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return tex;
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeEndScreen
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//
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// The screen we want to animate to has just been drawn.
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//
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//==========================================================================
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FTexture *OpenGLFrameBuffer::WipeEndScreen()
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{
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GLRenderer->Flush();
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, "WipeEndScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
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GLRenderer->mBuffers->BindCurrentFB();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
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return tex;
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}
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}
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