raze/source/common/rendering/gles/gles_renderstate.cpp
Christoph Oelckers de70e802ec - downgraded all LGPL3 license headers in the backend to LGPL2.
This had already been agreed by all involved authors, but apparently not all files were changed accordingly.
2022-10-23 18:46:17 +02:00

740 lines
20 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2009-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_renderstate.cpp
** Render state maintenance
**
*/
#include "gles_system.h"
#include "hw_cvars.h"
#include "flatvertices.h"
#include "gles_shader.h"
#include "gles_renderer.h"
#include "hw_lightbuffer.h"
#include "gles_renderbuffers.h"
#include "gles_hwtexture.h"
#include "gles_buffers.h"
#include "gles_renderer.h"
#include "gles_samplers.h"
#include "hw_clock.h"
#include "printf.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
namespace OpenGLESRenderer
{
FGLRenderState gl_RenderState;
static VSMatrix identityMatrix(1);
static void matrixToGL(const VSMatrix &mat, int loc)
{
glUniformMatrix4fv(loc, 1, false, (float*)&mat);
}
//==========================================================================
//
// This only gets called once upon setup.
// With OpenGL the state is persistent and cannot be cleared, once set up.
//
//==========================================================================
void FGLRenderState::Reset()
{
FRenderState::Reset();
mVertexBuffer = mCurrentVertexBuffer = nullptr;
mGlossiness = 0.0f;
mSpecularLevel = 0.0f;
mShaderTimer = 0.0f;
stRenderStyle = DefaultRenderStyle();
stSrcBlend = stDstBlend = -1;
stBlendEquation = -1;
stAlphaTest = 0;
mLastDepthClamp = true;
mEffectState = 0;
activeShader = nullptr;
mCurrentVertexBuffer = nullptr;
mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0;
mCurrentIndexBuffer = nullptr;
}
//==========================================================================
//
// Apply shader settings
//
//==========================================================================
bool FGLRenderState::ApplyShader()
{
static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
ShaderFlavourData flavour;
// Need to calc light data now in order to select correct shader
float* lightPtr = NULL;
int modLights = 0;
int subLights = 0;
int addLights = 0;
int totalLights = 0;
flavour.hasSpotLight = false;
if (mLightIndex >= 0)
{
lightPtr = ((float*)screen->mLights->GetBuffer()->Memory());
lightPtr += ((int64_t)mLightIndex * 4);
//float array[64];
//memcpy(array, ptr, 4 * 64);
// Calculate how much light data there is to upload, this is stored in the first 4 floats
modLights = int(lightPtr[1]) / LIGHT_VEC4_NUM;
subLights = (int(lightPtr[2]) - int(lightPtr[1])) / LIGHT_VEC4_NUM;
addLights = (int(lightPtr[3]) - int(lightPtr[2])) / LIGHT_VEC4_NUM;
// Here we limit the number of lights, but dont' change the light data so priority has to be mod, sub then add
if (modLights > (int)gles.maxlights)
modLights = gles.maxlights;
if (modLights + subLights > (int)gles.maxlights)
subLights = gles.maxlights - modLights;
if (modLights + subLights + addLights > (int)gles.maxlights)
addLights = gles.maxlights - modLights - subLights;
totalLights = modLights + subLights + addLights;
// Skip passed the first 4 floats so the upload below only contains light data
lightPtr += 4;
float* findSpotsPtr = lightPtr + 11; // The 11th float contains '1' if the light is a spot light, see hw_dynlightdata.cpp
for (int n = 0; n < totalLights; n++)
{
if (*findSpotsPtr > 0) // This is a spot light
{
flavour.hasSpotLight = true;
break;
}
findSpotsPtr += LIGHT_VEC4_NUM * 4;
}
}
int tm = GetTextureModeAndFlags(mTempTM);
flavour.textureMode = tm & 0xffff;
flavour.texFlags = tm >> 16; //Move flags to start of word
if (mTextureClamp && flavour.textureMode == TM_NORMAL) flavour.textureMode = TM_CLAMPY; // fixme. Clamp can now be combined with all modes.
if (flavour.textureMode == -1)
flavour.textureMode = 0;
flavour.blendFlags = (int)(mStreamData.uTextureAddColor.a + 0.01);
flavour.paletteInterpolate = !!(flavour.blendFlags & 0x4000);
flavour.twoDFog = false;
flavour.fogEnabled = false;
flavour.fogEquationRadial = false;
flavour.colouredFog = false;
flavour.fogEquationRadial = (gl_fogmode == 2);
flavour.twoDFog = false;
flavour.fogEnabled = false;
flavour.colouredFog = false;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
flavour.twoDFog = true;
}
else if (gl_fogmode)
{
flavour.fogEnabled = true;
if ((GetFogColor() & 0xffffff) != 0)
flavour.colouredFog = true;
}
}
flavour.doDesaturate = mStreamData.uDesaturationFactor != 0;
flavour.useULightLevel = (mLightParms[3] >= 0); //#define uLightLevel uLightAttr.a
// Yes create shaders for all combinations of active lights to avoid more branches
flavour.dynLightsMod = (modLights > 0);
flavour.dynLightsSub = (subLights > 0);
flavour.dynLightsAdd = (addLights > 0);
flavour.useObjectColor2 = (mStreamData.uObjectColor2.a > 0);
flavour.useGlowTopColor = mGlowEnabled && (mStreamData.uGlowTopColor[3] > 0);
flavour.useGlowBottomColor = mGlowEnabled && (mStreamData.uGlowBottomColor[3] > 0);
flavour.useColorMap = (mColorMapSpecial >= CM_FIRSTSPECIALCOLORMAP) || (mColorMapFlash != 1);
flavour.buildLighting = (mHwUniforms->mPalLightLevels >> 16) == 5; // Build engine mode
flavour.bandedSwLight = !!(mHwUniforms->mPalLightLevels & 0xFF);
#ifdef NPOT_EMULATION
flavour.npotEmulation = (mStreamData.uNpotEmulation.Y != 0);
#endif
if (mSpecialEffect > EFF_NONE)
{
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType, flavour);
}
else
{
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType);
activeShader->Bind(flavour);
}
if (mHwUniforms)
{
activeShader->cur->muProjectionMatrix.Set(&mHwUniforms->mProjectionMatrix);
activeShader->cur->muViewMatrix.Set(&mHwUniforms->mViewMatrix);
activeShader->cur->muNormalViewMatrix.Set(&mHwUniforms->mNormalViewMatrix);
activeShader->cur->muCameraPos.Set(&mHwUniforms->mCameraPos.X);
activeShader->cur->muClipLine.Set(&mHwUniforms->mClipLine.X);
activeShader->cur->muGlobVis.Set(mHwUniforms->mGlobVis);
activeShader->cur->muPalLightLevels.Set(mHwUniforms->mPalLightLevels & 0xFF); // JUST pass the pal levels, clear the top bits
activeShader->cur->muViewHeight.Set(mHwUniforms->mViewHeight);
activeShader->cur->muClipHeight.Set(mHwUniforms->mClipHeight);
activeShader->cur->muClipHeightDirection.Set(mHwUniforms->mClipHeightDirection);
//activeShader->cur->muShadowmapFilter.Set(mHwUniforms->mShadowmapFilter);
}
glVertexAttrib4fv(VATTR_COLOR, &mStreamData.uVertexColor.X);
glVertexAttrib4fv(VATTR_NORMAL, &mStreamData.uVertexNormal.X);
activeShader->cur->muDesaturation.Set(mStreamData.uDesaturationFactor);
//activeShader->cur->muFogEnabled.Set(fogset);
activeShader->cur->muLightParms.Set(mLightParms);
activeShader->cur->muFogColor.Set(mStreamData.uFogColor);
activeShader->cur->muObjectColor.Set(mStreamData.uObjectColor);
activeShader->cur->muDynLightColor.Set(&mStreamData.uDynLightColor.X);
activeShader->cur->muInterpolationFactor.Set(mStreamData.uInterpolationFactor);
activeShader->cur->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
activeShader->cur->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->cur->muClipSplit.Set(mClipSplit);
activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
activeShader->cur->muAddColor.Set(mStreamData.uAddColor);
activeShader->cur->muTextureAddColor.Set(mStreamData.uTextureAddColor);
activeShader->cur->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
activeShader->cur->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
activeShader->cur->muDetailParms.Set(&mStreamData.uDetailParms.X);
#ifdef NPOT_EMULATION
activeShader->cur->muNpotEmulation.Set(&mStreamData.uNpotEmulation.X);
#endif
if (flavour.useColorMap)
{
if (mColorMapSpecial < CM_FIRSTSPECIALCOLORMAP || mColorMapSpecial >= CM_MAXCOLORMAP)
{
activeShader->cur->muFixedColormapStart.Set( 0,0,0, mColorMapFlash );
activeShader->cur->muFixedColormapRange.Set( 0,0,0, 1.f );
}
else
{
FSpecialColormap* scm = &SpecialColormaps[mColorMapSpecial - CM_FIRSTSPECIALCOLORMAP];
//uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash };
activeShader->cur->muFixedColormapStart.Set( scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], mColorMapFlash );
activeShader->cur->muFixedColormapRange.Set( scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f );
}
}
if (mGlowEnabled || activeShader->cur->currentglowstate)
{
activeShader->cur->muGlowTopColor.Set(&mStreamData.uGlowTopColor.X);
activeShader->cur->muGlowBottomColor.Set(&mStreamData.uGlowBottomColor.X);
activeShader->cur->muGlowTopPlane.Set(&mStreamData.uGlowTopPlane.X);
activeShader->cur->muGlowBottomPlane.Set(&mStreamData.uGlowBottomPlane.X);
activeShader->cur->currentglowstate = mGlowEnabled;
}
if (mGradientEnabled || activeShader->cur->currentgradientstate)
{
activeShader->cur->muObjectColor2.Set(mStreamData.uObjectColor2);
activeShader->cur->muGradientTopPlane.Set(&mStreamData.uGradientTopPlane.X);
activeShader->cur->muGradientBottomPlane.Set(&mStreamData.uGradientBottomPlane.X);
activeShader->cur->currentgradientstate = mGradientEnabled;
}
if (mSplitEnabled || activeShader->cur->currentsplitstate)
{
activeShader->cur->muSplitTopPlane.Set(&mStreamData.uSplitTopPlane.X);
activeShader->cur->muSplitBottomPlane.Set(&mStreamData.uSplitBottomPlane.X);
activeShader->cur->currentsplitstate = mSplitEnabled;
}
if (mTextureMatrixEnabled)
{
matrixToGL(mTextureMatrix, activeShader->cur->texturematrix_index);
activeShader->cur->currentTextureMatrixState = true;
}
else if (activeShader->cur->currentTextureMatrixState)
{
activeShader->cur->currentTextureMatrixState = false;
matrixToGL(identityMatrix, activeShader->cur->texturematrix_index);
}
if (mModelMatrixEnabled)
{
matrixToGL(mModelMatrix, activeShader->cur->modelmatrix_index);
VSMatrix norm;
norm.computeNormalMatrix(mModelMatrix);
matrixToGL(norm, activeShader->cur->normalmodelmatrix_index);
activeShader->cur->currentModelMatrixState = true;
}
else if (activeShader->cur->currentModelMatrixState)
{
activeShader->cur->currentModelMatrixState = false;
matrixToGL(identityMatrix, activeShader->cur->modelmatrix_index);
matrixToGL(identityMatrix, activeShader->cur->normalmodelmatrix_index);
}
// Upload the light data
if (mLightIndex >= 0)
{
// Calculate the total number of vec4s we need
int totalVectors = totalLights * LIGHT_VEC4_NUM;
if (totalVectors > (int)gles.numlightvectors)
totalVectors = gles.numlightvectors;
glUniform4fv(activeShader->cur->lights_index, totalVectors, lightPtr);
int range[4] = { 0,
modLights * LIGHT_VEC4_NUM,
(modLights + subLights) * LIGHT_VEC4_NUM,
(modLights + subLights + addLights) * LIGHT_VEC4_NUM };
activeShader->cur->muLightRange.Set(range);
}
return true;
}
//==========================================================================
//
// Apply State
//
//==========================================================================
void FGLRenderState::ApplyState()
{
if (mRenderStyle != stRenderStyle)
{
ApplyBlendMode();
stRenderStyle = mRenderStyle;
}
if (mSplitEnabled != stSplitEnabled)
{
/*
if (mSplitEnabled)
{
glEnable(GL_CLIP_DISTANCE3);
glEnable(GL_CLIP_DISTANCE4);
}
else
{
glDisable(GL_CLIP_DISTANCE3);
glDisable(GL_CLIP_DISTANCE4);
}
*/
stSplitEnabled = mSplitEnabled;
}
if (mMaterial.mChanged)
{
ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
mMaterial.mChanged = false;
}
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;
}
void FGLRenderState::ApplyBuffers()
{
if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
{
assert(mVertexBuffer != nullptr);
static_cast<GLVertexBuffer*>(mVertexBuffer)->Bind(mVertexOffsets);
mCurrentVertexBuffer = mVertexBuffer;
mCurrentVertexOffsets[0] = mVertexOffsets[0];
mCurrentVertexOffsets[1] = mVertexOffsets[1];
}
if (mIndexBuffer != mCurrentIndexBuffer)
{
if (mIndexBuffer) static_cast<GLIndexBuffer*>(mIndexBuffer)->Bind();
mCurrentIndexBuffer = mIndexBuffer;
}
}
void FGLRenderState::Apply()
{
ApplyState();
ApplyBuffers();
ApplyShader();
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
if (mat->Source()->isHardwareCanvas())
{
mTempTM = TM_OPAQUE;
}
else
{
mTempTM = TM_NORMAL;
}
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;
lastMaterial = mat;
lastClamp = clampmode;
lastTranslation = translation;
int maxbound = 0;
int numLayers = mat->NumLayers();
MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
{
if (!(layer->scaleFlags & CTF_Indexed))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<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;
}
}
else
{
for (int i = 1; i < 3; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, translation, &layer));
GLRenderer->mSamplerManager->Bind(i, CLAMP_NONE, 255);
systex->Bind(i, false);
maxbound = i;
}
}
}
// unbind everything from the last texture that's still active
for (int i = maxbound + 1; i <= maxBoundMaterial; i++)
{
FHardwareTexture::Unbind(i);
maxBoundMaterial = maxbound;
}
}
//==========================================================================
//
// Apply blend mode from RenderStyle
//
//==========================================================================
void FGLRenderState::ApplyBlendMode()
{
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[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1 };
int srcblend = blendstyles[mRenderStyle.SrcAlpha%STYLEALPHA_MAX];
int dstblend = blendstyles[mRenderStyle.DestAlpha%STYLEALPHA_MAX];
int blendequation = renderops[mRenderStyle.BlendOp & 15];
if (blendequation == -1) // This was a fuzz style.
{
srcblend = GL_DST_COLOR;
dstblend = GL_ONE_MINUS_SRC_ALPHA;
blendequation = GL_FUNC_ADD;
}
// Checks must be disabled until all draw code has been converted.
if (srcblend != stSrcBlend || dstblend != stDstBlend)
{
stSrcBlend = srcblend;
stDstBlend = dstblend;
glBlendFunc(srcblend, dstblend);
}
if (blendequation != stBlendEquation)
{
stBlendEquation = blendequation;
glBlendEquation(blendequation);
}
}
//==========================================================================
//
// API dependent draw calls
//
//==========================================================================
static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
void FGLRenderState::Draw(int dt, int index, int count, bool apply)
{
if (apply)
{
Apply();
}
drawcalls.Clock();
glDrawArrays(dt2gl[dt], index, count);
drawcalls.Unclock();
}
void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
if (apply)
{
Apply();
}
drawcalls.Clock();
glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
drawcalls.Unclock();
}
void FGLRenderState::SetDepthMask(bool on)
{
glDepthMask(on);
}
void FGLRenderState::SetDepthFunc(int func)
{
static int df2gl[] = { GL_LESS, GL_LEQUAL, GL_ALWAYS };
glDepthFunc(df2gl[func]);
}
void FGLRenderState::SetDepthRange(float min, float max)
{
glDepthRangef(min, max);
}
void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
glColorMask(r, g, b, a);
}
void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
{
static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
if (flags != -1)
{
bool cmon = !(flags & SF_ColorMaskOff);
glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
glDepthMask(!(flags & SF_DepthMaskOff));
}
}
void FGLRenderState::ToggleState(int state, bool on)
{
if (on)
{
glEnable(state);
}
else
{
glDisable(state);
}
}
void FGLRenderState::SetCulling(int mode)
{
if (mode != Cull_None)
{
glEnable(GL_CULL_FACE);
glFrontFace(mode == Cull_CCW ? GL_CCW : GL_CW);
}
else
{
glDisable(GL_CULL_FACE);
}
}
void FGLRenderState::EnableClipDistance(int num, bool state)
{
}
void FGLRenderState::Clear(int targets)
{
// This always clears to default values.
int gltarget = 0;
if (targets & CT_Depth)
{
gltarget |= GL_DEPTH_BUFFER_BIT;
glClearDepthf(1);
}
if (targets & CT_Stencil)
{
gltarget |= GL_STENCIL_BUFFER_BIT;
glClearStencil(0);
}
if (targets & CT_Color)
{
gltarget |= GL_COLOR_BUFFER_BIT;
glClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
}
glClear(gltarget);
}
void FGLRenderState::EnableStencil(bool on)
{
ToggleState(GL_STENCIL_TEST, on);
}
void FGLRenderState::SetScissor(int x, int y, int w, int h)
{
if (w > -1)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, w, h);
}
else
{
glDisable(GL_SCISSOR_TEST);
}
}
void FGLRenderState::SetViewport(int x, int y, int w, int h)
{
glViewport(x, y, w, h);
}
void FGLRenderState::EnableDepthTest(bool on)
{
ToggleState(GL_DEPTH_TEST, on);
}
void FGLRenderState::EnableMultisampling(bool on)
{
}
void FGLRenderState::EnableLineSmooth(bool on)
{
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderState::ClearScreen()
{
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Apply();
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
glEnable(GL_DEPTH_TEST);
}
//==========================================================================
//
// Below are less frequently altrered state settings which do not get
// buffered by the state object, but set directly instead.
//
//==========================================================================
bool FGLRenderState::SetDepthClamp(bool on)
{
bool res = mLastDepthClamp;
if (gles.depthClampAvailable)
{
if (!on) glDisable(GL_DEPTH_CLAMP);
else glEnable(GL_DEPTH_CLAMP);
}
mLastDepthClamp = on;
return res;
}
void FGLRenderState::ApplyViewport(void* data)
{
mHwUniforms = reinterpret_cast<HWViewpointUniforms*>(static_cast<uint8_t*>(data));
}
}