mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 23:42:08 +00:00
82057bcd5a
This compiles but doesn't run.
325 lines
10 KiB
C++
325 lines
10 KiB
C++
/*
|
|
** v_video.h
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2008 Randy Heit
|
|
** 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.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#ifndef __V_VIDEO_H__
|
|
#define __V_VIDEO_H__
|
|
|
|
#include <functional>
|
|
#include "basics.h"
|
|
#include "vectors.h"
|
|
#include "m_png.h"
|
|
#include "renderstyle.h"
|
|
#include "c_cvars.h"
|
|
#include "v_2ddrawer.h"
|
|
#include "intrect.h"
|
|
#include "hw_shadowmap.h"
|
|
#include "hw_levelmesh.h"
|
|
#include "buffers.h"
|
|
#include "files.h"
|
|
|
|
|
|
struct FPortalSceneState;
|
|
class FSkyVertexBuffer;
|
|
class IIndexBuffer;
|
|
class IVertexBuffer;
|
|
class IDataBuffer;
|
|
class FFlatVertexBuffer;
|
|
class HWViewpointBuffer;
|
|
class FLightBuffer;
|
|
struct HWDrawInfo;
|
|
class FMaterial;
|
|
class FGameTexture;
|
|
class FRenderState;
|
|
class BoneBuffer;
|
|
|
|
enum EHWCaps
|
|
{
|
|
// [BB] Added texture compression flags.
|
|
RFL_TEXTURE_COMPRESSION = 1,
|
|
RFL_TEXTURE_COMPRESSION_S3TC = 2,
|
|
|
|
RFL_SHADER_STORAGE_BUFFER = 4,
|
|
RFL_BUFFER_STORAGE = 8,
|
|
|
|
RFL_NO_CLIP_PLANES = 32,
|
|
|
|
RFL_INVALIDATE_BUFFER = 64,
|
|
RFL_DEBUG = 128,
|
|
};
|
|
|
|
|
|
extern int DisplayWidth, DisplayHeight;
|
|
|
|
void V_UpdateModeSize (int width, int height);
|
|
void V_OutputResized (int width, int height);
|
|
|
|
EXTERN_CVAR(Bool, vid_fullscreen)
|
|
EXTERN_CVAR(Int, win_x)
|
|
EXTERN_CVAR(Int, win_y)
|
|
EXTERN_CVAR(Int, win_w)
|
|
EXTERN_CVAR(Int, win_h)
|
|
EXTERN_CVAR(Bool, win_maximized)
|
|
|
|
struct FColormap;
|
|
enum FTextureFormat : uint32_t;
|
|
class FModelRenderer;
|
|
struct SamplerUniform;
|
|
|
|
//
|
|
// VIDEO
|
|
//
|
|
//
|
|
class DCanvas
|
|
{
|
|
public:
|
|
DCanvas (int width, int height, bool bgra);
|
|
~DCanvas ();
|
|
void Resize(int width, int height, bool optimizepitch = true);
|
|
|
|
// Member variable access
|
|
inline uint8_t *GetPixels () const { return Pixels.Data(); }
|
|
inline int GetWidth () const { return Width; }
|
|
inline int GetHeight () const { return Height; }
|
|
inline int GetPitch () const { return Pitch; }
|
|
inline bool IsBgra() const { return Bgra; }
|
|
|
|
protected:
|
|
TArray<uint8_t> Pixels;
|
|
int Width;
|
|
int Height;
|
|
int Pitch;
|
|
bool Bgra;
|
|
};
|
|
|
|
class IHardwareTexture;
|
|
class FTexture;
|
|
|
|
|
|
class DFrameBuffer
|
|
{
|
|
private:
|
|
int Width = 0;
|
|
int Height = 0;
|
|
|
|
public:
|
|
// Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class.
|
|
int hwcaps = 0; // Capability flags
|
|
float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code.
|
|
int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance.
|
|
int stencilValue = 0; // Global stencil test value
|
|
unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
|
|
unsigned int maxuniformblock = 65536;
|
|
const char *vendorstring; // We have to account for some issues with particular vendors.
|
|
FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
|
|
FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data
|
|
HWViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data.
|
|
FLightBuffer *mLights = nullptr; // Dynamic lights
|
|
BoneBuffer* mBones = nullptr; // Model bones
|
|
IShadowMap mShadowMap;
|
|
|
|
int mGameScreenWidth = 0;
|
|
int mGameScreenHeight = 0;
|
|
IntRect mScreenViewport;
|
|
IntRect mSceneViewport;
|
|
IntRect mOutputLetterbox;
|
|
float mSceneClearColor[4]{ 0,0,0,255 };
|
|
|
|
int mPipelineNbr = 1; // Number of HW buffers to pipeline
|
|
int mPipelineType = 0;
|
|
|
|
public:
|
|
DFrameBuffer (int width=1, int height=1);
|
|
virtual ~DFrameBuffer();
|
|
virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
|
|
virtual bool IsVulkan() { return false; }
|
|
virtual bool IsPoly() { return false; }
|
|
virtual int GetShaderCount();
|
|
virtual bool CompileNextShader() { return true; }
|
|
void SetAABBTree(hwrenderer::LevelAABBTree * tree)
|
|
{
|
|
mShadowMap.SetAABBTree(tree);
|
|
}
|
|
virtual void SetLevelMesh(hwrenderer::LevelMesh *mesh) { }
|
|
bool allowSSBO() const
|
|
{
|
|
#ifndef HW_BLOCK_SSBO
|
|
return true;
|
|
#else
|
|
return mPipelineType == 0;
|
|
#endif
|
|
}
|
|
|
|
// SSBOs have quite worse performance for read only data, so keep this around only as long as Vulkan has not been adapted yet.
|
|
bool useSSBO()
|
|
{
|
|
return IsVulkan();
|
|
}
|
|
|
|
virtual DCanvas* GetCanvas() { return nullptr; }
|
|
|
|
void SetSize(int width, int height);
|
|
void SetVirtualSize(int width, int height)
|
|
{
|
|
Width = width;
|
|
Height = height;
|
|
}
|
|
inline int GetWidth() const { return Width; }
|
|
inline int GetHeight() const { return Height; }
|
|
|
|
FVector2 SceneScale() const
|
|
{
|
|
return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
|
|
}
|
|
|
|
FVector2 SceneOffset() const
|
|
{
|
|
return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
|
|
}
|
|
|
|
// Make the surface visible.
|
|
virtual void Update ();
|
|
|
|
// Stores the palette with flash blended in into 256 dwords
|
|
// Mark the palette as changed. It will be updated on the next Update().
|
|
virtual void UpdatePalette() {}
|
|
|
|
// Returns true if running fullscreen.
|
|
virtual bool IsFullscreen () = 0;
|
|
virtual void ToggleFullscreen(bool yes) {}
|
|
|
|
// Changes the vsync setting, if supported by the device.
|
|
virtual void SetVSync (bool vsync);
|
|
|
|
// Delete any resources that need to be deleted after restarting with a different IWAD
|
|
virtual void SetTextureFilterMode() {}
|
|
virtual IHardwareTexture *CreateHardwareTexture(int numchannels) { return nullptr; }
|
|
virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
|
|
virtual FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags);
|
|
virtual void BeginFrame() {}
|
|
virtual void SetWindowSize(int w, int h) {}
|
|
virtual void StartPrecaching() {}
|
|
virtual FRenderState* RenderState() { return nullptr; }
|
|
|
|
virtual int GetClientWidth() = 0;
|
|
virtual int GetClientHeight() = 0;
|
|
virtual void BlurScene(float amount) {}
|
|
|
|
virtual void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) {}
|
|
|
|
// Interface to hardware rendering resources
|
|
virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; }
|
|
virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; }
|
|
virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return nullptr; }
|
|
bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); }
|
|
|
|
// This is overridable in case Vulkan does it differently.
|
|
virtual bool RenderTextureIsFlipped() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Report a game restart
|
|
void SetClearColor(int color);
|
|
virtual int Backend() { return 0; }
|
|
virtual const char* DeviceName() const { return "Unknown"; }
|
|
virtual void AmbientOccludeScene(float m5) {}
|
|
virtual void FirstEye() {}
|
|
virtual void NextEye(int eyecount) {}
|
|
virtual void SetSceneRenderTarget(bool useSSAO) {}
|
|
virtual void UpdateShadowMap() {}
|
|
virtual void WaitForCommands(bool finish) {}
|
|
virtual void SetSaveBuffers(bool yes) {}
|
|
virtual void ImageTransitionScene(bool unknown) {}
|
|
virtual void CopyScreenToBuffer(int width, int height, uint8_t* buffer) { memset(buffer, 0, width* height); }
|
|
virtual bool FlipSavePic() const { return false; }
|
|
virtual void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect&)> renderFunc) {}
|
|
virtual void SetActiveRenderTarget() {}
|
|
|
|
// Screen wiping
|
|
virtual FTexture *WipeStartScreen();
|
|
virtual FTexture *WipeEndScreen();
|
|
|
|
virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
|
|
|
|
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
|
|
|
|
virtual void Draw2D() {}
|
|
|
|
virtual void SetViewportRects(IntRect *bounds);
|
|
int ScreenToWindowX(int x);
|
|
int ScreenToWindowY(int y);
|
|
|
|
void FPSLimit();
|
|
|
|
// Retrieves a buffer containing image data for a screenshot.
|
|
// Hint: Pitch can be negative for upside-down images, in which case buffer
|
|
// points to the last row in the buffer, which will be the first row output.
|
|
virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { return TArray<uint8_t>(); }
|
|
|
|
static float GetZNear() { return 5.f; }
|
|
static float GetZFar() { return 65536.f; }
|
|
|
|
// The original size of the framebuffer as selected in the video menu.
|
|
uint64_t FrameTime = 0;
|
|
|
|
private:
|
|
uint64_t fpsLimitTime = 0;
|
|
|
|
bool isIn2D = false;
|
|
};
|
|
|
|
|
|
// This is the screen updated by I_FinishUpdate.
|
|
extern DFrameBuffer *screen;
|
|
|
|
#define SCREENWIDTH (screen->GetWidth ())
|
|
#define SCREENHEIGHT (screen->GetHeight ())
|
|
|
|
EXTERN_CVAR (Float, vid_gamma)
|
|
|
|
|
|
// Allocates buffer screens, call before R_Init.
|
|
void V_InitScreenSize();
|
|
void V_InitScreen();
|
|
|
|
// Initializes graphics mode for the first time.
|
|
void V_Init2 ();
|
|
|
|
void V_Shutdown ();
|
|
int V_GetBackend();
|
|
|
|
inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
|
|
extern bool setsizeneeded, setmodeneeded;
|
|
|
|
|
|
#endif // __V_VIDEO_H__
|