- moved most of the OpenGL backend to 'common'.
A few things are yet to do, because they still need some changes.
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763e9e0f35
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02832297ff
26 changed files with 216 additions and 220 deletions
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@ -1,28 +1,35 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl1_renderer.cpp
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** gl_renderer.cpp
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** Renderer interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2020 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 "gl_system.h"
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@ -36,6 +43,7 @@
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#include "d_player.h"
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#include "a_dynlight.h"
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#include "cmdlib.h"
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#include "version.h"
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#include "g_game.h"
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#include "swrenderer/r_swscene.h"
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#include "hwrenderer/utility/hw_clock.h"
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@ -43,22 +51,22 @@
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#include "gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "hw_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl_renderstate.h"
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#include "gl_renderbuffers.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hw_vrmodes.h"
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#include "flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl_samplers.h"
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#include "hw_lightbuffer.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "r_videoscale.h"
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#include "r_data/models/models.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/system/gl_buffers.h"
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#include "gl_postprocessstate.h"
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#include "gl_buffers.h"
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#include "texturemanager.h"
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EXTERN_CVAR(Int, screenblocks)
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@ -95,8 +103,6 @@ void FGLRenderer::Initialize(int width, int height)
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mShadowMapShader = new FShadowMapShader();
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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glGenQueries(1, &PortalQueryObject);
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glGenVertexArrays(1, &mVAOID);
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glBindVertexArray(mVAOID);
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FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
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@ -120,8 +126,6 @@ FGLRenderer::~FGLRenderer()
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &mVAOID);
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}
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if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
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if (mBuffers) delete mBuffers;
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if (mSaveBuffers) delete mSaveBuffers;
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if (mPresentShader) delete mPresentShader;
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@ -160,44 +164,6 @@ void FGLRenderer::EndOffscreen()
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glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
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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 FGLRenderer::UpdateShadowMap()
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{
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if (screen->mShadowMap.PerformUpdate())
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{
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FGLDebug::PushGroup("ShadowMap");
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FGLPostProcessState savedState;
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static_cast<GLDataBuffer*>(screen->mShadowMap.mLightList)->BindBase();
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static_cast<GLDataBuffer*>(screen->mShadowMap.mNodesBuffer)->BindBase();
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static_cast<GLDataBuffer*>(screen->mShadowMap.mLinesBuffer)->BindBase();
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mBuffers->BindShadowMapFB();
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mShadowMapShader->Bind();
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mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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mShadowMapShader->Uniforms->NodesCount = screen->mShadowMap.NodesCount();
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mShadowMapShader->Uniforms.SetData();
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static_cast<GLDataBuffer*>(mShadowMapShader->Uniforms.GetBuffer())->BindBase();
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glViewport(0, 0, gl_shadowmap_quality, 1024);
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RenderScreenQuad();
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const auto &viewport = screen->mScreenViewport;
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glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
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mBuffers->BindShadowMapTexture(16);
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FGLDebug::PopGroup();
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screen->mShadowMap.FinishUpdate();
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}
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}
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//===========================================================================
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//
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//
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@ -207,14 +173,10 @@ void FGLRenderer::UpdateShadowMap()
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void FGLRenderer::BindToFrameBuffer(FTexture *tex)
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{
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auto BaseLayer = static_cast<FHardwareTexture*>(tex->GetHardwareTexture(0, 0));
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if (BaseLayer == nullptr)
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{
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// must create the hardware texture first
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BaseLayer->BindOrCreate(tex, 0, 0, 0, 0);
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FHardwareTexture::Unbind(0);
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gl_RenderState.ClearLastMaterial();
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}
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// must create the hardware texture first
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BaseLayer->BindOrCreate(tex, 0, 0, 0, 0);
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FHardwareTexture::Unbind(0);
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gl_RenderState.ClearLastMaterial();
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BaseLayer->BindToFrameBuffer(tex->GetWidth(), tex->GetHeight());
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}
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