// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 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 3 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/ // //-------------------------------------------------------------------------- // /* ** gl1_renderer.cpp ** Renderer interface ** */ #include "gl_load/gl_system.h" #include "files.h" #include "v_video.h" #include "m_png.h" #include "w_wad.h" #include "doomstat.h" #include "i_time.h" #include "p_effect.h" #include "d_player.h" #include "a_dynlight.h" #include "cmdlib.h" #include "g_game.h" #include "swrenderer/r_swscene.h" #include "hwrenderer/utility/hw_clock.h" #include "gl_load/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "hwrenderer/utility/hw_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "hwrenderer/utility/hw_vrmodes.h" #include "hwrenderer/postprocessing/hw_presentshader.h" #include "hwrenderer/postprocessing/hw_present3dRowshader.h" #include "hwrenderer/postprocessing/hw_shadowmapshader.h" #include "hwrenderer/data/flatvertices.h" #include "hwrenderer/scene/hw_skydome.h" #include "hwrenderer/scene/hw_fakeflat.h" #include "gl/shaders/gl_postprocessshaderinstance.h" #include "gl/textures/gl_samplers.h" #include "hwrenderer/dynlights/hw_lightbuffer.h" #include "hwrenderer/data/hw_viewpointbuffer.h" #include "r_videoscale.h" #include "r_data/models/models.h" #include "gl/renderer/gl_postprocessstate.h" EXTERN_CVAR(Int, screenblocks) EXTERN_CVAR(Bool, cl_capfps) extern bool NoInterpolateView; namespace OpenGLRenderer { //=========================================================================== // // Renderer interface // //=========================================================================== //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; } void FGLRenderer::Initialize(int width, int height) { mScreenBuffers = new FGLRenderBuffers(); mSaveBuffers = new FGLRenderBuffers(); mBuffers = mScreenBuffers; mPresentShader = new FPresentShader(); mPresent3dCheckerShader = new FPresent3DCheckerShader(); mPresent3dColumnShader = new FPresent3DColumnShader(); mPresent3dRowShader = new FPresent3DRowShader(); mShadowMapShader = new FShadowMapShader(); mCustomPostProcessShaders = new FCustomPostProcessShaders(); // needed for the core profile, because someone decided it was a good idea to remove the default VAO. glGenQueries(1, &PortalQueryObject); glGenVertexArrays(1, &mVAOID); glBindVertexArray(mVAOID); FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID"); mFBID = 0; mOldFBID = 0; mShaderManager = new FShaderManager; mSamplerManager = new FSamplerManager; } FGLRenderer::~FGLRenderer() { FlushModels(); AActor::DeleteAllAttachedLights(); TexMan.FlushAll(); if (mShaderManager != nullptr) delete mShaderManager; if (mSamplerManager != nullptr) delete mSamplerManager; if (mFBID != 0) glDeleteFramebuffers(1, &mFBID); if (mVAOID != 0) { glBindVertexArray(0); glDeleteVertexArrays(1, &mVAOID); } if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject); if (swdrawer) delete swdrawer; if (mBuffers) delete mBuffers; if (mSaveBuffers) delete mSaveBuffers; if (mPresentShader) delete mPresentShader; if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mPresent3dRowShader) delete mPresent3dRowShader; if (mShadowMapShader) delete mShadowMapShader; delete mCustomPostProcessShaders; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::ResetSWScene() { // force recreation of the SW scene drawer to ensure it gets a new set of resources. if (swdrawer != nullptr) delete swdrawer; swdrawer = nullptr; } //=========================================================================== // // // //=========================================================================== bool FGLRenderer::StartOffscreen() { bool firstBind = (mFBID == 0); if (mFBID == 0) glGenFramebuffers(1, &mFBID); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID); glBindFramebuffer(GL_FRAMEBUFFER, mFBID); if (firstBind) FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB"); return true; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::EndOffscreen() { glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::UpdateShadowMap() { if (screen->mShadowMap.PerformUpdate()) { FGLDebug::PushGroup("ShadowMap"); FGLPostProcessState savedState; mBuffers->BindShadowMapFB(); mShadowMapShader->Bind(NOQUEUE); mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality; mShadowMapShader->Uniforms.Set(); glViewport(0, 0, gl_shadowmap_quality, 1024); RenderScreenQuad(); const auto &viewport = screen->mScreenViewport; glViewport(viewport.left, viewport.top, viewport.width, viewport.height); mBuffers->BindShadowMapTexture(16); FGLDebug::PopGroup(); screen->mShadowMap.FinishUpdate(); } } //----------------------------------------------------------------------------- // // renders the view // //----------------------------------------------------------------------------- sector_t *FGLRenderer::RenderView(player_t* player) { gl_RenderState.SetVertexBuffer(screen->mVertexData); screen->mVertexData->Reset(); sector_t *retsec; if (!V_IsHardwareRenderer()) { if (swdrawer == nullptr) swdrawer = new SWSceneDrawer; retsec = swdrawer->RenderView(player); } else { hw_ClearFakeFlat(); iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; checkBenchActive(); // reset statistics counters ResetProfilingData(); // Get this before everything else if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.; else r_viewpoint.TicFrac = I_GetTimeFrac(); screen->mLights->Clear(); screen->mViewpoints->Clear(); // NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below. bool saved_niv = NoInterpolateView; NoInterpolateView = false; // Shader start time does not need to be handled per level. Just use the one from the camera to render from. gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime); // prepare all camera textures that have been used in the last frame. // This must be done for all levels, not just the primary one! for (auto Level : AllLevels()) { Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov) { RenderTextureView(camtex, camera, fov); }); } NoInterpolateView = saved_niv; // now render the main view float fovratio; float ratio = r_viewwindow.WidescreenRatio; if (r_viewwindow.WidescreenRatio >= 1.3f) { fovratio = 1.333333f; } else { fovratio = ratio; } retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true); } All.Unclock(); return retsec; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::BindToFrameBuffer(FMaterial *mat) { auto BaseLayer = static_cast(mat->GetLayer(0, 0)); if (BaseLayer == nullptr) { // must create the hardware texture first BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0); FHardwareTexture::Unbind(0); gl_RenderState.ClearLastMaterial(); } BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight()); } //=========================================================================== // // Camera texture rendering // //=========================================================================== void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV) { // This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene. FMaterial * gltex = FMaterial::ValidateTexture(tex, false); int width = gltex->TextureWidth(); int height = gltex->TextureHeight(); StartOffscreen(); BindToFrameBuffer(gltex); IntRect bounds; bounds.left = bounds.top = 0; bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth()); bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight()); FRenderViewpoint texvp; RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false); EndOffscreen(); tex->SetUpdated(true); static_cast(screen)->camtexcount++; } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height) { IntRect bounds; bounds.left = 0; bounds.top = 0; bounds.width = width; bounds.height = height; // we must be sure the GPU finished reading from the buffer before we fill it with new data. glFinish(); // Switch to render buffers dimensioned for the savepic mBuffers = mSaveBuffers; hw_ClearFakeFlat(); gl_RenderState.SetVertexBuffer(screen->mVertexData); screen->mVertexData->Reset(); screen->mLights->Clear(); screen->mViewpoints->Clear(); // This shouldn't overwrite the global viewpoint even for a short time. FRenderViewpoint savevp; sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false); glDisable(GL_STENCIL_TEST); gl_RenderState.SetNoSoftLightLevel(); CopyToBackbuffer(&bounds, false); // strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers glFinish(); uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3); glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr); M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma); M_Free(scr); // Switch back the screen render buffers screen->SetViewportRects(nullptr); mBuffers = mScreenBuffers; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::BeginFrame() { mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height); mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT); } }