// //--------------------------------------------------------------------------- // // 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 "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/scene/gl_portal.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_drawinfo.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 "gl/shaders/gl_postprocessshaderinstance.h" #include "gl/textures/gl_samplers.h" #include "gl/dynlights/gl_lightbuffer.h" #include "r_videoscale.h" EXTERN_CVAR(Int, screenblocks) EXTERN_CVAR(Bool, cl_capfps) extern bool NoInterpolateView; //=========================================================================== // // Renderer interface // //=========================================================================== //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; mMirrorCount = 0; mPlaneMirrorCount = 0; mVBO = nullptr; mSkyVBO = nullptr; mShaderManager = nullptr; mLights = nullptr; mBuffers = nullptr; mScreenBuffers = nullptr; mSaveBuffers = nullptr; mPresentShader = nullptr; mPresent3dCheckerShader = nullptr; mPresent3dColumnShader = nullptr; mPresent3dRowShader = nullptr; mShadowMapShader = nullptr; mCustomPostProcessShaders = nullptr; } 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"); mVBO = new FFlatVertexBuffer(width, height); mSkyVBO = new FSkyVertexBuffer; mLights = new FLightBuffer(); gl_RenderState.SetVertexBuffer(mVBO); mFBID = 0; mOldFBID = 0; SetupLevel(); mShaderManager = new FShaderManager; mSamplerManager = new FSamplerManager; } FGLRenderer::~FGLRenderer() { FlushModels(); AActor::DeleteAllAttachedLights(); FMaterial::FlushAll(); if (mShaderManager != NULL) delete mShaderManager; if (mSamplerManager != NULL) delete mSamplerManager; if (mVBO != NULL) delete mVBO; if (mSkyVBO != NULL) delete mSkyVBO; if (mLights != NULL) delete mLights; 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 (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; } void FGLRenderer::SetupLevel() { mVBO->CreateVBO(); } //=========================================================================== // // // //=========================================================================== 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); } //----------------------------------------------------------------------------- // // renders the view // //----------------------------------------------------------------------------- sector_t *FGLRenderer::RenderView(player_t* player) { gl_RenderState.SetVertexBuffer(mVBO); mVBO->Reset(); sector_t *retsec; if (!V_IsHardwareRenderer()) { if (swdrawer == nullptr) swdrawer = new SWSceneDrawer; retsec = swdrawer->RenderView(player); } else { 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(); P_FindParticleSubsectors(); mLights->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; // prepare all camera textures that have been used in the last frame FCanvasTextureInfo::UpdateAll(); 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; } mShadowMap.Update(); 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)); 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) { 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(); } //=========================================================================== // // 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; // if mVBO is persistently mapped we must be sure the GPU finished reading from it before we fill it with new data. glFinish(); // Switch to render buffers dimensioned for the savepic mBuffers = mSaveBuffers; P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector. gl_RenderState.SetVertexBuffer(mVBO); mVBO->Reset(); mLights->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.SetSoftLightLevel(-1); 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); } //=========================================================================== // // Vertex buffer for 2D drawer // //=========================================================================== class F2DVertexBuffer : public FSimpleVertexBuffer { uint32_t ibo_id; // Make sure we can build upon FSimpleVertexBuffer. static_assert(offsetof(FSimpleVertex, x) == offsetof(F2DDrawer::TwoDVertex, x), "x not aligned"); static_assert(offsetof(FSimpleVertex, u) == offsetof(F2DDrawer::TwoDVertex, u), "u not aligned"); static_assert(offsetof(FSimpleVertex, color) == offsetof(F2DDrawer::TwoDVertex, color0), "color not aligned"); public: F2DVertexBuffer() { glGenBuffers(1, &ibo_id); } ~F2DVertexBuffer() { if (ibo_id != 0) { glDeleteBuffers(1, &ibo_id); } } void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount) { glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glBufferData(GL_ARRAY_BUFFER, vertcount * sizeof(vertices[0]), vertices, GL_STREAM_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexcount * sizeof(indices[0]), indices, GL_STREAM_DRAW); } void BindVBO() override { FSimpleVertexBuffer::BindVBO(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id); } }; //=========================================================================== // // Draws the 2D stuff. This is the version for OpenGL 3 and later. // //=========================================================================== CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE) void FGLRenderer::Draw2D(F2DDrawer *drawer) { twoD.Clock(); FGLDebug::PushGroup("Draw2D"); if (VRMode::GetVRMode(true)->mEyeCount == 1) mBuffers->BindCurrentFB(); const auto &mScreenViewport = screen->mScreenViewport; glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); HWViewpointUniforms matrices; matrices.SetDefaults(); matrices.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f); matrices.CalcDependencies(); GLRenderer->mShaderManager->ApplyMatrices(&matrices, NORMAL_PASS); glDisable(GL_DEPTH_TEST); // Korshun: ENABLE AUTOMAP ANTIALIASING!!! if (gl_aalines) glEnable(GL_LINE_SMOOTH); else { glDisable(GL_MULTISAMPLE); glDisable(GL_LINE_SMOOTH); glLineWidth(1.0); } auto &vertices = drawer->mVertices; auto &indices = drawer->mIndices; auto &commands = drawer->mData; if (commands.Size() == 0) { twoD.Unclock(); return; } for (auto &v : vertices) { // Change from BGRA to RGBA std::swap(v.color0.r, v.color0.b); } auto vb = new F2DVertexBuffer; vb->UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size()); gl_RenderState.SetVertexBuffer(vb); gl_RenderState.EnableFog(false); for(auto &cmd : commands) { int gltrans = -1; int tm, sb, db, be; // The texture mode being returned here cannot be used, because the higher level code // already manipulated the data so that some cases will not be handled correctly. // Since we already get a proper mode from the calling code this doesn't really matter. gl_GetRenderStyle(cmd.mRenderStyle, false, false, &tm, &sb, &db, &be); gl_RenderState.BlendEquation(be); gl_RenderState.BlendFunc(sb, db); gl_RenderState.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed)); gl_RenderState.EnableFog(2); // Special 2D mode 'fog'. // Rather than adding remapping code, let's enforce that the constants here are equal. static_assert(int(F2DDrawer::DTM_Normal) == int(TM_MODULATE), "DTM_Normal != TM_MODULATE"); static_assert(int(F2DDrawer::DTM_Opaque) == int(TM_OPAQUE), "DTM_Opaque != TM_OPAQUE"); static_assert(int(F2DDrawer::DTM_Invert) == int(TM_INVERSE), "DTM_Invert != TM_INVERSE"); static_assert(int(F2DDrawer::DTM_InvertOpaque) == int(TM_INVERTOPAQUE), "DTM_InvertOpaque != TM_INVERTOPAQUE"); static_assert(int(F2DDrawer::DTM_Stencil) == int(TM_MASK), "DTM_Stencil != TM_MASK"); static_assert(int(F2DDrawer::DTM_AlphaTexture) == int(TM_REDTOALPHA), "DTM_AlphaTexture != TM_REDTOALPHA"); gl_RenderState.SetTextureMode(cmd.mDrawMode); if (cmd.mFlags & F2DDrawer::DTF_Scissor) { glEnable(GL_SCISSOR_TEST); // scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates // Note that the origin here is the lower left corner! auto sciX = screen->ScreenToWindowX(cmd.mScissor[0]); auto sciY = screen->ScreenToWindowY(cmd.mScissor[3]); auto sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX; auto sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY; glScissor(sciX, sciY, sciW, sciH); } else glDisable(GL_SCISSOR_TEST); if (cmd.mSpecialColormap[0].a != 0) { gl_RenderState.SetTextureMode(TM_FIXEDCOLORMAP); gl_RenderState.SetObjectColor(cmd.mSpecialColormap[0]); gl_RenderState.SetObjectColor2(cmd.mSpecialColormap[1]); } gl_RenderState.SetFog(cmd.mColor1, 0); gl_RenderState.SetColor(1, 1, 1, 1, cmd.mDesaturate); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); if (cmd.mTexture != nullptr) { auto mat = FMaterial::ValidateTexture(cmd.mTexture, false); if (mat == nullptr) continue; if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex(); gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1, cmd.mDrawMode == F2DDrawer::DTM_AlphaTexture); gl_RenderState.EnableTexture(true); // Canvas textures are stored upside down if (cmd.mTexture->bHasCanvas) { gl_RenderState.mTextureMatrix.loadIdentity(); gl_RenderState.mTextureMatrix.scale(1.f, -1.f, 1.f); gl_RenderState.mTextureMatrix.translate(0.f, 1.f, 0.0f); gl_RenderState.EnableTextureMatrix(true); } if (cmd.mFlags & F2DDrawer::DTF_Burn) { gl_RenderState.SetEffect(EFF_BURN); } } else { gl_RenderState.EnableTexture(false); } gl_RenderState.Apply(); switch (cmd.mType) { case F2DDrawer::DrawTypeTriangles: glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int))); break; case F2DDrawer::DrawTypeLines: glDrawArrays(GL_LINES, cmd.mVertIndex, cmd.mVertCount); break; case F2DDrawer::DrawTypePoints: glDrawArrays(GL_POINTS, cmd.mVertIndex, cmd.mVertCount); break; } gl_RenderState.SetObjectColor(0xffffffff); gl_RenderState.SetObjectColor2(0); gl_RenderState.EnableTextureMatrix(false); gl_RenderState.SetEffect(EFF_NONE); } glDisable(GL_SCISSOR_TEST); gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.SetVertexBuffer(mVBO); gl_RenderState.EnableTexture(true); gl_RenderState.EnableBrightmap(true); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.EnableFog(false); gl_RenderState.ResetColor(); gl_RenderState.Apply(); delete vb; FGLDebug::PopGroup(); twoD.Unclock(); }