// //--------------------------------------------------------------------------- // // Copyright(C) 2010-2016 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/ // //-------------------------------------------------------------------------- // /* ** gl_framebuffer.cpp ** Implementation of the non-hardware specific parts of the ** OpenGL frame buffer ** */ #include "gl_load/gl_system.h" #include "v_video.h" #include "m_png.h" #include "templates.h" #include "gl_load/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/textures/gl_samplers.h" #include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_vrmodes.h" #include "hwrenderer/models/hw_models.h" #include "hwrenderer/scene/hw_skydome.h" #include "hwrenderer/data/hw_viewpointbuffer.h" #include "hwrenderer/dynlights/hw_lightbuffer.h" #include "gl/shaders/gl_shaderprogram.h" #include "gl_debug.h" #include "r_videoscale.h" #include "gl_buffers.h" #include "hwrenderer/data/flatvertices.h" EXTERN_CVAR (Bool, vid_vsync) EXTERN_CVAR(Bool, r_drawvoxels) EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Bool, gl_texture_usehires) void gl_LoadExtensions(); void gl_PrintStartupLog(); void Draw2D(F2DDrawer *drawer, FRenderState &state); CUSTOM_CVAR(Int, vid_hwgamma, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self < 0 || self > 2) self = 2; if (screen != nullptr) screen->SetGamma(); } namespace OpenGLRenderer { FGLRenderer *GLRenderer; //========================================================================== // // // //========================================================================== OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen) { // SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver. // If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed! Super::SetVSync(vid_vsync); // Make sure all global variables tracking OpenGL context state are reset.. FHardwareTexture::InitGlobalState(); gl_RenderState.Reset(); GLRenderer = nullptr; InitPalette(); } OpenGLFrameBuffer::~OpenGLFrameBuffer() { if (mVertexData != nullptr) delete mVertexData; if (mSkyData != nullptr) delete mSkyData; if (mViewpoints != nullptr) delete mViewpoints; if (mLights != nullptr) delete mLights; if (GLRenderer) { delete GLRenderer; GLRenderer = nullptr; } } //========================================================================== // // Initializes the GL renderer // //========================================================================== void OpenGLFrameBuffer::InitializeState() { static bool first=true; if (first) { if (ogl_LoadFunctions() == ogl_LOAD_FAILED) { I_FatalError("Failed to load OpenGL functions."); } } gl_LoadExtensions(); // Move some state to the framebuffer object for easier access. hwcaps = gl.flags; glslversion = gl.glslversion; uniformblockalignment = gl.uniformblockalignment; maxuniformblock = gl.maxuniformblock; gl_vendorstring = gl.vendorstring; if (first) { first=false; gl_PrintStartupLog(); } glDepthFunc(GL_LESS); glEnable(GL_DITHER); glDisable(GL_CULL_FACE); glDisable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_BLEND); glEnable(GL_DEPTH_CLAMP); glDisable(GL_DEPTH_TEST); glDisable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetViewportRects(nullptr); mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight()); mSkyData = new FSkyVertexBuffer; mViewpoints = new GLViewpointBuffer; mLights = new FLightBuffer(); GLRenderer = new FGLRenderer(this); GLRenderer->Initialize(GetWidth(), GetHeight()); mDebug = std::make_shared(); mDebug->Update(); } //========================================================================== // // Updates the screen // //========================================================================== void OpenGLFrameBuffer::Update() { twoD.Reset(); Flush3D.Reset(); Flush3D.Clock(); GLRenderer->Flush(); Flush3D.Unclock(); Swap(); Super::Update(); } //=========================================================================== // // // //=========================================================================== void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV) { if (!V_IsHardwareRenderer()) { Super::RenderTextureView(tex, Viewpoint, FOV); } else if (GLRenderer != nullptr) { GLRenderer->RenderTextureView(tex, Viewpoint, FOV); camtexcount++; } } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void OpenGLFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height) { if (!V_IsHardwareRenderer()) Super::WriteSavePic(player, file, width, height); else if (GLRenderer != nullptr) GLRenderer->WriteSavePic(player, file, width, height); } //=========================================================================== // // // //=========================================================================== sector_t *OpenGLFrameBuffer::RenderView(player_t *player) { if (GLRenderer != nullptr) return GLRenderer->RenderView(player); return nullptr; } //=========================================================================== // // // //=========================================================================== uint32_t OpenGLFrameBuffer::GetCaps() { if (!V_IsHardwareRenderer()) return Super::GetCaps(); // describe our basic feature set ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS | RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP; if (r_drawvoxels) FlagSet |= RFF_VOXELS; if (gl_tonemap != 5) // not running palette tonemap shader FlagSet |= RFF_TRUECOLOR; return (uint32_t)FlagSet; } //========================================================================== // // Swap the buffers // //========================================================================== CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); void OpenGLFrameBuffer::Swap() { bool swapbefore = gl_finishbeforeswap && camtexcount == 0; Finish.Reset(); Finish.Clock(); if (swapbefore) glFinish(); SwapBuffers(); if (!swapbefore) glFinish(); Finish.Unclock(); camtexcount = 0; FHardwareTexture::UnbindAll(); mDebug->Update(); } //========================================================================== // // Enable/disable vertical sync // //========================================================================== void OpenGLFrameBuffer::SetVSync(bool vsync) { // Switch to the default frame buffer because some drivers associate the vsync state with the bound FB object. GLint oldDrawFramebufferBinding = 0, oldReadFramebufferBinding = 0; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldDrawFramebufferBinding); glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldReadFramebufferBinding); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); Super::SetVSync(vsync); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDrawFramebufferBinding); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldReadFramebufferBinding); } //=========================================================================== // // DoSetGamma // // (Unfortunately Windows has some safety precautions that block gamma ramps // that are considered too extreme. As a result this doesn't work flawlessly) // //=========================================================================== void OpenGLFrameBuffer::SetGamma() { bool useHWGamma = m_supportsGamma && ((vid_hwgamma == 0) || (vid_hwgamma == 2 && IsFullscreen())); if (useHWGamma) { uint16_t gammaTable[768]; // This formula is taken from Doomsday BuildGammaTable(gammaTable); SetGammaTable(gammaTable); HWGammaActive = true; } else if (HWGammaActive) { ResetGammaTable(); HWGammaActive = false; } } //=========================================================================== // // //=========================================================================== void OpenGLFrameBuffer::CleanForRestart() { if (GLRenderer) GLRenderer->ResetSWScene(); } void OpenGLFrameBuffer::SetTextureFilterMode() { if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode(); } IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(FTexture *tex) { return new FHardwareTexture(tex->bNoCompress); } void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation) { auto tex = mat->tex; if (tex->UseType == ETextureType::SWCanvas) return; // Textures that are already scaled in the texture lump will not get replaced by hires textures. int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1) ? CTF_CheckHires : 0; int numLayers = mat->GetLayers(); auto base = static_cast(mat->GetLayer(0)); if (base->BindOrCreate(tex, 0, CLAMP_NONE, translation, flags)) { for (int i = 1; i < numLayers; i++) { FTexture *layer; auto systex = static_cast(mat->GetLayer(i, &layer)); systex->BindOrCreate(layer, i, CLAMP_NONE, 0, mat->isExpanded() ? CTF_Expand : 0); } } // unbind everything. FHardwareTexture::UnbindAll(); } FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli) { return new FGLModelRenderer(nullptr, gl_RenderState, mli); } IShaderProgram *OpenGLFrameBuffer::CreateShaderProgram() { return new FShaderProgram; } IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer() { return new GLVertexBuffer; } IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer() { return new GLIndexBuffer; } IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo) { return new GLDataBuffer(bindingpoint, ssbo); } void OpenGLFrameBuffer::TextureFilterChanged() { if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode(); } void OpenGLFrameBuffer::BlurScene(float amount) { GLRenderer->BlurScene(amount); } void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds) { Super::SetViewportRects(bounds); if (!bounds) { auto vrmode = VRMode::GetVRMode(true); vrmode->AdjustViewport(this); } } void OpenGLFrameBuffer::UpdatePalette() { if (GLRenderer) GLRenderer->ClearTonemapPalette(); } //=========================================================================== // // // //=========================================================================== void OpenGLFrameBuffer::BeginFrame() { SetViewportRects(nullptr); if (GLRenderer != nullptr) GLRenderer->BeginFrame(); } //=========================================================================== // // Takes a screenshot // //=========================================================================== void OpenGLFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) { const auto &viewport = mOutputLetterbox; // Grab what is in the back buffer. // We cannot rely on SCREENWIDTH/HEIGHT here because the output may have been scaled. TArray pixels; pixels.Resize(viewport.width * viewport.height * 3); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(viewport.left, viewport.top, viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]); glPixelStorei(GL_PACK_ALIGNMENT, 4); // Copy to screenshot buffer: int w = SCREENWIDTH; int h = SCREENHEIGHT; auto ScreenshotBuffer = new uint8_t[w * h * 3]; float rcpWidth = 1.0f / w; float rcpHeight = 1.0f / h; for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { float u = (x + 0.5f) * rcpWidth; float v = (y + 0.5f) * rcpHeight; int sx = u * viewport.width; int sy = v * viewport.height; int sindex = (sx + sy * viewport.width) * 3; int dindex = (x + (h - y - 1) * w) * 3; ScreenshotBuffer[dindex] = pixels[sindex]; ScreenshotBuffer[dindex + 1] = pixels[sindex + 1]; ScreenshotBuffer[dindex + 2] = pixels[sindex + 2]; } } pitch = w * 3; color_type = SS_RGB; buffer = ScreenshotBuffer; // Screenshot should not use gamma correction if it was already applied to rendered image gamma = 1 == vid_hwgamma || (2 == vid_hwgamma && !fullscreen) ? 1.0f : Gamma; } //=========================================================================== // // 2D drawing // //=========================================================================== void OpenGLFrameBuffer::Draw2D() { if (GLRenderer != nullptr) { FGLDebug::PushGroup("Draw2D"); if (VRMode::GetVRMode(true)->mEyeCount == 1) GLRenderer->mBuffers->BindCurrentFB(); ::Draw2D(&m2DDrawer, gl_RenderState); FGLDebug::PopGroup(); } } void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D) { GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D); } //========================================================================== // // OpenGLFrameBuffer :: WipeStartScreen // // Called before the current screen has started rendering. This needs to // save what was drawn the previous frame so that it can be animated into // what gets drawn this frame. // //========================================================================== FTexture *OpenGLFrameBuffer::WipeStartScreen() { const auto &viewport = screen->mScreenViewport; auto tex = new FWrapperTexture(viewport.width, viewport.height, 1); tex->SystemTexture[0]->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen"); glFinish(); static_cast(tex->SystemTexture[0])->Bind(0, false, false); GLRenderer->mBuffers->BindCurrentFB(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height); return tex; } //========================================================================== // // OpenGLFrameBuffer :: WipeEndScreen // // The screen we want to animate to has just been drawn. // //========================================================================== FTexture *OpenGLFrameBuffer::WipeEndScreen() { GLRenderer->Flush(); const auto &viewport = screen->mScreenViewport; auto tex = new FWrapperTexture(viewport.width, viewport.height, 1); tex->SystemTexture[0]->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen"); glFinish(); static_cast(tex->SystemTexture[0])->Bind(0, false, false); GLRenderer->mBuffers->BindCurrentFB(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height); return tex; } }