vkdoom_m/src/gl/renderer/gl_renderer.cpp
Christoph Oelckers 612fb40f3a - don't use uniforms related to fixed colormaps for other things.
The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00

645 lines
20 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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/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 "gl/scene/gl_scenedrawer.h"
#include "hwrenderer/postprocessing/hw_ambientshader.h"
#include "hwrenderer/postprocessing/hw_bloomshader.h"
#include "hwrenderer/postprocessing/hw_blurshader.h"
#include "hwrenderer/postprocessing/hw_tonemapshader.h"
#include "hwrenderer/postprocessing/hw_colormapshader.h"
#include "hwrenderer/postprocessing/hw_lensshader.h"
#include "hwrenderer/postprocessing/hw_fxaashader.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/stereo3d/gl_stereo3d.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;
mCurrentPortal = nullptr;
mMirrorCount = 0;
mPlaneMirrorCount = 0;
mAngles = FRotator(0.f, 0.f, 0.f);
mViewVector = FVector2(0,0);
mVBO = nullptr;
mSkyVBO = nullptr;
mShaderManager = nullptr;
mLights = nullptr;
mTonemapPalette = nullptr;
mBuffers = nullptr;
mScreenBuffers = nullptr;
mSaveBuffers = nullptr;
mPresentShader = nullptr;
mPresent3dCheckerShader = nullptr;
mPresent3dColumnShader = nullptr;
mPresent3dRowShader = nullptr;
mBloomExtractShader = nullptr;
mBloomCombineShader = nullptr;
mExposureExtractShader = nullptr;
mExposureAverageShader = nullptr;
mExposureCombineShader = nullptr;
mBlurShader = nullptr;
mTonemapShader = nullptr;
mTonemapPalette = nullptr;
mColormapShader = nullptr;
mLensShader = nullptr;
mLinearDepthShader = nullptr;
mDepthBlurShader = nullptr;
mSSAOShader = nullptr;
mSSAOCombineShader = nullptr;
mFXAAShader = nullptr;
mFXAALumaShader = nullptr;
mShadowMapShader = nullptr;
mCustomPostProcessShaders = nullptr;
}
void FGLRenderer::Initialize(int width, int height)
{
mScreenBuffers = new FGLRenderBuffers();
mSaveBuffers = new FGLRenderBuffers();
mBuffers = mScreenBuffers;
mLinearDepthShader = new FLinearDepthShader();
mDepthBlurShader = new FDepthBlurShader();
mSSAOShader = new FSSAOShader();
mSSAOCombineShader = new FSSAOCombineShader();
mBloomExtractShader = new FBloomExtractShader();
mBloomCombineShader = new FBloomCombineShader();
mExposureExtractShader = new FExposureExtractShader();
mExposureAverageShader = new FExposureAverageShader();
mExposureCombineShader = new FExposureCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
mColormapShader = new FColormapShader();
mTonemapPalette = nullptr;
mLensShader = new FLensShader();
mFXAAShader = new FFXAAShader;
mFXAALumaShader = new FFXAALumaShader;
mPresentShader = new FPresentShader();
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
mShadowMapShader = new FShadowMapShader();
mCustomPostProcessShaders = new FCustomPostProcessShaders();
if (gl.legacyMode)
{
legacyShaders = new LegacyShaderContainer;
}
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
if (!gl.legacyMode)
{
glGenVertexArrays(1, &mVAOID);
glBindVertexArray(mVAOID);
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
}
else mVAOID = 0;
mVBO = new FFlatVertexBuffer(width, height);
mSkyVBO = new FSkyVertexBuffer;
if (!gl.legacyMode) mLights = new FLightBuffer();
else mLights = NULL;
gl_RenderState.SetVertexBuffer(mVBO);
mFBID = 0;
mOldFBID = 0;
SetupLevel();
mShaderManager = new FShaderManager;
mSamplerManager = new FSamplerManager;
GLPortal::Initialize();
}
FGLRenderer::~FGLRenderer()
{
GLPortal::Shutdown();
FlushModels();
AActor::DeleteAllAttachedLights();
FMaterial::FlushAll();
if (legacyShaders) delete legacyShaders;
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 (swdrawer) delete swdrawer;
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mLinearDepthShader) delete mLinearDepthShader;
if (mDepthBlurShader) delete mDepthBlurShader;
if (mSSAOShader) delete mSSAOShader;
if (mSSAOCombineShader) delete mSSAOCombineShader;
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
if (mBloomExtractShader) delete mBloomExtractShader;
if (mBloomCombineShader) delete mBloomCombineShader;
if (mExposureExtractShader) delete mExposureExtractShader;
if (mExposureAverageShader) delete mExposureAverageShader;
if (mExposureCombineShader) delete mExposureCombineShader;
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
if (mTonemapPalette) delete mTonemapPalette;
if (mColormapShader) delete mColormapShader;
if (mLensShader) delete mLensShader;
if (mShadowMapShader) delete mShadowMapShader;
delete mCustomPostProcessShaders;
delete mFXAAShader;
delete mFXAALumaShader;
}
//===========================================================================
//
//
//
//===========================================================================
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();
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::FlushTextures()
{
FMaterial::FlushAll();
}
//===========================================================================
//
//
//
//===========================================================================
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();
if (!gl.legacyMode) 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;
}
GLSceneDrawer drawer;
drawer.SetFixedColormap(player);
mShadowMap.Update();
retsec = drawer.RenderViewpoint(player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
//===========================================================================
//
// 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();
if (gl.legacyMode)
{
// In legacy mode, fail if the requested texture is too large.
if (gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight()) return;
glFlush();
}
else
{
StartOffscreen();
gltex->BindToFrameBuffer();
}
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight());
GLSceneDrawer drawer;
drawer.FixedColormap = CM_DEFAULT;
gl_RenderState.SetFixedColormap(CM_DEFAULT);
drawer.RenderViewpoint(Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
if (gl.legacyMode)
{
glFlush();
gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
}
else
{
EndOffscreen();
}
tex->SetUpdated();
}
void FGLRenderer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
// Todo: This needs to call the software renderer and process the returned image, if so desired.
// This also needs to take out parts of the scene drawer so they can be shared between renderers.
GLSceneDrawer drawer;
drawer.WriteSavePic(player, file, width, height);
}
void FGLRenderer::BeginFrame()
{
buffersActive = GLRenderer->mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
if (buffersActive)
buffersActive = GLRenderer->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.
//
//===========================================================================
void LegacyColorOverlay(F2DDrawer *drawer, F2DDrawer::RenderCommand & cmd);
int LegacyDesaturation(F2DDrawer::RenderCommand &cmd);
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
twoD.Clock();
if (buffersActive)
{
mBuffers->BindCurrentFB();
}
const auto &mScreenViewport = screen->mScreenViewport;
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
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.SetFixedColormap(CM_DEFAULT);
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));
// 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 != nullptr)
{
auto index = cmd.mSpecialColormap - &SpecialColormaps[0];
if (index < 0 || (unsigned)index >= SpecialColormaps.Size()) index = 0; // if it isn't in the table FBitmap cannot use it. Shouldn't happen anyway.
if (!gl.legacyMode || cmd.mTexture->UseType == ETextureType::SWCanvas)
{
gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAPFORCED + int(index));
}
else
{
// map the special colormap to a translation for the legacy renderer.
// This only gets used on the software renderer's weapon sprite.
gltrans = STRange_Specialcolormap + index;
}
}
else
{
if (!gl.legacyMode)
{
gl_RenderState.SetFog(cmd.mColor1, 0);
gl_RenderState.SetFixedColormap(CM_PLAIN2D);
}
else if (cmd.mDesaturate > 0)
{
gltrans = LegacyDesaturation(cmd);
}
}
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;
// This requires very special handling
if (gl.legacyMode && cmd.mTexture->UseType == ETextureType::SWCanvas)
{
gl_RenderState.SetTextureMode(TM_SWCANVAS);
}
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);
}
}
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)));
if (gl.legacyMode && cmd.mColor1 != 0)
{
// Draw the overlay as a separate operation.
LegacyColorOverlay(drawer, cmd);
}
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.SetEffect(EFF_NONE);
gl_RenderState.EnableTextureMatrix(false);
}
glDisable(GL_SCISSOR_TEST);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
gl_RenderState.EnableTexture(true);
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
delete vb;
twoD.Unclock();
}