vkdoom_m/src/gl/renderer/gl_renderstate.cpp
Christoph Oelckers 6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00

600 lines
16 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2009-2016 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_renderstate.cpp
** Render state maintenance
**
*/
#include "templates.h"
#include "doomstat.h"
#include "r_data/colormaps.h"
#include "gl_load/gl_system.h"
#include "gl_load/gl_interface.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "gl/shaders/gl_shader.h"
#include "gl/renderer/gl_renderer.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/textures/gl_hwtexture.h"
#include "gl/system/gl_buffers.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
namespace OpenGLRenderer
{
FGLRenderState gl_RenderState;
static VSMatrix identityMatrix(1);
TArray<VSMatrix> gl_MatrixStack;
static void matrixToGL(const VSMatrix &mat, int loc)
{
glUniformMatrix4fv(loc, 1, false, (float*)&mat);
}
//==========================================================================
//
// This only gets called once upon setup.
// With OpenGL the state is persistent and cannot be cleared, once set up.
//
//==========================================================================
void FGLRenderState::Reset()
{
FRenderState::Reset();
mVertexBuffer = mCurrentVertexBuffer = nullptr;
mGlossiness = 0.0f;
mSpecularLevel = 0.0f;
mShaderTimer = 0.0f;
stRenderStyle = DefaultRenderStyle();
stSrcBlend = stDstBlend = -1;
stBlendEquation = -1;
stAlphaTest = 0;
mLastDepthClamp = true;
mEffectState = 0;
activeShader = nullptr;
mPassType = NORMAL_PASS;
mCurrentVertexBuffer = nullptr;
mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0;
mCurrentIndexBuffer = nullptr;
}
//==========================================================================
//
// Apply shader settings
//
//==========================================================================
bool FGLRenderState::ApplyShader()
{
static uint64_t firstFrame = 0;
// if firstFrame is not yet initialized, initialize it to current time
// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime >= firstFrame)
firstFrame = screen->FrameTime;
static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
if (mSpecialEffect > EFF_NONE)
{
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType);
}
else
{
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType);
activeShader->Bind();
}
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muFogEnabled.Set(fogset);
activeShader->muTextureMode.Set(mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->muLightIndex.Set(-1);
activeShader->muClipSplit.Set(mClipSplit);
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
if (mGlowEnabled)
{
activeShader->muGlowTopColor.Set(mGlowTop.vec);
activeShader->muGlowBottomColor.Set(mGlowBottom.vec);
activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
activeShader->currentglowstate = 1;
}
else if (activeShader->currentglowstate)
{
// if glowing is on, disable it.
activeShader->muGlowTopColor.Set(nulvec);
activeShader->muGlowBottomColor.Set(nulvec);
activeShader->currentglowstate = 0;
}
if (mGradientEnabled)
{
activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muGradientTopPlane.Set(mGradientTopPlane.vec);
activeShader->muGradientBottomPlane.Set(mGradientBottomPlane.vec);
activeShader->currentgradientstate = 1;
}
else if (activeShader->currentgradientstate)
{
activeShader->muObjectColor2.Set(0);
activeShader->currentgradientstate = 0;
}
if (mSplitEnabled)
{
activeShader->muSplitTopPlane.Set(mSplitTopPlane.vec);
activeShader->muSplitBottomPlane.Set(mSplitBottomPlane.vec);
activeShader->currentsplitstate = 1;
}
else if (activeShader->currentsplitstate)
{
activeShader->muSplitTopPlane.Set(nulvec);
activeShader->muSplitBottomPlane.Set(nulvec);
activeShader->currentsplitstate = 0;
}
if (mTextureMatrixEnabled)
{
matrixToGL(mTextureMatrix, activeShader->texturematrix_index);
activeShader->currentTextureMatrixState = true;
}
else if (activeShader->currentTextureMatrixState)
{
activeShader->currentTextureMatrixState = false;
matrixToGL(identityMatrix, activeShader->texturematrix_index);
}
if (mModelMatrixEnabled)
{
matrixToGL(mModelMatrix, activeShader->modelmatrix_index);
VSMatrix norm;
norm.computeNormalMatrix(mModelMatrix);
matrixToGL(norm, activeShader->normalmodelmatrix_index);
activeShader->currentModelMatrixState = true;
}
else if (activeShader->currentModelMatrixState)
{
activeShader->currentModelMatrixState = false;
matrixToGL(identityMatrix, activeShader->modelmatrix_index);
matrixToGL(identityMatrix, activeShader->normalmodelmatrix_index);
}
auto index = screen->mLights->BindUBO(mLightIndex);
activeShader->muLightIndex.Set(index);
return true;
}
//==========================================================================
//
// Apply State
//
//==========================================================================
void FGLRenderState::ApplyState()
{
if (mRenderStyle != stRenderStyle)
{
ApplyBlendMode();
stRenderStyle = mRenderStyle;
}
if (mSplitEnabled != stSplitEnabled)
{
if (mSplitEnabled)
{
glEnable(GL_CLIP_DISTANCE3);
glEnable(GL_CLIP_DISTANCE4);
}
else
{
glDisable(GL_CLIP_DISTANCE3);
glDisable(GL_CLIP_DISTANCE4);
}
stSplitEnabled = mSplitEnabled;
}
if (mMaterial.mChanged)
{
ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
mMaterial.mChanged = false;
}
if (mBias.mChanged)
{
if (mBias.mFactor == 0 && mBias.mUnits == 0)
{
glDisable(GL_POLYGON_OFFSET_FILL);
}
else
{
glEnable(GL_POLYGON_OFFSET_FILL);
}
glPolygonOffset(mBias.mFactor, mBias.mUnits);
mBias.mChanged = false;
}
}
void FGLRenderState::ApplyBuffers()
{
if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
{
assert(mVertexBuffer != nullptr);
static_cast<GLVertexBuffer*>(mVertexBuffer)->Bind(mVertexOffsets);
mCurrentVertexBuffer = mVertexBuffer;
mCurrentVertexOffsets[0] = mVertexOffsets[0];
mCurrentVertexOffsets[1] = mVertexOffsets[1];
}
if (mIndexBuffer != mCurrentIndexBuffer)
{
if (mIndexBuffer) static_cast<GLIndexBuffer*>(mIndexBuffer)->Bind();
mCurrentIndexBuffer = mIndexBuffer;
}
}
void FGLRenderState::Apply()
{
ApplyState();
ApplyBuffers();
ApplyShader();
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
#if 0
if (mat->tex->isHardwareCanvas())
{
mTempTM = TM_OPAQUE;
}
else
{
mTempTM = TM_NORMAL;
}
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
mShaderTimer = mat->tex->shaderspeed;
SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
auto tex = mat->tex;
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (tex->sHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
// avoid rebinding the same texture multiple times.
if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
lastMaterial = mat;
lastClamp = clampmode;
lastTranslation = translation;
int usebright = false;
int maxbound = 0;
// 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->isScaled() && clampmode <= CLAMP_XY) ? CTF_CheckHires : 0;
int numLayers = mat->GetLayers();
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0));
if (base->BindOrCreate(tex, 0, clampmode, translation, flags))
{
for (int i = 1; i<numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, &layer));
systex->BindOrCreate(layer, i, clampmode, 0, mat->isExpanded() ? CTF_Expand : 0);
maxbound = i;
}
}
// unbind everything from the last texture that's still active
for (int i = maxbound + 1; i <= maxBoundMaterial; i++)
{
FHardwareTexture::Unbind(i);
maxBoundMaterial = maxbound;
}
#endif
}
//==========================================================================
//
// Apply blend mode from RenderStyle
//
//==========================================================================
void FGLRenderState::ApplyBlendMode()
{
static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, };
static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1 };
int srcblend = blendstyles[mRenderStyle.SrcAlpha%STYLEALPHA_MAX];
int dstblend = blendstyles[mRenderStyle.DestAlpha%STYLEALPHA_MAX];
int blendequation = renderops[mRenderStyle.BlendOp & 15];
if (blendequation == -1) // This was a fuzz style.
{
srcblend = GL_DST_COLOR;
dstblend = GL_ONE_MINUS_SRC_ALPHA;
blendequation = GL_FUNC_ADD;
}
// Checks must be disabled until all draw code has been converted.
//if (srcblend != stSrcBlend || dstblend != stDstBlend)
{
stSrcBlend = srcblend;
stDstBlend = dstblend;
glBlendFunc(srcblend, dstblend);
}
//if (blendequation != stBlendEquation)
{
stBlendEquation = blendequation;
glBlendEquation(blendequation);
}
}
//==========================================================================
//
// API dependent draw calls
//
//==========================================================================
static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
void FGLRenderState::Draw(int dt, int index, int count, bool apply)
{
if (apply)
{
Apply();
}
drawcalls.Clock();
glDrawArrays(dt2gl[dt], index, count);
drawcalls.Unclock();
}
void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
if (apply)
{
Apply();
}
drawcalls.Clock();
glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
drawcalls.Unclock();
}
void FGLRenderState::SetDepthMask(bool on)
{
glDepthMask(on);
}
void FGLRenderState::SetDepthFunc(int func)
{
static int df2gl[] = { GL_LESS, GL_LEQUAL, GL_ALWAYS };
glDepthFunc(df2gl[func]);
}
void FGLRenderState::SetDepthRange(float min, float max)
{
glDepthRange(min, max);
}
void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
glColorMask(r, g, b, a);
}
void FGLRenderState::EnableDrawBufferAttachments(bool on)
{
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
}
void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
{
static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
if (flags != -1)
{
bool cmon = !(flags & SF_ColorMaskOff);
glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
glDepthMask(!(flags & SF_DepthMaskOff));
}
}
void FGLRenderState::ToggleState(int state, bool on)
{
if (on)
{
glEnable(state);
}
else
{
glDisable(state);
}
}
void FGLRenderState::SetCulling(int mode)
{
if (mode != Cull_None)
{
glEnable(GL_CULL_FACE);
glFrontFace(mode == Cull_CCW ? GL_CCW : GL_CW);
}
else
{
glDisable(GL_CULL_FACE);
}
}
void FGLRenderState::EnableClipDistance(int num, bool state)
{
// Update the viewpoint-related clip plane setting.
if (!(gl.flags & RFL_NO_CLIP_PLANES))
{
ToggleState(GL_CLIP_DISTANCE0 + num, state);
}
}
void FGLRenderState::Clear(int targets)
{
// This always clears to default values.
int gltarget = 0;
if (targets & CT_Depth)
{
gltarget |= GL_DEPTH_BUFFER_BIT;
glClearDepth(1);
}
if (targets & CT_Stencil)
{
gltarget |= GL_STENCIL_BUFFER_BIT;
glClearStencil(0);
}
if (targets & CT_Color)
{
gltarget |= GL_COLOR_BUFFER_BIT;
glClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
}
glClear(gltarget);
}
void FGLRenderState::EnableStencil(bool on)
{
ToggleState(GL_STENCIL_TEST, on);
}
void FGLRenderState::SetScissor(int x, int y, int w, int h)
{
if (w > -1)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, w, h);
}
else
{
glDisable(GL_SCISSOR_TEST);
}
}
void FGLRenderState::SetViewport(int x, int y, int w, int h)
{
glViewport(x, y, w, h);
}
void FGLRenderState::EnableDepthTest(bool on)
{
ToggleState(GL_DEPTH_TEST, on);
}
void FGLRenderState::EnableMultisampling(bool on)
{
ToggleState(GL_MULTISAMPLE, on);
}
void FGLRenderState::EnableLineSmooth(bool on)
{
ToggleState(GL_LINE_SMOOTH, on);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderState::ClearScreen()
{
bool multi = !!glIsEnabled(GL_MULTISAMPLE);
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Apply();
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
glEnable(GL_DEPTH_TEST);
if (multi) glEnable(GL_MULTISAMPLE);
}
//==========================================================================
//
// Below are less frequently altrered state settings which do not get
// buffered by the state object, but set directly instead.
//
//==========================================================================
bool FGLRenderState::SetDepthClamp(bool on)
{
bool res = mLastDepthClamp;
if (!on) glDisable(GL_DEPTH_CLAMP);
else glEnable(GL_DEPTH_CLAMP);
mLastDepthClamp = on;
return res;
}
}