vkdoom_m/src/rendering/gl/renderer/gl_renderer.cpp

397 lines
12 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 "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 "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/utility/hw_vrmodes.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;
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
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();
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();
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<FHardwareTexture*>(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<OpenGLFrameBuffer*>(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();
int numpixels = width * height;
uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, true);
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);
}
}