Files
2020-08-16 17:35:31 -06:00

1414 lines
38 KiB
C++

#if defined(_WIN32)
#include <windows.h>
#include <windowsx.h>
#include <direct.h>
#endif
#include "gropengl.h"
#include "gropenglbmpman.h"
#include "gropengldeferred.h"
#include "gropengldraw.h"
#include "gropenglpostprocessing.h"
#include "gropenglquery.h"
#include "gropenglshader.h"
#include "gropenglstate.h"
#include "gropenglsync.h"
#include "gropengltexture.h"
#include "gropengltnl.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "ddsutils/ddsutils.h"
#include "debugconsole/console.h"
#include "graphics/2d.h"
#include "graphics/matrix.h"
#include "libs/renderdoc/renderdoc.h"
#include "math/floating.h"
#include "model/model.h"
#include "options/Option.h"
#include "osapi/osapi.h"
#include "osapi/osregistry.h"
#include "pngutils/pngutils.h"
#include <glad/glad.h>
// minimum GL version we can reliably support is 3.2
static const int MIN_REQUIRED_GL_VERSION = 32;
// minimum GLSL version we can reliably support is 110
static const int MIN_REQUIRED_GLSL_VERSION = 150;
int GL_version = 0;
int GLSL_version = 0;
bool GL_initted = 0;
//0==no fog
//1==linear
//2==fog coord EXT
//3==NV Radial
int OGL_fogmode = 0;
int Use_PBOs = 0;
static ubyte *GL_saved_screen = NULL;
static int GL_saved_screen_id = -1;
static GLuint GL_screen_pbo = 0;
float GL_alpha_threshold = 0.0f;
extern const char *Osreg_title;
extern SCP_string Window_title;
extern GLfloat GL_anisotropy;
static GLenum GL_read_format = GL_BGRA;
GLuint GL_vao = 0;
SCP_string GL_implementation_id;
SCP_vector<GLint> GL_binary_formats;
static std::unique_ptr<os::OpenGLContext> GL_context = nullptr;
static std::unique_ptr<os::GraphicsOperations> graphic_operations = nullptr;
static os::Viewport* current_viewport = nullptr;
void gr_opengl_clear()
{
float red = gr_screen.current_clear_color.red / 255.0f;
float green = gr_screen.current_clear_color.green / 255.0f;
float blue = gr_screen.current_clear_color.blue / 255.0f;
float alpha = gr_screen.current_clear_color.alpha / 255.0f;
if ( High_dynamic_range ) {
const float SRGB_GAMMA = 2.2f;
red = pow(red, SRGB_GAMMA);
green = pow(green, SRGB_GAMMA);
blue = pow(blue, SRGB_GAMMA);
}
// Make sure that all channels are enabled before doing this.
GL_state.ColorMask(true, true, true, true);
glClearColor(red, green, blue, alpha);
glClear ( GL_COLOR_BUFFER_BIT );
}
void gr_opengl_flip()
{
if (!GL_initted)
return;
if (Cmdline_gl_finish)
glFinish();
current_viewport->swapBuffers();
opengl_tcache_frame();
#ifndef NDEBUG
int ic = opengl_check_for_errors();
if (ic) {
mprintf(("!!DEBUG!! OpenGL Errors this frame: %i\n", ic));
}
#endif
}
void gr_opengl_set_clip(int x, int y, int w, int h, int resize_mode)
{
// check for sanity of parameters
if (x < 0) {
x = 0;
}
if (y < 0) {
y = 0;
}
int to_resize = (resize_mode != GR_RESIZE_NONE && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)));
int max_w = ((to_resize) ? gr_screen.max_w_unscaled : gr_screen.max_w);
int max_h = ((to_resize) ? gr_screen.max_h_unscaled : gr_screen.max_h);
if ((gr_screen.rendering_to_texture != -1) && to_resize) {
gr_unsize_screen_pos(&max_w, &max_h);
}
if (x >= max_w) {
x = max_w - 1;
}
if (y >= max_h) {
y = max_h - 1;
}
if (x + w > max_w) {
w = max_w - x;
}
if (y + h > max_h) {
h = max_h - y;
}
if (w > max_w) {
w = max_w;
}
if (h > max_h) {
h = max_h;
}
gr_screen.offset_x_unscaled = x;
gr_screen.offset_y_unscaled = y;
gr_screen.clip_left_unscaled = 0;
gr_screen.clip_right_unscaled = w-1;
gr_screen.clip_top_unscaled = 0;
gr_screen.clip_bottom_unscaled = h-1;
gr_screen.clip_width_unscaled = w;
gr_screen.clip_height_unscaled = h;
if (to_resize) {
gr_resize_screen_pos(&x, &y, &w, &h, resize_mode);
} else {
gr_unsize_screen_pos( &gr_screen.offset_x_unscaled, &gr_screen.offset_y_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.offset_x = x;
gr_screen.offset_y = y;
gr_screen.clip_left = 0;
gr_screen.clip_right = w-1;
gr_screen.clip_top = 0;
gr_screen.clip_bottom = h-1;
gr_screen.clip_width = w;
gr_screen.clip_height = h;
gr_screen.clip_aspect = i2fl(w) / i2fl(h);
gr_screen.clip_center_x = (gr_screen.clip_left + gr_screen.clip_right) * 0.5f;
gr_screen.clip_center_y = (gr_screen.clip_top + gr_screen.clip_bottom) * 0.5f;
// just return early if we aren't actually going to need the scissor test
if ( (x == 0) && (y == 0) && (w == max_w) && (h == max_h) ) {
GL_state.ScissorTest(GL_FALSE);
return;
}
GL_state.ScissorTest(GL_TRUE);
if(GL_rendering_to_texture) {
glScissor(x, y, w, h);
} else {
glScissor(x, gr_screen.max_h-y-h, w, h);
}
}
void gr_opengl_reset_clip()
{
gr_screen.offset_x = gr_screen.offset_x_unscaled = 0;
gr_screen.offset_y = gr_screen.offset_y_unscaled = 0;
gr_screen.clip_left = gr_screen.clip_left_unscaled = 0;
gr_screen.clip_top = gr_screen.clip_top_unscaled = 0;
gr_screen.clip_right = gr_screen.clip_right_unscaled = gr_screen.max_w - 1;
gr_screen.clip_bottom = gr_screen.clip_bottom_unscaled = gr_screen.max_h - 1;
gr_screen.clip_width = gr_screen.clip_width_unscaled = gr_screen.max_w;
gr_screen.clip_height = gr_screen.clip_height_unscaled = gr_screen.max_h;
if (gr_screen.custom_size) {
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.clip_aspect = i2fl(gr_screen.clip_width) / i2fl(gr_screen.clip_height);
gr_screen.clip_center_x = (gr_screen.clip_left + gr_screen.clip_right) * 0.5f;
gr_screen.clip_center_y = (gr_screen.clip_top + gr_screen.clip_bottom) * 0.5f;
GL_state.ScissorTest(GL_FALSE);
}
void gr_opengl_print_screen(const char *filename)
{
char tmp[MAX_PATH_LEN];
GLubyte *pixels = NULL;
GLuint pbo = 0;
// save to a "screenshots" directory and tack on the filename
snprintf(tmp, MAX_PATH_LEN-1, "screenshots/%s.png", filename);
_mkdir(os_get_config_path("screenshots").c_str());
// glReadBuffer(GL_FRONT);
// now for the data
if (Use_PBOs) {
Assert( !pbo );
glGenBuffers(1, &pbo);
if ( !pbo ) {
return;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, (gr_screen.max_w * gr_screen.max_h * 4), NULL, GL_STATIC_READ);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// map the image data so that we can save it to file
pixels = (GLubyte*) glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
} else {
pixels = (GLubyte*) vm_malloc(gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (pixels == NULL) {
return;
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
glFlush();
}
if (!png_write_bitmap(os_get_config_path(tmp).c_str(), gr_screen.max_w, gr_screen.max_h, true, pixels)) {
ReleaseWarning(LOCATION, "Failed to write screenshot to \"%s\".", os_get_config_path(tmp).c_str());
}
if (pbo) {
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
pixels = NULL;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &pbo);
}
if (pixels != NULL) {
vm_free(pixels);
}
}
void gr_opengl_shutdown()
{
opengl_tcache_shutdown();
opengl_tnl_shutdown();
opengl_scene_texture_shutdown();
opengl_post_process_shutdown();
opengl_shader_shutdown();
GL_initted = false;
glDeleteVertexArrays(1, &GL_vao);
GL_vao = 0;
graphic_operations->makeOpenGLContextCurrent(nullptr, nullptr);
GL_context = nullptr;
}
void gr_opengl_cleanup(bool closing, int /*minimize*/)
{
if ( !GL_initted ) {
return;
}
if ( !closing && !Fred_running ) {
gr_reset_clip();
gr_clear();
gr_flip();
gr_clear();
gr_flip();
gr_clear();
}
GL_initted = false;
opengl_tcache_flush();
current_viewport = nullptr;
// All windows have to be closed before we destroy the OpenGL context
os::closeAllViewports();
gr_opengl_shutdown();
graphic_operations.reset();
}
int gr_opengl_set_cull(int cull)
{
GLboolean enabled = GL_FALSE;
if (cull) {
enabled = GL_state.CullFace(GL_TRUE);
GL_state.FrontFaceValue(GL_CCW);
GL_state.CullFaceValue(GL_BACK);
} else {
enabled = GL_state.CullFace(GL_FALSE);
}
return (enabled) ? 1 : 0;
}
void gr_opengl_set_clear_color(int r, int g, int b)
{
gr_init_color(&gr_screen.current_clear_color, r, g, b);
}
int gr_opengl_set_color_buffer(int mode)
{
bvec4 enabled;
if ( mode ) {
enabled = GL_state.ColorMask(true, true, true, true);
} else {
enabled = GL_state.ColorMask(false, false, false, false);
}
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
// Check if all channels are active
return enabled.x && enabled.y && enabled.z && enabled.w;
}
int gr_opengl_zbuffer_get()
{
if ( !gr_global_zbuffering ) {
return GR_ZBUFF_NONE;
}
return gr_zbuffering_mode;
}
int gr_opengl_zbuffer_set(int mode)
{
int tmp = gr_zbuffering_mode;
gr_zbuffering_mode = mode;
if (gr_zbuffering_mode == GR_ZBUFF_NONE) {
gr_zbuffering = 0;
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
} else if ( gr_zbuffering_mode == GR_ZBUFF_READ ) {
gr_zbuffering = 1;
GL_state.SetZbufferType(ZBUFFER_TYPE_READ);
} else {
gr_zbuffering = 1;
GL_state.SetZbufferType(ZBUFFER_TYPE_FULL);
}
return tmp;
}
void gr_opengl_zbuffer_clear(int mode)
{
if (mode) {
gr_zbuffering = 1;
gr_zbuffering_mode = GR_ZBUFF_FULL;
gr_global_zbuffering = 1;
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_FULL);
glClear(GL_DEPTH_BUFFER_BIT);
} else {
gr_zbuffering = 0;
gr_zbuffering_mode = GR_ZBUFF_NONE;
gr_global_zbuffering = 0;
GL_state.DepthTest(GL_FALSE);
}
}
int gr_opengl_stencil_set(int mode)
{
int tmp = gr_stencil_mode;
gr_stencil_mode = mode;
if ( mode == GR_STENCIL_READ ) {
GL_state.StencilTest(1);
GL_state.StencilFunc(GL_NOTEQUAL, 1, 0xFFFF);
GL_state.StencilOpSeparate(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
} else if ( mode == GR_STENCIL_WRITE ) {
GL_state.StencilTest(1);
GL_state.StencilFunc(GL_ALWAYS, 1, 0xFFFF);
GL_state.StencilOpSeparate(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_REPLACE);
} else {
GL_state.StencilTest(0);
GL_state.StencilFunc(GL_NEVER, 1, 0xFFFF);
GL_state.StencilOpSeparate(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
}
return tmp;
}
void gr_opengl_stencil_clear()
{
glClear(GL_STENCIL_BUFFER_BIT);
}
int gr_opengl_alpha_mask_set(int mode, float alpha)
{
if ( mode ) {
GL_alpha_threshold = alpha;
} else {
GL_alpha_threshold = 0.0f;
}
// alpha masking is deprecated
return mode;
}
void gr_opengl_get_region(int /*front*/, int w, int h, ubyte *data)
{
// if (front) {
// glReadBuffer(GL_FRONT);
// } else {
glReadBuffer(GL_BACK);
// }
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
if (gr_screen.bits_per_pixel == 16) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
} else if (gr_screen.bits_per_pixel == 32) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
}
}
int gr_opengl_save_screen()
{
int i;
ubyte *sptr = NULL, *dptr = NULL;
ubyte *opengl_screen_tmp = NULL;
int width_times_pixel;
gr_opengl_reset_clip();
if (GL_saved_screen || GL_screen_pbo) {
// already have a screen saved so just bail...
return -1;
}
GL_saved_screen = (ubyte*)vm_malloc( gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (!GL_saved_screen) {
mprintf(( "Couldn't get memory for saved screen!\n" ));
return -1;
}
GLboolean save_state = GL_state.DepthTest(GL_FALSE);
glReadBuffer(GL_FRONT_LEFT);
if ( Use_PBOs ) {
GLubyte *pixels = NULL;
glGenBuffers(1, &GL_screen_pbo);
if (!GL_screen_pbo) {
if (GL_saved_screen) {
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
}
return -1;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, GL_screen_pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, gr_screen.max_w * gr_screen.max_h * 4, NULL, GL_STATIC_READ);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
pixels = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
width_times_pixel = (gr_screen.max_w * 4);
sptr = (ubyte *)pixels;
dptr = (ubyte *)&GL_saved_screen[gr_screen.max_w * gr_screen.max_h * 4];
for (i = 0; i < gr_screen.max_h; i++) {
dptr -= width_times_pixel;
memcpy(dptr, sptr, width_times_pixel);
sptr += width_times_pixel;
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &GL_screen_pbo);
GL_screen_pbo = 0;
GL_saved_screen_id = bm_create(32, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
} else {
opengl_screen_tmp = (ubyte*)vm_malloc( gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (!opengl_screen_tmp) {
if (GL_saved_screen) {
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
}
mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
GL_state.DepthTest(save_state);
return -1;
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, opengl_screen_tmp);
sptr = (ubyte *)&opengl_screen_tmp[gr_screen.max_w * gr_screen.max_h * 4];
dptr = (ubyte *)GL_saved_screen;
width_times_pixel = (gr_screen.max_w * 4);
for (i = 0; i < gr_screen.max_h; i++) {
sptr -= width_times_pixel;
memcpy(dptr, sptr, width_times_pixel);
dptr += width_times_pixel;
}
vm_free(opengl_screen_tmp);
GL_saved_screen_id = bm_create(32, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
}
GL_state.DepthTest(save_state);
return GL_saved_screen_id;
}
void gr_opengl_restore_screen(int bmp_id)
{
gr_reset_clip();
if ( !GL_saved_screen ) {
gr_clear();
return;
}
Assert( (bmp_id < 0) || (bmp_id == GL_saved_screen_id) );
if (GL_saved_screen_id < 0)
return;
gr_set_bitmap(GL_saved_screen_id);
gr_bitmap(0, 0, GR_RESIZE_NONE); // don't scale here since we already have real screen size
}
void gr_opengl_free_screen(int bmp_id)
{
if (!GL_saved_screen)
return;
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
Assert( (bmp_id < 0) || (bmp_id == GL_saved_screen_id) );
if (GL_saved_screen_id < 0)
return;
bm_release(GL_saved_screen_id);
GL_saved_screen_id = -1;
}
//fill mode, solid/wire frame
void gr_opengl_set_fill_mode(int mode)
{
if (mode == GR_FILL_MODE_SOLID) {
GL_state.SetPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return;
}
if (mode == GR_FILL_MODE_WIRE) {
GL_state.SetPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
return;
}
// default setting
GL_state.SetPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void gr_opengl_zbias(int bias)
{
if (bias) {
GL_state.PolygonOffsetFill(GL_TRUE);
if(bias < 0) {
GL_state.SetPolygonOffset(1.0, -i2fl(bias));
}
else {
GL_state.SetPolygonOffset(0.0, -i2fl(bias));
}
} else {
GL_state.PolygonOffsetFill(GL_FALSE);
}
}
void gr_opengl_set_line_width(float width)
{
if (width <= 1.0f) {
GL_state.SetLineWidth(width);
}
gr_screen.line_width = width;
}
int opengl_check_for_errors(const char *err_at)
{
#ifdef NDEBUG
return 0;
#endif
int num_errors = 0;
auto err = glGetError();
if (err != GL_NO_ERROR) {
if (err_at != NULL) {
nprintf(("OpenGL", "OpenGL Error from %s: %#x\n", err_at, err));
} else {
nprintf(("OpenGL", "OpenGL Error: %#x\n", err));
}
num_errors++;
}
return num_errors;
}
void opengl_set_vsync(bool enable)
{
if (enable) {
// Try to use adaptive vsync when supported
if (!GL_context->setSwapInterval(-1)) {
GL_context->setSwapInterval(1);
}
} else {
GL_context->setSwapInterval(0);
}
}
std::unique_ptr<os::Viewport> gr_opengl_create_viewport(const os::ViewPortProperties& props) {
os::ViewPortProperties attrs = props;
attrs.pixel_format.red_size = Gr_red.bits;
attrs.pixel_format.green_size = Gr_green.bits;
attrs.pixel_format.blue_size = Gr_blue.bits;
attrs.pixel_format.alpha_size = (gr_screen.bits_per_pixel == 32) ? Gr_alpha.bits : 0;
attrs.pixel_format.depth_size = (gr_screen.bits_per_pixel == 32) ? 24 : 16;
attrs.pixel_format.stencil_size = (gr_screen.bits_per_pixel == 32) ? 8 : 1;
attrs.pixel_format.multi_samples = os_config_read_uint(NULL, "OGL_AntiAliasSamples", 0);
attrs.enable_opengl = true;
attrs.gl_attributes.profile = os::OpenGLProfile::Core;
return graphic_operations->createViewport(attrs);
}
void gr_opengl_use_viewport(os::Viewport* view) {
graphic_operations->makeOpenGLContextCurrent(view, GL_context.get());
current_viewport = view;
auto size = view->getSize();
gr_screen_resize(size.first, size.second);
}
int opengl_init_display_device()
{
os::ViewPortProperties attrs;
attrs.enable_opengl = true;
attrs.gl_attributes.major_version = MIN_REQUIRED_GL_VERSION / 10;
attrs.gl_attributes.minor_version = MIN_REQUIRED_GL_VERSION % 10;
#ifndef NDEBUG
attrs.gl_attributes.flags.set(os::OpenGLContextFlags::Debug);
#endif
attrs.gl_attributes.profile = os::OpenGLProfile::Core;
attrs.display = os_config_read_uint("Video", "Display", 0);
attrs.width = (uint32_t) gr_screen.max_w;
attrs.height = (uint32_t) gr_screen.max_h;
attrs.title = Osreg_title;
if (!Window_title.empty()) {
attrs.title = Window_title;
}
if (Using_in_game_options) {
switch (Gr_configured_window_state) {
case os::ViewportState::Windowed:
// That's the default
break;
case os::ViewportState::Borderless:
attrs.flags.set(os::ViewPortFlags::Borderless);
break;
case os::ViewportState::Fullscreen:
attrs.flags.set(os::ViewPortFlags::Fullscreen);
break;
}
} else {
if (!Cmdline_window && !Cmdline_fullscreen_window) {
attrs.flags.set(os::ViewPortFlags::Fullscreen);
} else if (Cmdline_fullscreen_window) {
attrs.flags.set(os::ViewPortFlags::Borderless);
}
}
auto viewport = gr_opengl_create_viewport(attrs);
if (!viewport) {
return 1;
}
const int gl_versions[] = { 45, 44, 43, 42, 41, 40, 33, 32 };
// find the latest and greatest OpenGL context
for (auto ver : gl_versions)
{
auto gl_attrs = attrs.gl_attributes;
gl_attrs.major_version = ver / 10;
gl_attrs.minor_version = ver % 10;
GL_context = graphic_operations->createOpenGLContext(viewport.get(), gl_attrs);
if (GL_context != nullptr)
{
break;
}
}
if (GL_context == nullptr) {
return 1;
}
auto port = os::addViewport(std::move(viewport));
os::setMainViewPort(port);
// We can't use gr_use_viewport because that tries to use OpenGL which hasn't been initialized yet
graphic_operations->makeOpenGLContextCurrent(port, GL_context.get());
current_viewport = port;
return 0;
}
void opengl_setup_function_pointers()
{
gr_screen.gf_flip = gr_opengl_flip;
gr_screen.gf_set_clip = gr_opengl_set_clip;
gr_screen.gf_reset_clip = gr_opengl_reset_clip;
gr_screen.gf_clear = gr_opengl_clear;
// gr_screen.gf_bitmap = gr_opengl_bitmap;
// gr_screen.gf_rect = gr_opengl_rect;
gr_screen.gf_print_screen = gr_opengl_print_screen;
gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
gr_screen.gf_stencil_set = gr_opengl_stencil_set;
gr_screen.gf_stencil_clear = gr_opengl_stencil_clear;
gr_screen.gf_alpha_mask_set = gr_opengl_alpha_mask_set;
gr_screen.gf_save_screen = gr_opengl_save_screen;
gr_screen.gf_restore_screen = gr_opengl_restore_screen;
gr_screen.gf_free_screen = gr_opengl_free_screen;
// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
gr_screen.gf_get_region = gr_opengl_get_region;
// now for the bitmap functions
gr_screen.gf_bm_free_data = gr_opengl_bm_free_data;
gr_screen.gf_bm_create = gr_opengl_bm_create;
gr_screen.gf_bm_init = gr_opengl_bm_init;
gr_screen.gf_bm_page_in_start = gr_opengl_bm_page_in_start;
gr_screen.gf_bm_data = gr_opengl_bm_data;
gr_screen.gf_bm_make_render_target = gr_opengl_bm_make_render_target;
gr_screen.gf_bm_set_render_target = gr_opengl_bm_set_render_target;
gr_screen.gf_set_cull = gr_opengl_set_cull;
gr_screen.gf_set_color_buffer = gr_opengl_set_color_buffer;
gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
gr_screen.gf_preload = gr_opengl_preload;
gr_screen.gf_set_texture_addressing = gr_opengl_set_texture_addressing;
gr_screen.gf_zbias = gr_opengl_zbias;
gr_screen.gf_set_fill_mode = gr_opengl_set_fill_mode;
gr_screen.gf_create_buffer = gr_opengl_create_buffer;
gr_screen.gf_delete_buffer = gr_opengl_delete_buffer;
gr_screen.gf_update_buffer_data = gr_opengl_update_buffer_data;
gr_screen.gf_update_buffer_data_offset = gr_opengl_update_buffer_data_offset;
gr_screen.gf_map_buffer = gr_opengl_map_buffer;
gr_screen.gf_flush_mapped_buffer = gr_opengl_flush_mapped_buffer;
gr_screen.gf_bind_uniform_buffer = gr_opengl_bind_uniform_buffer;
gr_screen.gf_update_transform_buffer = gr_opengl_update_transform_buffer;
gr_screen.gf_post_process_set_effect = gr_opengl_post_process_set_effect;
gr_screen.gf_post_process_set_defaults = gr_opengl_post_process_set_defaults;
gr_screen.gf_post_process_begin = gr_opengl_post_process_begin;
gr_screen.gf_post_process_end = gr_opengl_post_process_end;
gr_screen.gf_post_process_save_zbuffer = gr_opengl_post_process_save_zbuffer;
gr_screen.gf_post_process_restore_zbuffer = gr_opengl_post_process_restore_zbuffer;
gr_screen.gf_scene_texture_begin = gr_opengl_scene_texture_begin;
gr_screen.gf_scene_texture_end = gr_opengl_scene_texture_end;
gr_screen.gf_copy_effect_texture = gr_opengl_copy_effect_texture;
gr_screen.gf_deferred_lighting_begin = gr_opengl_deferred_lighting_begin;
gr_screen.gf_deferred_lighting_end = gr_opengl_deferred_lighting_end;
gr_screen.gf_deferred_lighting_finish = gr_opengl_deferred_lighting_finish;
gr_screen.gf_set_line_width = gr_opengl_set_line_width;
gr_screen.gf_sphere = gr_opengl_sphere;
gr_screen.gf_maybe_create_shader = gr_opengl_maybe_create_shader;
gr_screen.gf_recompile_all_shaders = gr_opengl_recompile_all_shaders;
gr_screen.gf_shadow_map_start = gr_opengl_shadow_map_start;
gr_screen.gf_shadow_map_end = gr_opengl_shadow_map_end;
gr_screen.gf_render_shield_impact = gr_opengl_render_shield_impact;
gr_screen.gf_update_texture = gr_opengl_update_texture;
gr_screen.gf_get_bitmap_from_texture = gr_opengl_get_bitmap_from_texture;
gr_screen.gf_clear_states = gr_opengl_clear_states;
gr_screen.gf_start_decal_pass = gr_opengl_start_decal_pass;
gr_screen.gf_stop_decal_pass = gr_opengl_stop_decal_pass;
gr_screen.gf_render_model = gr_opengl_render_model;
gr_screen.gf_render_primitives= gr_opengl_render_primitives;
gr_screen.gf_render_primitives_particle = gr_opengl_render_primitives_particle;
gr_screen.gf_render_primitives_batched = gr_opengl_render_primitives_batched;
gr_screen.gf_render_primitives_distortion = gr_opengl_render_primitives_distortion;
gr_screen.gf_render_movie = gr_opengl_render_movie;
gr_screen.gf_render_nanovg = gr_opengl_render_nanovg;
gr_screen.gf_render_decals = gr_opengl_render_decals;
gr_screen.gf_render_rocket_primitives = gr_opengl_render_rocket_primitives;
gr_screen.gf_is_capable = gr_opengl_is_capable;
gr_screen.gf_get_property = gr_opengl_get_property;
gr_screen.gf_push_debug_group = gr_opengl_push_debug_group;
gr_screen.gf_pop_debug_group = gr_opengl_pop_debug_group;
gr_screen.gf_create_query_object = gr_opengl_create_query_object;
gr_screen.gf_query_value = gr_opengl_query_value;
gr_screen.gf_query_value_available = gr_opengl_query_value_available;
gr_screen.gf_get_query_value = gr_opengl_get_query_value;
gr_screen.gf_delete_query_object = gr_opengl_delete_query_object;
gr_screen.gf_create_viewport = gr_opengl_create_viewport;
gr_screen.gf_use_viewport = gr_opengl_use_viewport;
gr_screen.gf_sync_fence = gr_opengl_sync_fence;
gr_screen.gf_sync_wait = gr_opengl_sync_wait;
gr_screen.gf_sync_delete = gr_opengl_sync_delete;
gr_screen.gf_set_viewport = gr_opengl_set_viewport;
// NOTE: All function pointers here should have a Cmdline_nohtl check at the top
// if they shouldn't be run in non-HTL mode, Don't keep separate entries.
// *****************************************************************************
}
#ifndef NDEBUG
static void APIENTRY debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei /*length*/, const GLchar *message, const void * /*userParam*/) {
if (source == GL_DEBUG_SOURCE_APPLICATION_ARB) {
// Ignore application messages
return;
}
const char* sourceStr;
const char* typeStr;
const char* severityStr;
switch(source) {
case GL_DEBUG_SOURCE_API_ARB:
sourceStr = "OpenGL";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
sourceStr = "WindowSys";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
sourceStr = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
sourceStr = "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
sourceStr = "Application";
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
sourceStr = "Other";
break;
default:
sourceStr = "Unknown";
break;
}
switch(type) {
case GL_DEBUG_TYPE_ERROR_ARB:
typeStr = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
typeStr = "Deprecated behavior";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
typeStr = "Undefined behavior";
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
typeStr = "Portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
typeStr = "Performance";
break;
case GL_DEBUG_TYPE_OTHER_ARB:
typeStr = "Other";
break;
default:
typeStr = "Unknown";
break;
}
bool print_to_general_log = false;
switch(severity) {
case GL_DEBUG_SEVERITY_HIGH_ARB:
severityStr = "High";
print_to_general_log = true; // High priority messages are sent to the normal log for later troubleshooting
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
severityStr = "Medium";
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
severityStr = "Low";
break;
default:
severityStr = "Unknown";
break;
}
if (print_to_general_log) {
mprintf(("OpenGL Debug: Source:%s\tType:%s\tID:%d\tSeverity:%s\tMessage:%s\n",
sourceStr, typeStr, id, severityStr, message));
} else {
// We still print these messages but only to the special debug stream
nprintf(("OpenGL Debug", "OpenGL Debug: Source:%s\tType:%s\tID:%d\tSeverity:%s\tMessage:%s\n",
sourceStr, typeStr, id, severityStr, message));
}
}
static bool hasPendingDebugMessage() {
GLint numMsgs = 0;
glGetIntegerv(GL_DEBUG_LOGGED_MESSAGES_ARB, &numMsgs);
return numMsgs > 0;
}
static bool printNextDebugMessage() {
if (!hasPendingDebugMessage()) {
return false;
}
GLint msgLen = 0;
glGetIntegerv(GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB, &msgLen);
SCP_vector<GLchar> msg;
msg.resize(msgLen + 1); // Includes null character, needs to be removed later
GLenum source;
GLenum type;
GLenum severity;
GLuint id;
GLsizei length;
GLuint numFound = glGetDebugMessageLogARB(1, static_cast<GLsizei>(msg.size()), &source, &type, &id, &severity, &length, &msg[0]);
if (numFound < 1) {
return false;
}
debug_callback(source, type, id, severity, length, msg.data(), nullptr);
return true;
}
#endif
static void init_extensions() {
// if S3TC compression is found, then "GL_ARB_texture_compression" must be an extension
Use_compressed_textures = GLAD_GL_EXT_texture_compression_s3tc;
Texture_compression_available = true;
// Swifty put this in, but it's not doing anything. Once he uses it, he can uncomment it.
//int use_base_vertex = Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX);
if ( !Cmdline_no_pbo ) {
Use_PBOs = 1;
}
int ver = 0, major = 0, minor = 0;
const char *glsl_ver = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
sscanf(glsl_ver, "%d.%d", &major, &minor);
ver = (major * 100) + minor;
GLSL_version = ver;
// we require a minimum GLSL version
if (GLSL_version < MIN_REQUIRED_GLSL_VERSION) {
Error(LOCATION, "Current GL Shading Langauge Version of %d is less than the required version of %d. Switch video modes or update your drivers.", GLSL_version, MIN_REQUIRED_GLSL_VERSION);
}
GLint max_texture_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
// we need enough texture slots for this stuff to work
if (max_texture_units < 6) {
mprintf(( "Not enough texture units for height map support. We need at least 6, we found %d.\n", max_texture_units ));
Cmdline_height = 0;
} else if (max_texture_units < 5) {
mprintf(( "Not enough texture units for height and normal map support. We need at least 5, we found %d.\n", max_texture_units ));
Cmdline_normal = 0;
Cmdline_height = 0;
} else if (max_texture_units < 4) {
Error(LOCATION, "Not enough texture units found for proper rendering support! We need at least 4, we found %d.", max_texture_units);
}
}
bool gr_opengl_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps)
{
if (GL_initted) {
gr_opengl_cleanup(false);
GL_initted = false;
}
mprintf(( "Initializing OpenGL graphics device at %ix%i with %i-bit color...\n",
gr_screen.max_w,
gr_screen.max_h,
gr_screen.bits_per_pixel ));
// Load the RenderDoc API if available before doing anything with OpenGL
renderdoc::loadApi();
graphic_operations = std::move(graphicsOps);
if ( opengl_init_display_device() ) {
Error(LOCATION, "Unable to initialize display device!\n"
"This most likely means that your graphics drivers do not support the minimum required OpenGL version which is %d.%d.\n",
(MIN_REQUIRED_GL_VERSION / 10),
(MIN_REQUIRED_GL_VERSION % 10));
}
// Initialize function pointers
if (!gladLoadGLLoader(GL_context->getLoaderFunction())) {
Error(LOCATION, "Failed to load OpenGL!");
}
// version check
GL_version = (GLVersion.major * 10) + GLVersion.minor;
if (GL_version < MIN_REQUIRED_GL_VERSION) {
Error(LOCATION, "Current GL Version of %d.%d is less than the "
"required version of %d.%d.\n"
"Switch video modes or update your drivers.",
GLVersion.major,
GLVersion.minor,
(MIN_REQUIRED_GL_VERSION / 10),
(MIN_REQUIRED_GL_VERSION % 10));
}
GL_initted = true;
#ifndef NDEBUG
// Set up the debug extension if present
if (GLAD_GL_ARB_debug_output) {
nprintf(("OpenGL Debug", "Using OpenGL debug extension\n"));
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
GLuint unusedIds = 0;
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unusedIds, true);
glDebugMessageCallbackARB(debug_callback, nullptr);
// Now print all pending log messages
while (hasPendingDebugMessage()) {
printNextDebugMessage();
}
}
#endif
// this MUST be done before any other gr_opengl_* or
// opengl_* function calls!!
opengl_setup_function_pointers();
mprintf(( " OpenGL Vendor : %s\n", glGetString(GL_VENDOR) ));
mprintf(( " OpenGL Renderer : %s\n", glGetString(GL_RENDERER) ));
mprintf(( " OpenGL Version : %s\n", glGetString(GL_VERSION) ));
mprintf(( "\n" ));
// Build a string identifier for this OpenGL implementation
GL_implementation_id.clear();
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_VENDOR));
GL_implementation_id += "\n";
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_RENDERER));
GL_implementation_id += "\n";
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_VERSION));
GL_implementation_id += "\n";
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
GLint formats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &formats);
GL_binary_formats.resize(formats);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, GL_binary_formats.data());
init_extensions();
// init state system (must come AFTER light is set up)
GL_state.init();
GLint max_texture_units = GL_supported_texture_units;
GLint max_texture_coords = GL_supported_texture_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
max_texture_coords = 1;
// create vertex array object to make OpenGL Core happy
glGenVertexArrays(1, &GL_vao);
GL_state.BindVertexArray(GL_vao);
GL_state.Texture.init(max_texture_units);
GL_state.Array.init(max_texture_coords);
GL_state.Constants.init();
opengl_set_texture_target();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable();
// ready the texture system
opengl_tcache_init();
opengl_tnl_init();
// setup default shaders, and shader related items
opengl_shader_init();
// post processing effects, after shaders are initialized
opengl_setup_scene_textures();
opengl_post_process_init();
// must be called after extensions are setup
opengl_set_vsync(Gr_enable_vsync);
gr_reset_matrices();
gr_setup_viewport();
glClear(GL_DEPTH_BUFFER_BIT);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glDepthRange(0.0, 1.0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glFlush();
Gr_current_red = &Gr_red;
Gr_current_blue = &Gr_blue;
Gr_current_green = &Gr_green;
Gr_current_alpha = &Gr_alpha;
gr_opengl_reset_clip();
gr_opengl_clear();
gr_opengl_flip();
gr_opengl_clear();
gr_opengl_flip();
gr_opengl_clear();
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GL_max_elements_vertices);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GL_max_elements_indices);
mprintf(( " Max texture units: %i (%i)\n", GL_supported_texture_units, max_texture_units ));
mprintf(( " Max client texture states: %i (%i)\n", GL_supported_texture_units, max_texture_coords ));
mprintf(( " Max elements vertices: %i\n", GL_max_elements_vertices ));
mprintf(( " Max elements indices: %i\n", GL_max_elements_indices ));
mprintf(( " Max texture size: %ix%i\n", GL_max_texture_width, GL_max_texture_height ));
mprintf(( " Max render buffer size: %ix%i\n",
GL_max_renderbuffer_size,
GL_max_renderbuffer_size ));
mprintf(( " Can use compressed textures: %s\n", Use_compressed_textures ? NOX("YES") : NOX("NO") ));
mprintf(( " Texture compression available: %s\n", Texture_compression_available ? NOX("YES") : NOX("NO") ));
mprintf(( " Post-processing enabled: %s\n", (Gr_post_processing_enabled) ? "YES" : "NO"));
mprintf(( " Using %s texture filter.\n", (GL_mipmap_filter) ? NOX("trilinear") : NOX("bilinear") ));
mprintf(( " OpenGL Shader Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION) ));
mprintf((" Max uniform block size: %d\n", GL_state.Constants.GetMaxUniformBlockSize()));
mprintf((" Max uniform buffer bindings: %d\n", GL_state.Constants.GetMaxUniformBlockBindings()));
mprintf((" Uniform buffer byte offset alignment: %d\n", GL_state.Constants.GetUniformBufferOffsetAlignment()));
// This stops fred crashing if no textures are set
gr_screen.current_bitmap = -1;
mprintf(("... OpenGL init is complete!\n"));
if (Cmdline_ati_color_swap)
GL_read_format = GL_RGBA;
return true;
}
bool gr_opengl_is_capable(gr_capability capability)
{
switch ( capability ) {
case CAPABILITY_ENVIRONMENT_MAP:
return true;
case CAPABILITY_NORMAL_MAP:
return Cmdline_normal ? true : false;
case CAPABILITY_HEIGHT_MAP:
return Cmdline_height ? true : false;
case CAPABILITY_SOFT_PARTICLES:
case CAPABILITY_DISTORTION:
return Gr_enable_soft_particles && !Cmdline_no_fbo;
case CAPABILITY_POST_PROCESSING:
return Gr_post_processing_enabled && !Cmdline_no_fbo;
case CAPABILITY_DEFERRED_LIGHTING:
return !Cmdline_no_fbo && !Cmdline_no_deferred_lighting;
case CAPABILITY_SHADOWS:
return true;
case CAPABILITY_BATCHED_SUBMODELS:
return true;
case CAPABILITY_POINT_PARTICLES:
return !Cmdline_no_geo_sdr_effects;
case CAPABILITY_TIMESTAMP_QUERY:
return GLAD_GL_ARB_timer_query != 0; // Timestamp queries are available from 3.3 onwards
case CAPABILITY_SEPARATE_BLEND_FUNCTIONS:
return GLAD_GL_ARB_draw_buffers_blend != 0; // We need an OpenGL extension for this
case CAPABILITY_PERSISTENT_BUFFER_MAPPING:
return GLAD_GL_ARB_buffer_storage != 0;
case CAPABILITY_BPTC:
return GLAD_GL_ARB_texture_compression_bptc != 0;
}
return false;
}
bool gr_opengl_get_property(gr_property prop, void* dest)
{
switch (prop) {
case gr_property::UNIFORM_BUFFER_OFFSET_ALIGNMENT:
*((int*)dest) = GL_state.Constants.GetUniformBufferOffsetAlignment();
return true;
case gr_property::UNIFORM_BUFFER_MAX_SIZE:
*((int*)dest) = GL_state.Constants.GetMaxUniformBlockSize();
return true;
case gr_property::MAX_ANISOTROPY:
*((float*)dest) = GL_state.Constants.GetMaxAnisotropy();
return true;
default:
return false;
}
}
void gr_opengl_push_debug_group(const char* name) {
if (GLAD_GL_KHR_debug) {
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION_KHR, 0, -1, name);
}
}
void gr_opengl_pop_debug_group() {
if (GLAD_GL_KHR_debug) {
glPopDebugGroup();
}
}
#if !defined(NDEBUG) || defined(FS_OPENGL_DEBUG) || defined(DOXYGEN)
void opengl_set_object_label(GLenum type, GLuint handle, const SCP_string& name) {
if (GLAD_GL_KHR_debug) {
glObjectLabel(type, handle, (GLsizei) name.size(), name.c_str());
}
}
#endif
uint opengl_data_type_size(GLenum data_type)
{
switch ( data_type ) {
case GL_BYTE:
return sizeof(GLbyte);
case GL_UNSIGNED_BYTE:
return sizeof(GLubyte);
case GL_SHORT:
return sizeof(GLshort);
case GL_UNSIGNED_SHORT:
return sizeof(GLushort);
case GL_INT:
return sizeof(GLint);
case GL_UNSIGNED_INT:
return sizeof(GLuint);
case GL_FLOAT:
return sizeof(GLfloat);
case GL_DOUBLE:
return sizeof(GLdouble);
}
return 0;
}
DCF(ogl_anisotropy, "toggles anisotropic filtering")
{
bool process = true;
int value;
if ( gr_screen.mode != GR_OPENGL ) {
dc_printf("Can only set anisotropic filter in OpenGL mode.\n");
return;
}
if (dc_optional_string_either("help", "--help")) {
dc_printf("Sets OpenGL anisotropic filtering level.\n");
dc_printf("GL_anisotropy [int] Valid values are 0 to %i. 0 turns off anisotropic filtering.\n",
(int)GL_state.Constants.GetMaxAnisotropy());
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Current anisotropic filter value is %i\n", (int)GL_anisotropy);
process = false;
}
if (!process) {
return;
}
if ( !GLAD_GL_EXT_texture_filter_anisotropic ) {
dc_printf("Error: Anisotropic filter is not settable!\n");
return;
}
if (!dc_maybe_stuff_int(&value)) {
// No arg passed, set to default
GL_anisotropy = 1.0f;
// opengl_set_anisotropy();
dc_printf("Anisotropic filter value reset to default level.\n");
} else {
GL_anisotropy = (GLfloat)value;
// opengl_set_anisotropy( (float)Dc_arg_float );
}
}