Files
fs2open.github.com/code/graphics/2d.cpp
T
b26b9cf743 Add Vulkan rendering backend, with HDR10 output and raytraced shadows (#7554)
* Shadow overhaul round 2: PCSS, dynamic cascades, cockpit/instanced shadows

Squashed snapshot of lafiel/shadow_overhaul_2's continuation work
(d3922aa87..010f9d2d9), which has no separate upstream PR of its own.

* Add Vulkan rendering backend

Squashed snapshot of the Vulkan backend as vendored into this branch
(ce2d1e85f..6ce539463, authored by Mara van der Laan with build/CI
fixes by Taylor Richards). This work has its own upstream PR #7553
(notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr.

* Add true HDR output, RT shadows, and PCSS shadows for Vulkan

Squashed snapshot of true-hdr's own integration work: true HDR
framebuffer output, wiring the shadow overhaul into the Vulkan
backend (raytraced + cascaded shadow maps), logging refactors, log
filter UI, and CI/build fixes.

* refactor: update Vulkan logging calls to use `nprintf` for scoped logging

* fix: correct shadow cascade count in Vulkan logging calls

* fix: fall back to PATH-resolved ccache when CCACHE_PATH is stale

CI hardcodes /usr/local/bin/ccache, but macOS runners on Apple Silicon
hosts install Homebrew (and ccache) under /opt/homebrew instead,
causing all four Mac configs to fail with "No such file or directory".

* Fix vulkan texture readback to correctly handle transparent pipelines

* Put the pixel swizzles into a util file

* OOB safety check

* Fix fog handling

* Fix MSAA in Vulkan

* fix: enable SMAA for vulkan

* adapt the post-processing AA shaders to hdr

* fix clang-tidy warnings: concatenate nested namespaces, static methods

pixel_swizzle.{h,cpp}: collapse `namespace graphics { namespace util {`
into `namespace graphics::util {` (modernize-concat-nested-namespaces).

VulkanState.h/VulkanDraw.h: getClearColor()/setClearColor() only touch
gr_screen and other globals, no instance state, so make them static
(readability-convert-member-functions-to-static) and drop the
top-level const on getClearColor()'s return type
(readability-const-return-type).

* fix clang-tidy warning

* Extend raytraced shadows to all directional lights

RT shadows previously only shadowed the first directional light in the
scene, even though multi-sun missions push more than one directional
light into the engine. The TLAS raytraced shadows query against is
already light-agnostic, so this extends both the deferred lighting
pass and the forward MODEL shader to shadow every directional light
(capped by a new Max Raytraced Shadow Lights option, configurable via
the in-game Options menu or the Lab's Scene rendering options).

Cascaded shadow maps are untouched: they're built for a single light
only, so the deferred pass still limits itself to one shadowed
directional light whenever CSM (not raytracing) is the active method.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_016DA6JHJ3twz2oHGQcZ1Udc

* refactor: improve shader flag handling and render target finalization in Vulkan backend

- Consolidate shader flag setup logic in VulkanPostProcessingLighting to simplify configuration.
- Fix dead field usage in VulkanDraw by ensuring correct image view selection for environment maps.
- Add mip chain regeneration in VulkanRenderer::endRenderTarget to ensure correct mip levels for cubemaps.

* fix: ensure correct mip chain initialization in cubemap rendering

- Add mip chain generation to VulkanDraw for cubemaps with multiple mip levels.
- Fix potential issue with uninitialized mip levels above level 0 in deferred-f.sdr sampling paths.

* fix: don't crash on startup when environment locale is unavailable

std::locale("") pulls in the process's environment locale categories
(LC_CTYPE, LC_MONETARY, LC_PAPER, etc.), and throws std::runtime_error
if any of them names a locale not installed on the host (e.g.
mismatched regional-format overrides). Since SCP_default_locale is
constructed during static initialization, before main() and before any
of our own exception handling exists, an uncaught throw here aborted
the whole process before the game even started. Fall back to the
classic "C" locale instead, which is sufficient since this locale is
only ever used for ASCII case-folding (SCP_toupper/tolower/isdigit).

Co-Authored-By: Claude Sonnet 5 <[email protected]>

* `feat: add raytraced shadows for local lights and optimize TLAS management`

* Make the Commandline authoritative for -res and -vulkan / -opengl

* address BMagnu's comments on the original PR

* update prebuilt version hash to 62c89ef6

* refactor: standardize graphics API handling and document Vulkan limitations in qtFRED

- Updated `AboutDialogModel.cpp` to use `GraphicsAPI` enum for better clarity.
- Ensured qtFRED falls back to OpenGL when Vulkan is requested.
- Added detailed documentation in `qtfred/README.md` regarding Vulkan backend limitations and requirements.

* chore: include cmdline library in main and mission management modules

* docs: add known issue for blank render viewport under Wayland in README.md

* fix CI issues

* chore: add `GR_DEBUG_SCOPE` markers across Vulkan post-processing and rendering paths for improved debugging

* feat: improve Vulkan HDR pipeline with separate encode paths for SDR and HDR10

- Added an HDR10-specific output encode pass in `VulkanRenderer` and `VulkanPostProcessor` that applies PQ/BT.2020 transfer.
- Introduced an optimized SDR fallback path with direct blit support for devices that can skip shader draws.
- Updated `m_sceneLdrCompressed` to provide [0,1]-clamped proxies for HDR edge detection.
- Refactored `copyImageToImage` and added `blitImageToImage` to allow format conversions and optimized transfers.
- Replaced `hdr_mode` with explicit HDR10 flags and data structures for clearer state handling.

* refactor: encapsulate SMAA processing and refactor VulkanPostProcessor

- Moved SMAA-specific logic into `VulkanSMAA` class for better separation of concerns.
- Simplified `initSMAA`, `shutdownSMAA`, and `executeSMAA` logic by leveraging `VulkanLDR` and `PostProcessContext` abstractions.
- Improved initialization and cleanup code with clearer resource lifecycle management.
- Updated debug markers and messages to reference `VulkanSMAA`.
- Enhanced flexibility of fullscreen triangle rendering API with additional parameters (`sampleCount`, `bindGlobalSet`).

* Update Vulkan porting credits in AboutDialogModel

* fix CI issues again

* fix: correct Y-flip in viewport setup for Vulkan light volumes

- Adjusted viewport height to negative value to account for G-buffer render pass's negative Y-axis convention.
- Ensured proper alignment of point and tube light volumes with actual light positions.

* feat: add user-adjustable gamma correction to SDR and HDR10 output paths

- Added gamma correction to HDR10 path, applying user settings before PQ/BT.2020 encode.
- Replaced the SDR blit-only path with an encode pass that applies gamma correction, ensuring consistent behavior across devices.
- Refactored VulkanPostProcessor and associated shaders to support gamma slider adjustments for both SDR and HDR output.

* fix: ensure proper uniform and cull mode setup for Vulkan sphere rendering

- Added uniform buffer setup and default material uniforms in `vulkan_draw_sphere`.
- Disabled face culling in material definition for sphere rendering to align behavior with OpenGL.

* Ensure memory flushes after UBO updates and add explicit pipeline barrier for MoltenVK compatibility.

* fix: add clear pass for SMAA edge detection to prevent persistent artifacts

* feat: add Vulkan debug-utils messenger, opt-in sync validation, frame diagnostics

Groundwork for the renderer-review fix series (.agents/plans/
vulkan-renderer-review-fixes.md, Phase 0):

- Register a VK_EXT_debug_utils messenger (preferred) instead of only the
  deprecated VK_EXT_debug_report callback, which is kept as a fallback for
  loaders without debug-utils. The messenger config is also chained into
  instance creation so vkCreateInstance-time messages are captured.
  Validation errors/warnings now go to the main log via mprintf.
- New -gr_sync_validation cmdline flag (implies -gr_debug): chains
  VkValidationFeaturesEXT with synchronization validation into instance
  creation when VK_LAYER_KHRONOS_validation is available. This is the
  regression net for the synchronization fixes in the following commits.
- Frame stats now report descriptor sets/writes allocated per frame and the
  total pipeline count (descriptor-manager counters; DescriptorWriter::flush
  moved out-of-line to report into the manager).

Co-Authored-By: Claude Fable 5 <[email protected]>

* refactor: unify Vulkan render-pass begins, clamp in-pass clears, add per-frame UBO ring

Phase 1 of the renderer-review fix series: shared helpers that the
correctness fixes build on.

- New VulkanRenderer::beginTrackedRenderPass(PassBeginDesc): every render-pass
  begin on the frame command buffer now records vkCmdBeginRenderPass and
  updates the state tracker (pass, color attachment count, sample count,
  render area, viewport) in one place. Converted: setupFrame,
  beginSceneRendering (both branches), resumeSceneRendering,
  endSceneRendering, beginRenderTarget (viewport kept for gr_set_viewport),
  resumeSwapChainPass, plus new resumeScenePassAfterCopy() shared by
  copyEffectTexture/copySceneDepthForParticles and
  rebeginSwapChainPassAfterReadback() shared by both readbackFramebuffer
  exits (~200 lines of duplicated begin/clear/viewport blocks removed).
- The state tracker records the active render area; all four
  vkCmdClearAttachments sites clamp their rects against it and skip empty
  results. Previously gr_screen-sized clear rects could exceed a smaller
  off-screen render target's render area, which is invalid API usage.
- New PerFrameUboRing utility (VulkanPerFrameUbo.h/.cpp): a persistently
  mapped uniform buffer with one slot region per frame in flight and a
  self-flushing alloc(). Used by the next commit to fix the cross-frame
  UBO races.

Deliberate behavior deltas (all safe-direction): the helper always sets
colorAttachmentCount/sampleCount (some sites previously inherited stale
values), and resumeSwapChainPass/resumeSceneRendering now also reset the
standard flipped viewport instead of leaving the previous one.

Co-Authored-By: Claude Fable 5 <[email protected]>

* fix: eliminate Vulkan cross-frame UBO/buffer races, make gr_sync honest

Phase 2 of the renderer-review fix series: with two frames in flight, several
host-visible resources were rewritten by the CPU while the previous frame's
GPU work could still be reading them.

- The post-processing scratch UBO is now a PerFrameUboRing (per-frame-in-
  flight slot regions, persistently mapped, self-flushing alloc). All the
  per-pass map/unmap/cursor bookkeeping in bloom/LDR/fog/SMAA is deleted;
  the cursor resets exactly once per frame via the new
  VulkanPostProcessor::beginFrame() hook in setupFrame.
  This also fixes two latent bugs: (a) fog consumed scratch slots mid-scene
  and bloom's later same-frame cursor reset overwrote them before submission
  whenever fog+bloom were both active; (b) volumetric_fog_data (288 bytes)
  overflowed the 256-byte slots - the memcpy spilled into the neighboring
  slot and the shader's bound range ended before the aspect/fov/noise
  fields. Slots are now 512 bytes (static_assert at the fog call site) and
  the per-frame budget is 32 slots.
- The dedicated tonemap, output-encode, and MSAA-resolve UBOs (each a single
  instance rewritten per frame, i.e. racy; the MSAA one also never flushed)
  are deleted entirely - those passes build their structs on the stack and
  allocate from the scratch ring.
- Static-buffer rewrites orphan instead of racing: getVkBuffer() stamps a
  last-used frame number, and a full-content updateBufferData() on a Static
  buffer used within the last MAX_FRAMES_IN_FLIGHT frames defers the old
  VkBuffer to the deletion queue and writes a fresh one. Offset writes
  (GPU-heap appends to fresh regions) and PersistentMapping buffers (the
  engine holds their mapped pointer and syncs via gr_sync) are exempt.
- gr_sync_wait now honors its contract: VulkanRenderFrame::waitForFinish
  takes a timeout and reports expiry without consuming the fence;
  VulkanRenderer::waitForFrame returns false for fences taken during the
  still-recording frame (previously it waited on a stale or idle slot and
  reported success) and resolves the frame->slot mapping correctly. This
  makes UniformBufferManager's segment-fence throttling actually protective
  on Vulkan for the first time.

Co-Authored-By: Claude Fable 5 <[email protected]>

* Refactor framebuffer and target lifecycle: centralized creation/resizing logic, improved resource management across Vulkan post-processing subsystems.

* Improve Vulkan cross-frame sync with explicit access masks and validation updates

- Unified Vulkan validation flag handling in setup, separating engine debug output from synchronization validation.
- Specified access masks and stage flags to address cross-frame WRITE_AFTER_WRITE vulnerabilities, notably in G-buffer, post-processing, and MSAA resolve paths.
- Adjusted subpass dependencies and image layout transitions to prevent read-after-write and write-after-write hazards, detected using `-gr_sync_validation`.
- Fixed uniform buffer and barrier transitions to ensure proper ordering in render passes across frames.

* Refactor Vulkan render-pass dependencies and sync stages for clarity and future testing

- Clarified dependency logic for cross-pass and cross-frame synchronization, ensuring explicit stage and access flag comments match observed behavior.
- Adjusted subpass dependencies to decouple render-pass compatibility definitions from dependency assumptions.
- Highlighted MoltenVK-specific issues and retained workarounds with notes for re-testing on macOS hardware.
- Updated synchronization barriers and validation notes to address historical inconsistencies across platforms.

* Remove transfer queue support; consolidate all operations into the graphics queue

- Removed transfer queue handling, simplifying buffer and queue logic to use the graphics queue for all transfer operations.
- Updated buffer sharing modes and removed related code paths and parameters for transfer queue families.
- Introduced exclusive buffer access, noting async transfer and queue ownership transfers are future work.
- Limited enabled device features to only those actively used by the renderer, reducing unnecessary feature requests (e.g., robustBufferAccess).

* Refactor frame advancement and descriptor management in VulkanRenderer

- Removed `endFrame()` from `VulkanDescriptorManager`, replacing it with `setCurrentFrame(frameIndex)` for explicit frame synchronization.
- Centralized frame index advancement within `VulkanRenderer` to ensure consistency across components.
- Invalidated cached descriptor set bindings at render-pass boundaries to handle raw recorder staleness correctly.
- Optimized pipeline descriptor rebind logic by removing redundant clears during pipeline changes.

* Refactor `PipelineConfig::hash` and Global descriptor set management for improved hashing and memoization efficiency

- Replaced inefficient shift-based hashing in `PipelineConfig::hash` with a robust `hashCombine` strategy to minimize bucket collisions.
- Introduced `maskBits` helper to streamline bitmask creation for boolean fields.
- Implemented memoization for Global (Set 0) descriptor sets, reducing redundant rebuilds across frames and improving performance.
- Added dirty state tracking (`m_globalSetDirty`) and invalidation logic for Global set updates following relevant input changes (e.g., TLAS or UBO modifications).

* Refactor Vulkan post-processing output logic: extracted shared `encodeToSwapChainPass` method to streamline HDR and SDR output paths.

* Optimize Vulkan descriptor set management with per-frame memoization

- Added memoization for Material (Set 1) and PerDraw (Set 2) descriptor sets to reuse cached sets across frames if inputs remain unchanged.
- Implemented precise input tracking for Material and PerDraw descriptor sets to detect and rebuild only when necessary.
- Reduced redundant Vulkan descriptor allocations and writes, improving performance on repeated or batched draw calls.

* Fix Vulkan access masks for G-buffer and scene pass transitions

- Added `eColorAttachmentRead` to access masks in multiple barriers to ensure proper synchronization for load operations (e.g., `loadOp=eLoad`) across render passes.
- Prevented `READ_AFTER_WRITE` synchronization validation issues in deferred and multi-pass rendering scenarios.
- Updated comments to clarify the reasoning behind the access mask changes and load dependencies.

* Refactor Vulkan resource management and indexed draw logic

- Consolidated destruction queue methods in `VulkanDeletionQueue` using a shared `queueHandle` template to reduce redundancy.
- Introduced `ModelDrawParams` structure and `computeModelDrawParams` function to unify indexed draw parameters for models and shadows.
- Simplified draw logic by eliminating repeated calculation of indexed draw parameters and improving code reuse.

* Add `releaseAnimationSlotRef` for ref-count handling of shared animation texture arrays

- Introduced `releaseAnimationSlotRef` to manage reference counting for shared animation texture-array slots, preventing premature destruction of shared resources.
- Updated `flushTextures` and related methods to integrate `releaseAnimationSlotRef` for shared slot cleanup.
- Refactored staging buffer creation into `createStagingBuffer` for 3D texture uploads and shared path consistency.
- Enhanced texture upload logic with improved tracking and logging for re-upload cases, aiding preloading gap analysis.
- Added instrumentation for on-demand mid-frame texture uploads in `FrameStats`.

* Refactor Vulkan resource and texture management, extend debug logging

- Updated smart pointer usage for consistency across Vulkan resource managers (`std::make_unique`).
- Removed redundant `cubeImageView` member and related cleanup logic; unified sampling view management.
- Added per-instance debug log counters (avoiding static state) for Vulkan texture uploads and bindings, improving visibility during initialization and run-time.
- Optimized `VulkanRenderer` property/feature getters by caching physical device properties and features during device creation.
- Improved memory region flushing logic for out-of-date offsets, aligning with Vulkan Memory Allocator behavior.
- Refactored render pass state tracking to reapply dynamic state reliably after mid-frame render passes.
- Enhanced validation and error handling for mismatched update texture formats.

* fix CI build warning

* Fix on-demand YUV texture locking and set alpha uniform for movie rendering in Vulkan

- Corrected bitmap lock type from `BMP_TEX_OTHER` to `BMP_AABITMAP` for YUV textures during on-demand loading.
- Updated movie rendering to bind alpha from the `MovieData` UBO (set 2, binding 4) for Vulkan, aligning behavior with OpenGL implementation.

* revert inadvertent changes introduced by a squash commit

* address ci issues

* remove wip stuff from code comments that make no sense to people who aren't me

* Remove unused LD_LIBRARY_PATH export and fix shader shadow map sampling.

* Refactor batched rendering uniform setup in Vulkan

- Removed unused fields from `genericData` uniform block, simplifying shader definitions.
- Updated Vulkan material uniform handling to align with OpenGL's batched rendering logic.
- Introduced `batched_data` struct for streamlined UBO updates, improving maintainability and clarity.

* Add `-hdr` command-line option for HDR nits configuration

- Introduced `-hdr` parameter to set paper white and peak luminance in nits, overriding in-game HDR settings.
- Added input validation with error feedback for incorrect format.

* Remove unused `MODEL_SDR_FLAG_SHADOW_MAP` macro from shader flags

* clean up unrelated changes

* Invalidate Vulkan state tracker bindings after external command buffer modifications

- Added `invalidateExternalBindings()` to `VulkanStateTracker` to handle stale pipelines, descriptors, and dynamic states caused by external Vulkan commands (e.g., ImGui renders mid-pass).
- Updated ImGui rendering flow to call `invalidateExternalBindings()` post-draw, ensuring consistent pipeline state for subsequent engine renders.
- Adjusted image usage flags to account for `eTransferSrc` in texture readbacks.
- Fixed barrier `dstAccessMask` and pipeline stage flags to ensure proper synchronization for image transitions.

* Add a few more generically useful lines to the log

* Simplify Qt deployment logic and improve handling for system-installed Qt on Linux

* add cmdline headers to make qtFred compile

* use VK_KHR_synchronization2 for sync and barrier purposes

* Simplify and clean up Qt deployment logic in CMake for qtfred

* update get_bitmap_from_texture to match the new API

* Enhance `-hdr` command-line option to force HDR output and support optional nits configuration with improved input validation and overrides.

* Improve Vulkan robustness, add device feature checks, and refine memory/logging.

- Added depth clamping support gated by device feature checks, with fallback where unsupported.
- Improved deferred lighting UBO overflow handling with user-accessible warnings and buffer size adjustments.
- Enhanced Vulkan logging for validation, allocation, and debugging:
  - Automatic logging for descriptor pool exhaustion/fragmentation.
  - Vertex format and resource destruction checks.
  - Notifications for generic layout transitions and volumetric texture uploads.
- Consolidated shader logic to ensure Vulkan and OpenGL parity.

* Remove HDR10 encode shader and consolidate gamma correction logic for SDR and HDR10. Replace `Verify` assertions with `Assert`

* Add braces to conditional in object lighting logic for clarity

* Refine Vulkan memory allocation checks with `Verification` for improved error handling and messaging.

* Refine VulkanBuffer resize logic to preserve contents with CPU-side copy and add safeguards for non-coherent memory scenarios.

* Add detailed comments explaining descriptor array capacity constants in VulkanDescriptorManager

* Gate shadow support on depth clamp feature availability and clarify its necessity with improved comments.

---------

Co-authored-by: BMagnu <[email protected]>
Co-authored-by: Mara van der Laan <[email protected]>
Co-authored-by: Claude <[email protected]>
2026-07-21 16:58:21 +00:00

3341 lines
95 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifdef _WIN32
#include <windows.h>
#include <windowsx.h>
#endif
#include "globalincs/alphacolors.h"
#include "globalincs/systemvars.h"
#include "2d.h"
#include "grinternal.h"
#include "grstub.h"
#include "light.h"
#include "material.h"
#include "matrix.h"
#include "cmdline/cmdline.h"
#include "debugconsole/console.h"
#include "executor/global_executors.h"
#include "graphics/openxr.h"
#include "graphics/paths/PathRenderer.h"
#include "graphics/post_processing.h"
#include "graphics/util/GPUMemoryHeap.h"
#include "graphics/util/UniformBuffer.h"
#include "graphics/util/UniformBufferManager.h"
#include "graphics/shadows.h"
#include "io/mouse.h"
#include "model/modelrender.h"
#include "libs/jansson.h"
#include "options/Option.h"
#include "osapi/osapi.h"
#include "parse/parselo.h"
#include "popup/popup.h"
#include "render/3d.h"
#include "scripting/hook_api.h"
#include "scripting/scripting.h"
#include "tracing/tracing.h"
#include "utils/boost/hash_combine.h"
#include "utils/string_utils.h"
#include "gamesequence/gamesequence.h"
#ifdef WITH_OPENGL
#include "graphics/opengl/gropengl.h"
#endif
#ifdef WITH_VULKAN
#include "graphics/vulkan/gr_vulkan.h"
#endif
#include <SDL_surface.h>
#include <algorithm>
#include <climits>
#if (SDL_VERSION_ATLEAST(1, 2, 7))
#include "SDL_cpuinfo.h"
#endif
#define GR_CAPABILITY_ENTRY(capability) gr_capability_def{ gr_capability::CAPABILITY_##capability, #capability }
gr_capability_def gr_capabilities[] = {
GR_CAPABILITY_ENTRY(ENVIRONMENT_MAP),
GR_CAPABILITY_ENTRY(NORMAL_MAP),
GR_CAPABILITY_ENTRY(HEIGHT_MAP),
GR_CAPABILITY_ENTRY(SOFT_PARTICLES),
GR_CAPABILITY_ENTRY(DISTORTION),
GR_CAPABILITY_ENTRY(POST_PROCESSING),
GR_CAPABILITY_ENTRY(DEFERRED_LIGHTING),
GR_CAPABILITY_ENTRY(SHADOWS),
GR_CAPABILITY_ENTRY(THICK_OUTLINE),
GR_CAPABILITY_ENTRY(BATCHED_SUBMODELS),
GR_CAPABILITY_ENTRY(TIMESTAMP_QUERY),
GR_CAPABILITY_ENTRY(SEPARATE_BLEND_FUNCTIONS),
GR_CAPABILITY_ENTRY(PERSISTENT_BUFFER_MAPPING),
gr_capability_def {gr_capability::CAPABILITY_BPTC, "BPTC Texture Compression"}, //This one had a different parse string already!
gr_capability_def {gr_capability::CAPABILITY_S3TC, "S3TC Texture Compression"},
GR_CAPABILITY_ENTRY(LARGE_SHADER),
GR_CAPABILITY_ENTRY(INSTANCED_RENDERING),
GR_CAPABILITY_ENTRY(FAST_SHADOWS),
GR_CAPABILITY_ENTRY(RAYTRACED_SHADOWS),
};
const size_t gr_capabilities_num = sizeof(gr_capabilities) / sizeof(gr_capabilities[0]);
#undef GR_CAPABILITY_ENTRY
const char* Resolution_prefixes[GR_NUM_RESOLUTIONS] = {"", "2_"};
screen gr_screen;
lua_screen gr_lua_screen;
color_gun Gr_red, Gr_green, Gr_blue, Gr_alpha;
color_gun Gr_t_red, Gr_t_green, Gr_t_blue, Gr_t_alpha;
color_gun Gr_ta_red, Gr_ta_green, Gr_ta_blue, Gr_ta_alpha;
color_gun *Gr_current_red, *Gr_current_green, *Gr_current_blue, *Gr_current_alpha;
static SCP_string Pending_screenshot_filename;
ubyte Gr_original_palette[768]; // The palette
ubyte Gr_current_palette[768];
char Gr_current_palette_name[128] = NOX("none");
// cursor stuff
io::mouse::Cursor* Web_cursor = NULL;
int Gr_inited = 0;
float Gr_gamma = 1.0f;
static SCP_vector<float> gamma_value_enumerator()
{
SCP_vector<float> vals;
// We want to divide the possible values into increments of 0.05
constexpr auto UPPER_LIMIT = (int)(5.0 / 0.05);
for (int i = 2; i <= UPPER_LIMIT; ++i) {
vals.push_back(0.05f * i);
}
return vals;
}
static SCP_string gamma_display(float value)
{
SCP_string out;
sprintf(out, "%.2f", value);
return out;
}
static bool gamma_change_listener(float new_val, bool initial)
{
if (!initial) {
// This is not valid for the initial config load since that happens before the graphics system is initialized
gr_set_gamma(new_val);
} else {
Gr_gamma = new_val;
}
return true;
}
static void parse_gamma_func()
{
float value;
stuff_float(&value);
constexpr float EPSILON = 0.0001f;
if (value < 0.1f - EPSILON || value > 5.0f + EPSILON) {
error_display(0, "%f is not a valid gamma value! (Out of range)", value);
return;
}
float expected_i = value / 0.05f;
int i = fl2i(std::round(expected_i));
if (std::abs(value - (0.05f * i)) < EPSILON && i >= 2 && i <= 100) {
Gr_gamma = value;
return;
}
error_display(0, "%f is not a valid gamma value! (Invalid increment)", value);
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto GammaOption __UNUSED = options::OptionBuilder<float>("Graphics.Gamma",
std::pair<const char*, int>{"Brightness", 1375},
std::pair<const char*, int>{"The brightness value used for the game window", 1738})
.category(std::make_pair("Graphics", 1825))
.default_func([]() { return Gr_gamma; })
.enumerator(gamma_value_enumerator)
.display(gamma_display)
.change_listener(gamma_change_listener)
.flags({options::OptionFlags::RetailBuiltinOption})
.parser(parse_gamma_func)
.finish();
static void parse_lighting_func()
{
constexpr int num_detail_presets = static_cast<int>(DefaultDetailPreset::Num_detail_presets);
int value[num_detail_presets];
stuff_int_list(value, num_detail_presets, ParseLookupType::RAW_INTEGER_TYPE);
for (int i = 0; i < num_detail_presets; i++) {
if (value[i] < 0 || value[i] > MAX_DETAIL_VALUE) {
error_display(0, "%i is an invalid detail level value!", value[i]);
} else {
change_default_detail_level(static_cast<DefaultDetailPreset>(i), DetailSetting::Lighting, value[i]);
}
}
}
const SCP_vector<std::pair<int, std::pair<const char*, int>>> DetailLevelValues = {{ 0, {"Minimum", 1680}},
{ 1, {"Low", 1160}},
{ 2, {"Medium", 1161}},
{ 3, {"High", 1162}},
{ 4, {"Ultra", 1721}}};
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
const auto LightingOption __UNUSED = options::OptionBuilder<int>("Graphics.Lighting",
std::pair<const char*, int>{"Lighting", 1367},
std::pair<const char*, int>{"Level of detail of the lighting", 1715})
.importance(1)
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_func([]() { return Detail.lighting; })
.change_listener([](int val, bool initial) {
Detail.lighting = val;
if (!initial) {
gr_recompile_all_shaders(nullptr);
}
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.parser(parse_lighting_func)
.finish();
os::ViewportState Gr_configured_window_state = os::ViewportState::Fullscreen;
static bool mode_change_func(os::ViewportState state, bool initial)
{
Gr_configured_window_state = state;
if (initial) {
return false;
}
auto window = os::getMainViewport();
if (window == nullptr) {
return false;
}
window->setState(state);
return true;
}
static void parse_window_mode_func()
{
SCP_string value;
stuff_string(value, F_NAME);
if (lcase_equal(value, "windowed")) {
Gr_configured_window_state = os::ViewportState::Windowed;
} else if (lcase_equal(value, "borderless")) {
Gr_configured_window_state = os::ViewportState::Borderless;
} else if (lcase_equal(value, "fullscreen")) {
Gr_configured_window_state = os::ViewportState::Fullscreen;
} else {
error_display(0, "%s is an invalide window mode", value.c_str());
}
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto WindowModeOption __UNUSED = options::OptionBuilder<os::ViewportState>("Graphics.WindowMode",
std::pair<const char*, int>{"Window Mode", 1772},
std::pair<const char*, int>{"Controls how the game window is created", 1773})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Beginner)
.values({{os::ViewportState::Fullscreen, {"Fullscreen", 1679}},
{os::ViewportState::Borderless, {"Borderless", 1675}},
{os::ViewportState::Windowed, {"Windowed", 1676}}})
.importance(98)
.default_func([]() { return Gr_configured_window_state; })
.change_listener(mode_change_func)
.parser(parse_window_mode_func)
.finish();
void removeWindowModeOption()
{
options::OptionsManager::instance()->removeOption(WindowModeOption);
}
// coverity[GLOBAL_INIT_ORDER] -- safe; Hook::Factory() uses Meyers singleton
const std::shared_ptr<scripting::OverridableHook<>> OnFrameHook = scripting::OverridableHook<>::Factory(
"On Frame", "Called every frame as the last action before showing the frame result to the user.", {}, std::nullopt, CHA_ONFRAME);
// z-buffer stuff
int gr_zbuffering = 0;
int gr_zbuffering_mode = 0;
int gr_global_zbuffering = 0;
// stencil buffer stuff
int gr_stencil_mode = 0;
// Default clipping distances
const float Default_min_draw_distance = 1.0f;
// Reduced from 1e10 to 1e6, as beyond that FSO's physics precision is horrendous anyways, and it allows reasonable lighting and particle clipping all the way out until that point, unlike 1e7 or above where the depth precision just is not enough
const float Default_max_draw_distance = 1e6f;
float Min_draw_distance_cockpit = 0.02f;
float Min_draw_distance = Default_min_draw_distance;
float Max_draw_distance = Default_max_draw_distance;
// Pre-computed screen resize vars
static float Gr_full_resize_X = 1.0f, Gr_full_resize_Y = 1.0f;
static float Gr_full_center_resize_X = 1.0f, Gr_full_center_resize_Y = 1.0f;
static float Gr_resize_X = 1.0f, Gr_resize_Y = 1.0f;
static float Gr_menu_offset_X = 0.0f, Gr_menu_offset_Y = 0.0f;
static float Gr_menu_zoomed_offset_X = 0.0f, Gr_menu_zoomed_offset_Y = 0.0f;
float Gr_save_full_resize_X = 1.0f, Gr_save_full_resize_Y = 1.0f;
float Gr_save_full_center_resize_X = 1.0f, Gr_save_full_center_resize_Y = 1.0f;
float Gr_save_resize_X = 1.0f, Gr_save_resize_Y = 1.0f;
float Gr_save_menu_offset_X = 0.0f, Gr_save_menu_offset_Y = 0.0f;
float Gr_save_menu_zoomed_offset_X = 0.0f, Gr_save_menu_zoomed_offset_Y = 0.0f;
bool Save_custom_screen_size;
bool Deferred_lighting = false;
bool High_dynamic_range = false;
static int videodisplay_deserializer(const json_t* value)
{
int id;
json_error_t err;
if (json_unpack_ex((json_t*)value, &err, 0, "i", &id) != 0) {
throw json_exception(err);
}
return id;
}
static json_t* videodisplay_serializer(int value) { return json_pack("i", value); }
static SCP_vector<int> videodisplay_enumerator()
{
SCP_vector<int> vals;
for (int i = 0; i < SDL_GetNumVideoDisplays(); ++i) {
vals.push_back(i);
}
return vals;
}
static SCP_string videodisplay_display(int id)
{
SCP_string out;
sprintf(out, "(%d) %s", id + 1, SDL_GetDisplayName(id));
return out;
}
static bool videodisplay_change(int display, bool initial)
{
if (initial) {
return false;
}
auto window = os::getSDLMainWindow();
if (window == nullptr) {
return false;
}
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(display), SDL_WINDOWPOS_CENTERED_DISPLAY(display));
return true;
}
// Video display cannot support default settings because graphics have not been
// initialized so we can't validate the setting. But also, this should probably
// only ever be a user setting
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto VideoDisplayOption = options::OptionBuilder<int>("Graphics.Display",
std::pair<const char*, int>{"Primary display", 1741},
std::pair<const char*, int>{"The display used for rendering", 1742})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Beginner)
.deserializer(videodisplay_deserializer)
.serializer(videodisplay_serializer)
.enumerator(videodisplay_enumerator)
.display(videodisplay_display)
.flags({options::OptionFlags::ForceMultiValueSelection})
.default_val(0)
.change_listener(videodisplay_change)
.importance(99)
.finish();
struct ResolutionInfo {
uint32_t width = 0;
uint32_t height = 0;
ResolutionInfo(uint32_t _width, uint32_t _height) : width(_width), height(_height) {}
ResolutionInfo() = default;
friend bool operator==(const ResolutionInfo& lhs, const ResolutionInfo& rhs)
{
return lhs.width == rhs.width && lhs.height == rhs.height;
}
friend bool operator!=(const ResolutionInfo& lhs, const ResolutionInfo& rhs) { return !(rhs == lhs); }
};
static ResolutionInfo resolution_deserializer(const json_t* el)
{
int width;
int height;
json_error_t err;
if (json_unpack_ex((json_t*)el, &err, 0, "{s:i, s:i}", "width", &width, "height", &height) != 0) {
throw json_exception(err);
}
return {(uint32_t)width, (uint32_t)height};
}
static json_t* resolution_serializer(const ResolutionInfo& value)
{
return json_pack("{s:i, s:i}", "width", value.width, "height", value.height);
}
static SCP_vector<ResolutionInfo> resolution_enumerator()
{
SCP_vector<ResolutionInfo> out;
auto display = VideoDisplayOption->getValue();
for (auto i = 0; i < SDL_GetNumDisplayModes(display); ++i) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(display, i, &mode) != 0) {
continue;
}
auto res = ResolutionInfo(mode.w, mode.h);
if (std::find(out.begin(), out.end(), res) == out.end()) {
out.emplace_back(res);
}
}
return out;
}
static SCP_vector<ResolutionInfo> resolution_vr_enumerator()
{
SCP_vector<ResolutionInfo> out;
for (int i = 1000; i <= 6000; i += 500) {
out.emplace_back(ResolutionInfo(i, i));
}
return out;
}
static SCP_string resolution_display(const ResolutionInfo& info)
{
SCP_string str;
sprintf(str, "%dx%d", info.width, info.height);
return str;
}
static ResolutionInfo resolution_default()
{
SDL_DisplayMode mode;
if (SDL_GetDesktopDisplayMode(VideoDisplayOption->getValue(), &mode) != 0) {
return {};
}
return {(uint32_t)mode.w, (uint32_t)mode.h};
}
static ResolutionInfo resolution_vr_default()
{
return {(uint32_t)2500, (uint32_t)2500};
}
static bool resolution_change(const ResolutionInfo& /*info*/, bool initial)
{
if (initial) {
return false;
}
return false;
// The following code should change the size of the window properly but FSO currently can't handle that
/*
auto window = os::getSDLMainWindow();
if (window == nullptr) {
return;
}
auto display = VideoDisplayOption->getValue();
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
SDL_DisplayMode target;
target.w = info.width;
target.h = info.height;
target.format = 0; // don't care
target.refresh_rate = 0; // don't care
target.driverdata = 0; // initialize to 0
SDL_DisplayMode closest;
if (SDL_GetClosestDisplayMode(display, &target, &closest) == nullptr) {
return;
}
SDL_SetWindowDisplayMode(window, &closest);
} else {
SDL_SetWindowSize(window, info.width, info.height);
// Recenter the window
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(display), SDL_WINDOWPOS_CENTERED_DISPLAY(display));
}
*/
}
static bool resolution_vr_change(const ResolutionInfo& /*info*/, bool initial)
{
if (initial) {
return false;
}
return false;
}
// Resolution cannot support default settings because graphics have not been
// initialized so we can't validate the setting. But also, this should probably
// only ever be a user setting
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto ResolutionOption = options::OptionBuilder<ResolutionInfo>("Graphics.Resolution",
std::pair<const char*, int>{"Resolution", 1748},
std::pair<const char*, int>{"The rendering resolution", 1749})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Beginner)
.deserializer(resolution_deserializer)
.serializer(resolution_serializer)
.enumerator(resolution_enumerator)
.display(resolution_display)
.default_func(resolution_default)
.change_listener(resolution_change)
.importance(100)
.finish();
void removeResolutionOption()
{
options::OptionsManager::instance()->removeOption(ResolutionOption);
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto ResolutionVROption = options::OptionBuilder<ResolutionInfo>("Graphics.ResolutionVR",
std::pair<const char*, int>{"VR Resolution", 1878},
std::pair<const char*, int>{"The rendering resolution when in VR mode", 1879})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Beginner)
.deserializer(resolution_deserializer)
.serializer(resolution_serializer)
.enumerator(resolution_vr_enumerator)
.display(resolution_display)
.default_func(resolution_vr_default)
.change_listener(resolution_vr_change)
.importance(101)
.finish();
void removeResolutionVROption()
{
options::OptionsManager::instance()->removeOption(ResolutionVROption);
}
bool Gr_enable_soft_particles = true;
static void parse_soft_particle_func() {
bool value;
stuff_boolean(&value);
Gr_enable_soft_particles = value;
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto SoftParticlesOption __UNUSED = options::OptionBuilder<bool>("Graphics.SoftParticles",
std::pair<const char*, int>{"Soft Particles", 1761},
std::pair<const char*, int>{"Enable or disable soft particle rendering", 1762})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.default_func([]() { return Gr_enable_soft_particles; })
.bind_to_once(&Gr_enable_soft_particles)
.importance(68)
.parser(parse_soft_particle_func)
.finish();
flagset<FramebufferEffects> Gr_framebuffer_effects{};
static void parse_framebuffer_func() {
SCP_string value;
stuff_string(value, F_NAME);
// Convert to lowercase once
SCP_tolower(value);
// Use a map to associate strings with their respective actions
static const std::unordered_map<std::string, std::function<void()>> effectActions = {
{"shockwaves", []() { Gr_framebuffer_effects.set(FramebufferEffects::Shockwaves); }},
{"thrusters", []() { Gr_framebuffer_effects.set(FramebufferEffects::Thrusters); }},
{"all", []() {
Gr_framebuffer_effects.set(FramebufferEffects::Shockwaves);
Gr_framebuffer_effects.set(FramebufferEffects::Thrusters);
}},
{"none", []() { /* No-op */ }}
};
auto it = effectActions.find(value);
if (it != effectActions.end()) {
Gr_framebuffer_effects = flagset<FramebufferEffects>(); // Clear only if valid
it->second(); // Execute the corresponding action
} else {
error_display(0, "%s is not a valid framebuffer effect setting", value.c_str());
}
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto FramebufferEffectsOption __UNUSED = options::OptionBuilder<flagset<FramebufferEffects>>("Graphics.FramebufferEffects",
std::pair<const char*, int>{"Framebuffer effects", 1732},
std::pair<const char*, int>{"Controls which framebuffer effects will be applied to the scene", 1733})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.values({{{}, {"None", 211}},
{{FramebufferEffects::Shockwaves}, {"Shockwaves", 1688}},
{{FramebufferEffects::Thrusters}, {"Thrusters", 1689}},
{{FramebufferEffects::Shockwaves, FramebufferEffects::Thrusters}, {"All", 1690}}})
.default_func([]() { return Gr_framebuffer_effects; } )
.bind_to_once(&Gr_framebuffer_effects)
.importance(77)
.parser(parse_framebuffer_func)
.finish();
AntiAliasMode Gr_aa_mode = AntiAliasMode::None;
AntiAliasMode Gr_aa_mode_last_frame = AntiAliasMode::None;
static void parse_anti_aliasing_func() {
SCP_string value;
stuff_string(value, F_NAME);
SCP_tolower(value);
// Map of valid values to AntiAliasMode
static const std::unordered_map<std::string, AntiAliasMode> aaModeMap = {
{"none", AntiAliasMode::None},
{"fxaa low", AntiAliasMode::FXAA_Low},
{"fxaa medium", AntiAliasMode::FXAA_Medium},
{"fxaa high", AntiAliasMode::FXAA_High},
{"smaa low", AntiAliasMode::SMAA_Low},
{"smaa medium", AntiAliasMode::SMAA_Medium},
{"smaa high", AntiAliasMode::SMAA_High},
{"smaa ultra", AntiAliasMode::SMAA_Ultra},
};
// Look up the value in the map
auto it = aaModeMap.find(value);
if (it != aaModeMap.end()) {
Gr_aa_mode = it->second; // Set the mode
} else {
error_display(0, "%s is not a valid anti aliasing setting", value.c_str());
}
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto AAOption __UNUSED = options::OptionBuilder<AntiAliasMode>("Graphics.AAMode",
std::pair<const char*, int>{"Anti Aliasing", 1752},
std::pair<const char*, int>{"Controls the anti aliasing mode of the engine.", 1753})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.values({{AntiAliasMode::None, {"None", 211}},
{AntiAliasMode::FXAA_Low, {"FXAA Low", 1681}},
{AntiAliasMode::FXAA_Medium, {"FXAA Medium", 1682}},
{AntiAliasMode::FXAA_High, {"FXAA High", 1683}},
{AntiAliasMode::SMAA_Low, {"SMAA Low", 1684}},
{AntiAliasMode::SMAA_Medium, {"SMAA Medium", 1685}},
{AntiAliasMode::SMAA_High, {"SMAA High", 1686}},
{AntiAliasMode::SMAA_Ultra, {"SMAA Ultra", 1687}}})
.default_func([]() { return Gr_aa_mode; } )
.bind_to(&Gr_aa_mode)
.importance(79)
.parser(parse_anti_aliasing_func)
.finish();
extern int Cmdline_msaa_enabled;
static void parse_msaa_func()
{
SCP_string value;
stuff_string(value, F_NAME);
// Convert to lowercase
SCP_string lowercase_value = value;
SCP_tolower(lowercase_value);
// Map valid values to MSAA settings
static const std::unordered_map<std::string, int> msaaMap = {
{"off", 0},
{"4 samples", 4},
{"8 samples", 8},
//{"16 samples", 16},
};
// Look up the value in the map
auto it = msaaMap.find(lowercase_value);
if (it != msaaMap.end()) {
Cmdline_msaa_enabled = it->second; // Set the MSAA level
} else {
error_display(0, "%s is not a valid MSAA setting", value.c_str());
}
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto MSAAOption __UNUSED = options::OptionBuilder<int>("Graphics.MSAASamples",
std::pair<const char*, int>{"Multisample Anti Aliasing", 1758},
std::pair<const char*, int>{"Controls whether multisample anti asliasing is enabled, and with how many samples", 1759})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.values({{0, {"Off", 1693}},
{4, {"4 Samples", 1694}},
{8, {"8 Samples", 1695}}})
.default_func([]() { return Cmdline_msaa_enabled; } )
.bind_to_once(&Cmdline_msaa_enabled)
.importance(78)
.parser(parse_msaa_func)
.finish();
bool gr_is_fxaa_mode(AntiAliasMode mode)
{
return mode == AntiAliasMode::FXAA_Low || mode == AntiAliasMode::FXAA_Medium || mode == AntiAliasMode::FXAA_High;
}
bool gr_is_smaa_mode(AntiAliasMode mode) {
return mode == AntiAliasMode::SMAA_Low || mode == AntiAliasMode::SMAA_Medium || mode == AntiAliasMode::SMAA_High || mode == AntiAliasMode::SMAA_Ultra;
}
static void parse_post_processing_func()
{
bool value;
stuff_boolean(&value);
Gr_post_processing_enabled = value;
}
bool Gr_post_processing_enabled = true;
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto PostProcessOption __UNUSED = options::OptionBuilder<bool>("Graphics.PostProcessing",
std::pair<const char*, int>{"Post processing", 1726},
std::pair<const char*, int>{"Controls whether post processing is enabled in the engine.", 1727})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.default_func([]() { return Gr_post_processing_enabled; })
.bind_to_once(&Gr_post_processing_enabled)
.importance(69)
.parser(parse_post_processing_func)
.finish();
bool Gr_enable_vsync = true;
static void parse_vsync_func()
{
bool value;
stuff_boolean(&value);
Gr_enable_vsync = value;
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto VSyncOption __UNUSED = options::OptionBuilder<bool>("Graphics.VSync",
std::pair<const char*, int>{"Vertical Sync", 1766},
std::pair<const char*, int>{"Controls how the engine does vertical synchronization", 1767})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.default_func([]() { return Gr_enable_vsync; })
.bind_to_once(&Gr_enable_vsync)
.importance(70)
.parser(parse_vsync_func)
.finish();
void removeVSyncOption()
{
options::OptionsManager::instance()->removeOption(VSyncOption);
}
bool Gr_enable_hdr = false;
bool Gr_hdr_output_active = false;
static void parse_hdr_func()
{
bool value;
stuff_boolean(&value);
Gr_enable_hdr = value;
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto HDROption __UNUSED = options::OptionBuilder<bool>("Graphics.HDR",
std::pair<const char*, int>{"HDR Output", -1},
std::pair<const char*, int>{"Enables HDR10 (PQ / BT.2020) output on supported displays. Vulkan renderer only. Requires a restart to take effect.", -1})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.default_func([]() { return Gr_enable_hdr; })
.bind_to_once(&Gr_enable_hdr)
.importance(68)
.parser(parse_hdr_func)
.finish();
float Gr_hdr_paperwhite_nits = 200.0f;
static void parse_hdr_paperwhite_func()
{
float value;
stuff_float(&value);
Gr_hdr_paperwhite_nits = value;
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto HDRPaperWhiteOption __UNUSED = options::OptionBuilder<float>("Graphics.HDRPaperWhite",
std::pair<const char*, int>{"HDR Paper White", -1},
std::pair<const char*, int>{"Reference white luminance in nits for UI and SDR-referenced content when HDR output is active.", -1})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.default_func([]() { return Gr_hdr_paperwhite_nits; })
.range(80.0f, 480.0f)
.bind_to(&Gr_hdr_paperwhite_nits)
.importance(67)
.parser(parse_hdr_paperwhite_func)
.finish();
float Gr_hdr_peak_nits = 1000.0f;
static void parse_hdr_peak_func()
{
float value;
stuff_float(&value);
Gr_hdr_peak_nits = value;
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto HDRPeakOption __UNUSED = options::OptionBuilder<float>("Graphics.HDRPeakLuminance",
std::pair<const char*, int>{"HDR Peak Luminance", -1},
std::pair<const char*, int>{"Display peak luminance in nits used for HDR tone curve clamping and HDR10 metadata.", -1})
.category(std::make_pair("Graphics", 1825))
.level(options::ExpertLevel::Advanced)
.default_func([]() { return Gr_hdr_peak_nits; })
.range(400.0f, 4000.0f)
.bind_to(&Gr_hdr_peak_nits)
.importance(66)
.parser(parse_hdr_peak_func)
.finish();
static std::unique_ptr<graphics::util::UniformBufferManager> UniformBufferManager;
// Forward definitions
static void uniform_buffer_managers_deinit();
static void uniform_buffer_managers_retire_buffers();
static void gpu_heap_init();
static void gpu_heap_deinit();
void gr_set_screen_scale(int w, int h, int zoom_w, int zoom_h, int max_w, int max_h, int center_w, int center_h,
bool force_stretch)
{
bool do_zoom = zoom_w > 0 && zoom_h > 0 && (zoom_w != w || zoom_h != h);
Gr_full_resize_X = (float)max_w / (float)w;
Gr_full_resize_Y = (float)max_h / (float)h;
Gr_full_center_resize_X = (float)center_w / (float)w;
Gr_full_center_resize_Y = (float)center_h / (float)h;
if (do_zoom) {
float aspect_quotient = ((float)center_w / (float)center_h) / ((float)zoom_w / (float)zoom_h);
Gr_resize_X = (float)center_w / (float)zoom_w / ((aspect_quotient > 1.0f) ? aspect_quotient : 1.0f);
Gr_resize_Y = (float)center_h / (float)zoom_h * ((aspect_quotient < 1.0f) ? aspect_quotient : 1.0f);
Gr_menu_offset_X = ((center_w - w * Gr_resize_X) / 2.0f) + gr_screen.center_offset_x;
Gr_menu_offset_Y = ((center_h - h * Gr_resize_Y) / 2.0f) + gr_screen.center_offset_y;
Gr_menu_zoomed_offset_X = (Gr_menu_offset_X >= 0.0f) ? Gr_menu_offset_X : gr_screen.center_offset_x;
Gr_menu_zoomed_offset_Y = (Gr_menu_offset_Y >= 0.0f) ? Gr_menu_offset_Y : gr_screen.center_offset_y;
if (force_stretch || Cmdline_stretch_menu) {
if (Gr_menu_offset_X > (float)gr_screen.center_offset_x) {
Gr_resize_X = Gr_full_center_resize_X;
Gr_menu_offset_X = Gr_menu_zoomed_offset_X = (float)gr_screen.center_offset_x;
}
if (Gr_menu_offset_Y > (float)gr_screen.center_offset_y) {
Gr_resize_Y = Gr_full_center_resize_Y;
Gr_menu_offset_Y = Gr_menu_zoomed_offset_Y = (float)gr_screen.center_offset_y;
}
}
} else {
if (force_stretch || Cmdline_stretch_menu) {
Gr_resize_X = Gr_full_center_resize_X;
Gr_resize_Y = Gr_full_center_resize_Y;
Gr_menu_offset_X = Gr_menu_zoomed_offset_X = (float)gr_screen.center_offset_x;
Gr_menu_offset_Y = Gr_menu_zoomed_offset_Y = (float)gr_screen.center_offset_y;
} else {
float aspect_quotient = ((float)center_w / (float)center_h) / ((float)w / (float)h);
Gr_resize_X = Gr_full_center_resize_X / ((aspect_quotient > 1.0f) ? aspect_quotient : 1.0f);
Gr_resize_Y = Gr_full_center_resize_Y * ((aspect_quotient < 1.0f) ? aspect_quotient : 1.0f);
Gr_menu_offset_X = Gr_menu_zoomed_offset_X = ((aspect_quotient > 1.0f) ? ((center_w - w * Gr_resize_X) / 2.0f) : 0.0f) + gr_screen.center_offset_x;
Gr_menu_offset_Y = Gr_menu_zoomed_offset_Y = ((aspect_quotient < 1.0f) ? ((center_h - h * Gr_resize_Y) / 2.0f) : 0.0f) + gr_screen.center_offset_y;
}
}
gr_screen.custom_size = (w != max_w || w != center_w || h != max_h || h != center_h);
if (gr_screen.rendering_to_texture == -1) {
gr_screen.max_w_unscaled = w;
gr_screen.max_h_unscaled = h;
if (do_zoom) {
gr_screen.max_w_unscaled_zoomed = gr_screen.max_w_unscaled + fl2i(Gr_menu_offset_X * 2.0f / Gr_resize_X);
gr_screen.max_h_unscaled_zoomed = gr_screen.max_h_unscaled + fl2i(Gr_menu_offset_Y * 2.0f / Gr_resize_Y);
if (gr_screen.max_w_unscaled_zoomed > gr_screen.max_w_unscaled) {
gr_screen.max_w_unscaled_zoomed = gr_screen.max_w_unscaled;
}
if (gr_screen.max_h_unscaled_zoomed > gr_screen.max_h_unscaled) {
gr_screen.max_h_unscaled_zoomed = gr_screen.max_h_unscaled;
}
} else {
gr_screen.max_w_unscaled_zoomed = gr_screen.max_w_unscaled;
gr_screen.max_h_unscaled_zoomed = gr_screen.max_h_unscaled;
}
}
}
void gr_reset_screen_scale()
{
Gr_full_resize_X = Gr_save_full_resize_X;
Gr_full_resize_Y = Gr_save_full_resize_Y;
Gr_full_center_resize_X = Gr_save_full_center_resize_X;
Gr_full_center_resize_Y = Gr_save_full_center_resize_Y;
Gr_resize_X = Gr_save_resize_X;
Gr_resize_Y = Gr_save_resize_Y;
Gr_menu_offset_X = Gr_save_menu_offset_X;
Gr_menu_offset_Y = Gr_save_menu_offset_Y;
Gr_menu_zoomed_offset_X = Gr_save_menu_zoomed_offset_X;
Gr_menu_zoomed_offset_Y = Gr_save_menu_zoomed_offset_Y;
gr_screen.custom_size = Save_custom_screen_size;
if (gr_screen.rendering_to_texture == -1) {
gr_screen.max_w_unscaled = gr_screen.max_w_unscaled_zoomed = (gr_screen.res == GR_1024) ? 1024 : 640;
gr_screen.max_h_unscaled = gr_screen.max_h_unscaled_zoomed = (gr_screen.res == GR_1024) ? 768 : 480;
}
}
/**
* This function is to be called if you wish to scale GR_1024 or GR_640 x and y positions or
* lengths in order to keep the correctly scaled to nonstandard resolutions
*
* @param x X value, can be NULL
* @param y Y value, can be NULL
* @param w width, can be NULL
* @param h height, can be NULL
* @param resize_mode
* @return always true unless error
*/
bool gr_resize_screen_pos(int *x, int *y, int *w, int *h, int resize_mode)
{
if ( resize_mode == GR_RESIZE_NONE || (!gr_screen.custom_size && (gr_screen.rendering_to_texture == -1)) ) {
return false;
}
float xy_tmp = 0.0f;
if ( x ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*x) * Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*x) * Gr_full_center_resize_X + (float)gr_screen.center_offset_x;
break;
case GR_RESIZE_MENU:
xy_tmp = (*x) * Gr_resize_X + Gr_menu_offset_X;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = (*x) * Gr_resize_X + Gr_menu_zoomed_offset_X;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*x) * Gr_resize_X;
break;
}
(*x) = fl2ir(xy_tmp);
}
if ( y ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*y) * Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*y) * Gr_full_center_resize_Y + (float)gr_screen.center_offset_y;
break;
case GR_RESIZE_MENU:
xy_tmp = (*y) * Gr_resize_Y + Gr_menu_offset_Y;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = (*y) * Gr_resize_Y + Gr_menu_zoomed_offset_Y;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*y) * Gr_resize_Y;
break;
}
(*y) = fl2ir(xy_tmp);
}
if ( w ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*w) * Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*w) * Gr_full_center_resize_X;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*w) * Gr_resize_X;
break;
}
(*w) = fl2ir(xy_tmp);
}
if ( h ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*h) * Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*h) * Gr_full_center_resize_Y;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*h) * Gr_resize_Y;
break;
}
(*h) = fl2ir(xy_tmp);
}
return true;
}
/**
*
* @param x X value, can be NULL
* @param y Y value, can be NULL
* @param w width, can be NULL
* @param h height, can be NULL
* @param resize_mode
* @return always true unless error
*/
bool gr_unsize_screen_pos(int *x, int *y, int *w, int *h, int resize_mode)
{
if ( resize_mode == GR_RESIZE_NONE || resize_mode == GR_RESIZE_REPLACE || (!gr_screen.custom_size && (gr_screen.rendering_to_texture == -1)) ) {
return false;
}
float xy_tmp = 0.0f;
if ( x ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*x) / Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = ((*x) - (float)gr_screen.center_offset_x) / Gr_full_center_resize_X;
break;
case GR_RESIZE_MENU:
xy_tmp = ((*x) - Gr_menu_offset_X) / Gr_resize_X;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = ((*x) - Gr_menu_zoomed_offset_X) / Gr_resize_X;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*x) / Gr_resize_X;
break;
}
(*x) = fl2ir(xy_tmp);
}
if ( y ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*y) / Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = ((*y) - (float)gr_screen.center_offset_y) / Gr_full_center_resize_Y;
break;
case GR_RESIZE_MENU:
xy_tmp = ((*y) - Gr_menu_offset_Y) / Gr_resize_Y;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = ((*y) - Gr_menu_zoomed_offset_Y) / Gr_resize_Y;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*y) / Gr_resize_Y;
break;
}
(*y) = fl2ir(xy_tmp);
}
if ( w ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*w) / Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*w) / Gr_full_center_resize_X;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*w) / Gr_resize_X;
break;
}
(*w) = fl2ir(xy_tmp);
}
if ( h ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*h) / Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*h) / Gr_full_center_resize_Y;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*h) / Gr_resize_Y;
break;
}
(*h) = fl2ir(xy_tmp);
}
return true;
}
/**
* This function is to be called if you wish to scale GR_1024 or GR_640 x and y positions or
* lengths in order to keep the correctly scaled to nonstandard resolutions
*
* @param x X value, can be NULL
* @param y Y value, can be NULL
* @param w width, can be NULL
* @param h height, can be NULL
* @param resize_mode
* @return always true unless error
*/
bool gr_resize_screen_posf(float *x, float *y, float *w, float *h, int resize_mode)
{
if ( resize_mode == GR_RESIZE_NONE || (!gr_screen.custom_size && (gr_screen.rendering_to_texture == -1)) ) {
return false;
}
float xy_tmp = 0.0f;
if ( x ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*x) * Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*x) * Gr_full_center_resize_X + (float)gr_screen.center_offset_x;
break;
case GR_RESIZE_MENU:
xy_tmp = (*x) * Gr_resize_X + Gr_menu_offset_X;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = (*x) * Gr_resize_X + Gr_menu_zoomed_offset_X;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*x) * Gr_resize_X;
break;
}
(*x) = xy_tmp;
}
if ( y ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*y) * Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*y) * Gr_full_center_resize_Y + (float)gr_screen.center_offset_y;
break;
case GR_RESIZE_MENU:
xy_tmp = (*y) * Gr_resize_Y + Gr_menu_offset_Y;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = (*y) * Gr_resize_Y + Gr_menu_zoomed_offset_Y;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*y) * Gr_resize_Y;
break;
}
(*y) = xy_tmp;
}
if ( w ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*w) * Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*w) * Gr_full_center_resize_X;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*w) * Gr_resize_X;
break;
}
(*w) = xy_tmp;
}
if ( h ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*h) * Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*h) * Gr_full_center_resize_Y;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*h) * Gr_resize_Y;
break;
}
(*h) = xy_tmp;
}
return true;
}
/**
*
* @param x X value, can be NULL
* @param y Y value, can be NULL
* @param w width, can be NULL
* @param h height, can be NULL
* @param resize_mode
* @return always true unless error
*/
bool gr_unsize_screen_posf(float *x, float *y, float *w, float *h, int resize_mode)
{
if ( resize_mode == GR_RESIZE_NONE || (!gr_screen.custom_size && (gr_screen.rendering_to_texture == -1)) ) {
return false;
}
float xy_tmp = 0.0f;
if ( x ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*x) / Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = ((*x) - (float)gr_screen.center_offset_x) / Gr_full_center_resize_X;
break;
case GR_RESIZE_MENU:
xy_tmp = ((*x) - Gr_menu_offset_X) / Gr_resize_X;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = ((*x) - Gr_menu_zoomed_offset_X) / Gr_resize_X;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*x) / Gr_resize_X;
break;
}
(*x) = xy_tmp;
}
if ( y ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*y) / Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = ((*y) - (float)gr_screen.center_offset_y) / Gr_full_center_resize_Y;
break;
case GR_RESIZE_MENU:
xy_tmp = ((*y) - Gr_menu_offset_Y) / Gr_resize_Y;
break;
case GR_RESIZE_MENU_ZOOMED:
xy_tmp = ((*y) - Gr_menu_zoomed_offset_Y) / Gr_resize_Y;
break;
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*y) / Gr_resize_Y;
break;
}
(*y) = xy_tmp;
}
if ( w ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*w) / Gr_full_resize_X;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*w) / Gr_full_center_resize_X;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*w) / Gr_resize_X;
break;
}
(*w) = xy_tmp;
}
if ( h ) {
switch (resize_mode) {
case GR_RESIZE_FULL:
xy_tmp = (*h) / Gr_full_resize_Y;
break;
case GR_RESIZE_FULL_CENTER:
xy_tmp = (*h) / Gr_full_center_resize_Y;
break;
case GR_RESIZE_MENU:
case GR_RESIZE_MENU_ZOOMED:
case GR_RESIZE_MENU_NO_OFFSET:
xy_tmp = (*h) / Gr_resize_Y;
break;
}
(*h) = xy_tmp;
}
return true;
}
void gr_close()
{
if ( !Gr_inited ) {
return;
}
if(Cmdline_enable_vr)
openxr_close();
gpu_heap_deinit();
// Cleanup uniform buffer managers
uniform_buffer_managers_deinit();
font::close();
gr_light_shutdown();
graphics::paths::PathRenderer::shutdown();
// Free bitmaps before destroying the graphics backend, since
// gf_bm_free_data needs the backend (texture manager, GL context, etc.)
bm_close();
switch (gr_screen.mode) {
case GraphicsAPI::OpenGL:
#ifdef WITH_OPENGL
gr_opengl_cleanup(true);
#endif
break;
case GraphicsAPI::Vulkan:
#ifdef WITH_VULKAN
graphics::vulkan::cleanup();
#endif
break;
case GraphicsAPI::Stub:
break;
default:
Int3(); // Invalid graphics mode
}
Gr_inited = 0;
}
/**
* Set screen clear color
*/
DCF(clear_color, "set clear color r, g, b")
{
ubyte r, g, b;
dc_stuff_ubyte(&r);
dc_stuff_ubyte(&g);
dc_stuff_ubyte(&b);
// set the color
gr_set_clear_color(r, g, b);
}
void gr_set_palette_internal( const char * /*name*/, ubyte * palette, int /*restrict_font_to_128*/ )
{
if ( palette == NULL ) {
// Create a default palette
int r,g,b,i;
i = 0;
for (r=0; r<6; r++ )
for (g=0; g<6; g++ )
for (b=0; b<6; b++ ) {
Gr_current_palette[i*3+0] = (unsigned char)(r*51);
Gr_current_palette[i*3+1] = (unsigned char)(g*51);
Gr_current_palette[i*3+2] = (unsigned char)(b*51);
i++;
}
for ( i=216;i<256; i++ ) {
Gr_current_palette[i*3+0] = (unsigned char)((i-216)*6);
Gr_current_palette[i*3+1] = (unsigned char)((i-216)*6);
Gr_current_palette[i*3+2] = (unsigned char)((i-216)*6);
}
memmove( Gr_original_palette, Gr_current_palette, 768 );
} else {
memmove( Gr_original_palette, palette, 768 );
memmove( Gr_current_palette, palette, 768 );
}
if ( Gr_inited ) {
// Since the palette set code might shuffle the palette,
// reload it into the source palette
if (palette) {
memmove(palette, Gr_current_palette, 768);
}
}
}
void gr_screen_resize(int width, int height)
{
gr_screen.save_center_w = gr_screen.center_w = gr_screen.save_max_w = gr_screen.max_w = gr_screen.max_w_unscaled = gr_screen.max_w_unscaled_zoomed = width;
gr_screen.save_center_h = gr_screen.center_h = gr_screen.save_max_h = gr_screen.max_h = gr_screen.max_h_unscaled = gr_screen.max_h_unscaled_zoomed = height;
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;
gr_screen.clip_aspect = i2fl(gr_screen.clip_width) / i2fl(gr_screen.clip_height);
if (gr_screen.custom_size) {
gr_unsize_screen_pos( &gr_screen.max_w_unscaled, &gr_screen.max_h_unscaled );
gr_unsize_screen_pos( &gr_screen.max_w_unscaled_zoomed, &gr_screen.max_h_unscaled_zoomed );
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.save_max_w_unscaled = gr_screen.max_w_unscaled;
gr_screen.save_max_h_unscaled = gr_screen.max_h_unscaled;
gr_screen.save_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
gr_screen.save_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
gr_setup_viewport();
}
int gr_get_resolution_class(int width, int height)
{
if ((width >= GR_1024_THRESHOLD_WIDTH) && (height >= GR_1024_THRESHOLD_HEIGHT)) {
return GR_1024;
} else {
return GR_640;
}
}
static void init_colors()
{
int bpp = gr_screen.bits_per_pixel;
Assertion((bpp == 16) || (bpp == 32), "Invalid bits-per-pixel value %d!", bpp);
// screen format
switch (bpp) {
case 16: {
Gr_red.bits = 5;
Gr_red.shift = 11;
Gr_red.scale = 8;
Gr_red.mask = 0xF800;
Gr_green.bits = 6;
Gr_green.shift = 5;
Gr_green.scale = 4;
Gr_green.mask = 0x7E0;
Gr_blue.bits = 5;
Gr_blue.shift = 0;
Gr_blue.scale = 8;
Gr_blue.mask = 0x1F;
break;
}
case 32: {
Gr_red.bits = 8;
Gr_red.shift = 16;
Gr_red.scale = 1;
Gr_red.mask = 0xff0000;
Gr_green.bits = 8;
Gr_green.shift = 8;
Gr_green.scale = 1;
Gr_green.mask = 0x00ff00;
Gr_blue.bits = 8;
Gr_blue.shift = 0;
Gr_blue.scale = 1;
Gr_blue.mask = 0x0000ff;
Gr_alpha.bits = 8;
Gr_alpha.shift = 24;
Gr_alpha.mask = 0xff000000;
Gr_alpha.scale = 1;
break;
}
}
// texture format
Gr_t_red.bits = 5;
Gr_t_red.mask = 0x7c00;
Gr_t_red.shift = 10;
Gr_t_red.scale = 8;
Gr_t_green.bits = 5;
Gr_t_green.mask = 0x03e0;
Gr_t_green.shift = 5;
Gr_t_green.scale = 8;
Gr_t_blue.bits = 5;
Gr_t_blue.mask = 0x001f;
Gr_t_blue.shift = 0;
Gr_t_blue.scale = 8;
Gr_t_alpha.bits = 1;
Gr_t_alpha.mask = 0x8000;
Gr_t_alpha.scale = 255;
Gr_t_alpha.shift = 15;
// alpha-texture format
Gr_ta_red.bits = 4;
Gr_ta_red.mask = 0x0f00;
Gr_ta_red.shift = 8;
Gr_ta_red.scale = 17;
Gr_ta_green.bits = 4;
Gr_ta_green.mask = 0x00f0;
Gr_ta_green.shift = 4;
Gr_ta_green.scale = 17;
Gr_ta_blue.bits = 4;
Gr_ta_blue.mask = 0x000f;
Gr_ta_blue.shift = 0;
Gr_ta_blue.scale = 17;
Gr_ta_alpha.bits = 4;
Gr_ta_alpha.mask = 0xf000;
Gr_ta_alpha.shift = 12;
Gr_ta_alpha.scale = 17;
}
static void gr_init_function_pointers(GraphicsAPI mode) {
gr_screen = {};
switch (mode) {
case GraphicsAPI::OpenGL:
#ifdef WITH_OPENGL
gr_opengl_init_function_pointers();
#else
Error(LOCATION, "OpenGL renderer was requested but that was not compiled into this build.");
#endif
break;
case GraphicsAPI::Vulkan:
#ifdef WITH_VULKAN
graphics::vulkan::initialize_function_pointers();
#else
Error(LOCATION, "Vulkan renderer was requested but that was not compiled into this build.");
#endif
break;
case GraphicsAPI::Stub:
gr_stub_init_function_pointers();
break;
default:
UNREACHABLE("Invalid graphics mode requested"); // Invalid graphics mode
}
}
static bool gr_init_sub(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, GraphicsAPI mode, int width, int height,
int depth, float center_aspect_ratio)
{
int res = GR_1024;
bool rc = false;
float aspect_ratio = (float)width / (float)height;
if ( (((width == 640) && (height == 480)) || ((width == 1024) && (height == 768))) && (aspect_ratio == center_aspect_ratio) ) {
gr_screen.custom_size = false;
} else {
gr_screen.custom_size = true;
}
gr_screen.save_max_w = gr_screen.max_w = gr_screen.max_w_unscaled = gr_screen.max_w_unscaled_zoomed = width;
gr_screen.save_max_h = gr_screen.max_h = gr_screen.max_h_unscaled = gr_screen.max_h_unscaled_zoomed = height;
if (aspect_ratio > center_aspect_ratio) {
gr_screen.save_center_w = gr_screen.center_w = fl2ir(height * center_aspect_ratio);
gr_screen.save_center_h = gr_screen.center_h = height;
} else if (aspect_ratio < center_aspect_ratio) {
gr_screen.save_center_w = gr_screen.center_w = width;
gr_screen.save_center_h = gr_screen.center_h = fl2ir(width / center_aspect_ratio);
} else {
gr_screen.save_center_w = gr_screen.center_w = width;
gr_screen.save_center_h = gr_screen.center_h = height;
}
gr_screen.save_center_offset_x = gr_screen.center_offset_x = (width - gr_screen.center_w) / 2;
gr_screen.save_center_offset_y = gr_screen.center_offset_y = (height - gr_screen.center_h) / 2;
res = gr_get_resolution_class(gr_screen.center_w, gr_screen.center_h);
if (Fred_running) {
gr_screen.custom_size = false;
res = GR_640;
}
Save_custom_screen_size = gr_screen.custom_size;
Gr_save_full_resize_X = Gr_full_resize_X = (float)width / ((res == GR_1024) ? 1024.0f : 640.0f);
Gr_save_full_resize_Y = Gr_full_resize_Y = (float)height / ((res == GR_1024) ? 768.0f : 480.0f);
Gr_save_full_center_resize_X = Gr_full_center_resize_X = (float)gr_screen.center_w / ((res == GR_1024) ? 1024.0f : 640.0f);
Gr_save_full_center_resize_Y = Gr_full_center_resize_Y = (float)gr_screen.center_h / ((res == GR_1024) ? 768.0f : 480.0f);
if (gr_screen.custom_size && !Cmdline_stretch_menu) {
float aspect_quotient = center_aspect_ratio / (4.0f / 3.0f);
Gr_save_resize_X = Gr_resize_X = Gr_full_center_resize_X / ((aspect_quotient > 1.0f) ? aspect_quotient : 1.0f);
Gr_save_resize_Y = Gr_resize_Y = Gr_full_center_resize_Y * ((aspect_quotient < 1.0f) ? aspect_quotient : 1.0f);
Gr_save_menu_offset_X = Gr_menu_offset_X = ((aspect_quotient > 1.0f) ? ((gr_screen.center_w - gr_screen.center_w / aspect_quotient) / 2.0f) : 0.0f) + gr_screen.center_offset_x;
Gr_save_menu_offset_Y = Gr_menu_offset_Y = ((aspect_quotient < 1.0f) ? ((gr_screen.center_h - gr_screen.center_h * aspect_quotient) / 2.0f) : 0.0f) + gr_screen.center_offset_y;
} else {
Gr_save_resize_X = Gr_resize_X = Gr_full_center_resize_X;
Gr_save_resize_Y = Gr_resize_Y = Gr_full_center_resize_Y;
Gr_save_menu_offset_X = Gr_menu_offset_X = (float)gr_screen.center_offset_x;
Gr_save_menu_offset_Y = Gr_menu_offset_Y = (float)gr_screen.center_offset_y;
}
Gr_save_menu_zoomed_offset_X = Gr_menu_zoomed_offset_X = Gr_menu_offset_X;
Gr_save_menu_zoomed_offset_Y = Gr_menu_zoomed_offset_Y = Gr_menu_offset_Y;
gr_screen.bits_per_pixel = depth;
gr_screen.bytes_per_pixel= depth / 8;
gr_screen.rendering_to_texture = -1;
gr_screen.envmap_render_target = -1;
gr_screen.irrmap_render_target = -1;
gr_screen.line_width = 1.0f;
gr_screen.mode = mode;
gr_screen.res = res;
gr_screen.aspect = 1.0f; // Normal PC screen
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;
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;
if (gr_screen.custom_size) {
gr_unsize_screen_pos(&gr_screen.max_w_unscaled, &gr_screen.max_h_unscaled);
gr_unsize_screen_pos(&gr_screen.max_w_unscaled_zoomed, &gr_screen.max_h_unscaled_zoomed);
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.save_max_w_unscaled = gr_screen.max_w_unscaled;
gr_screen.save_max_h_unscaled = gr_screen.max_h_unscaled;
gr_screen.save_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
gr_screen.save_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
init_colors();
switch (mode) {
case GraphicsAPI::OpenGL:
#ifdef WITH_OPENGL
rc = gr_opengl_init(std::move(graphicsOps));
#else
Error(LOCATION, "OpenGL renderer was requested but that was not compiled into this build.");
rc = false;
#endif
break;
case GraphicsAPI::Vulkan:
#ifdef WITH_VULKAN
rc = graphics::vulkan::initialize(std::move(graphicsOps));
#else
Error(LOCATION, "Vulkan renderer was requested but that was not compiled into this build.");
rc = false;
#endif
break;
case GraphicsAPI::Stub:
SCP_UNUSED(graphicsOps);
rc = gr_stub_init();
break;
default:
Int3(); // Invalid graphics mode
}
return rc != 0;
}
static void init_window_icon() {
auto view = os::getMainViewport();
if (view == nullptr) {
// Graphics backend has no viewport
return;
}
auto sdl_wnd = view->toSDLWindow();
if (sdl_wnd == nullptr) {
// No support for changing the icon
return;
}
auto icon_handle = bm_load(Window_icon_path);
if (icon_handle < 0) {
Warning(LOCATION, "Failed to load window icon '%s'!", Window_icon_path.c_str());
return;
}
auto surface = bm_to_sdl_surface(icon_handle);
if (surface == nullptr) {
Warning(LOCATION, "Convert icon '%s' to a SDL surface!", Window_icon_path.c_str());
bm_release(icon_handle);
return;
}
SDL_SetWindowIcon(sdl_wnd, surface);
SDL_FreeSurface(surface);
bm_release(icon_handle);
}
SCP_string gr_capability_to_human_readable_string(gr_capability capability)
{
auto capability_it = std::find_if(&gr_capabilities[0], &gr_capabilities[gr_capabilities_num],
[capability](const gr_capability_def &entry) { return entry.capability == capability; });
if (capability_it != &gr_capabilities[gr_capabilities_num])
return capability_it->parse_name;
else
return "Invalid Capability";
}
bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, GraphicsAPI d_mode, int d_width, int d_height, int d_depth)
{
int width = 1024, height = 768, depth = 32;
GraphicsAPI mode = GraphicsAPI::OpenGL;
float center_aspect_ratio = -1.0f;
const char *ptr = NULL;
// If already inited, shutdown the previous graphics
if (Gr_inited) {
switch (gr_screen.mode) {
case GraphicsAPI::OpenGL:
#ifdef WITH_OPENGL
gr_opengl_cleanup(false);
#endif
break;
case GraphicsAPI::Stub:
break;
default:
Int3(); // Invalid graphics mode
}
}
if (Using_in_game_options) {
if (Cmdline_enable_vr) {
// in VR mode, so set resolution using VR values
// and hide/disable the default resolution option
auto res = ResolutionVROption->getValue();
width = res.width;
height = res.height;
removeResolutionOption();
} else {
// in non-VR mode, so set resolution using default values
// and hide/disable the VR resolution option
auto res = ResolutionOption->getValue();
width = res.width;
height = res.height;
removeResolutionVROption();
}
//TODO set d_mode from Ingame Options if available here
} else if ( !Is_standalone ) {
// We cannot continue without this, quit, but try to help the user out first
ptr = os_config_read_string(nullptr, NOX("VideocardFs2open"), nullptr);
// if we don't have a config string then construct one, using OpenGL 1024x768 32-bit as the default
if (ptr == nullptr) {
// If we don't have a display mode, use SDL to get default settings
// We need to initialize SDL to do this
if (SDL_InitSubSystem(SDL_INIT_VIDEO) == 0)
{
auto display = static_cast<int>(os_config_read_uint("Video", "Display", 0));
SDL_DisplayMode displayMode;
if (SDL_GetDesktopDisplayMode(display, &displayMode) == 0)
{
width = displayMode.w;
height = displayMode.h;
int sdlBits = SDL_BITSPERPIXEL(displayMode.format);
if (SDL_ISPIXELFORMAT_ALPHA(displayMode.format))
{
depth = sdlBits;
}
else
{
// Fix a few values
if (sdlBits == 24)
{
depth = 32;
}
else if (sdlBits == 15)
{
depth = 16;
}
else
{
depth = sdlBits;
}
}
SCP_string videomode;
sprintf(videomode, "OGL -(%dx%d)x%d bit", width, height, depth);
os_config_write_string(nullptr, NOX("VideocardFs2open"), videomode.c_str());
}
}
} else {
Assert(ptr != nullptr);
// NOTE: The "ptr+5" is to skip over the initial "????-" in the video string.
// If the format of that string changes you'll have to change this too!!!
if (sscanf(ptr + 5, "(%dx%d)x%d ", &width, &height, &depth) != 3) {
Error(LOCATION, "Can't understand 'VideocardFs2open' config entry!");
}
// Get the first 4 characters of the video string which is the chosen API
SCP_string videoApi(ptr, ptr + 4);
if (videoApi == "OGL ") {
d_mode = GraphicsAPI::OpenGL; // GR_OPENGL;
} else if (videoApi == "VK ") {
d_mode = GraphicsAPI::Vulkan;
} else {
ReleaseWarning(LOCATION, "Unknown video API '%s'", videoApi.c_str());
}
}
Gr_enable_soft_particles = Cmdline_softparticles != 0;
}
//Commandline ALWAYS wins for Graphics API and resolution
if (Cmdline_graphics_api != GraphicsAPI::Default)
d_mode = Cmdline_graphics_api;
if (Cmdline_res != nullptr) {
int tmp_width = 0;
int tmp_height = 0;
if ( sscanf(Cmdline_res, "%dx%d", &tmp_width, &tmp_height) == 2 ) {
width = tmp_width;
height = tmp_height;
}
}
if (Cmdline_center_res != NULL) {
int tmp_center_width = 0;
int tmp_center_height = 0;
if ( (sscanf(Cmdline_center_res, "%dx%d", &tmp_center_width, &tmp_center_height) == 2) && (tmp_center_width > 0) && (tmp_center_height > 0) ) {
center_aspect_ratio = (float)tmp_center_width / (float)tmp_center_height;
}
}
if (!Fred_running && !Cmdline_window_res.has_value()) {
// For whatever reason, it seems that a combination of Win 11 and presumably NVidia GPU's causes weird artifacts.
// These artifacts do not appear in windowed mode, or with an attached renderdoc / nvidia nsight.
// Similarly using the -window_res command line parameter prevents this.
// To the best of our knowledge, this is because all of the aforementioned methods route the rendering through another buffer
// (be that a window, a render overlay from nsight, or an FSO-internal buffer) instead of directly rendering to the OS-provided direct screen backbuffer.
// As the cost of -window_res is one single blit of a fullscreen buffer, it's probably an acceptable compromise to get rid of render artifacts.
// As such, forcibly enable -window_res at the screen resolution here, if we're in fullscreen.
//
// Additionally, SDL3+ doesn't work when reading from the GL_FRONT buffers, so we need our own intermediate buffers.
//
// Furthermore, gamma handling now also requires a blit of the final scene (not just the 3D scene, since it needs to work on menus as well).
//
// As such, window_res is effectively no longer optional, part of the core render path and must always be enabled.
// The only reason it is not yet refactored into an always-on thing is due to issues with FRED integration.
Cmdline_window_res.emplace(static_cast<uint16_t>(width), static_cast<uint16_t>(height));
}
if (d_mode == GraphicsAPI::Default) {
// OpenGL should be default.
mode = GraphicsAPI::OpenGL;
} else {
mode = d_mode;
}
// see if we passed good values, and use those instead of the config settings
if ( (d_width != GR_DEFAULT) && (d_height != GR_DEFAULT) ) {
width = d_width;
height = d_height;
}
if (d_depth != GR_DEFAULT) {
depth = d_depth;
}
// if we are in standalone mode then just use special defaults
if (Is_standalone) {
mode = GraphicsAPI::Stub;
width = 640;
height = 480;
depth = 16;
center_aspect_ratio = -1.0f;
}
// FRED doesn't support Vulkan yet (see qtfred/README.md for what's needed to change that), so it always
// falls back to OpenGL regardless of what was requested. This must happen before gr_init_function_pointers()
// below, since that's what binds gr_screen's gf_* dispatch table to the chosen API; doing the override any
// later (e.g. in gr_init_sub()) would leave the dispatch table pointing at the wrong backend.
if (Fred_running) {
mode = GraphicsAPI::OpenGL;
}
gr_init_function_pointers(mode);
if (gr_get_resolution_class(width, height) != GR_640) {
// check for hi-res interface files so that we can verify our width/height is correct
// if we don't have it then fall back to 640x480 mode instead
// Lafiel: BUT! Only do this if the "low res graphic" ACTUALLY exists. Using SCPUI, not having this file is not a sufficient indicator for being on forced low-res.
if ( !cf_exists_full("2_ChoosePilot-m.pcx", CF_TYPE_ANY) && cf_exists_full("ChoosePilot-m.pcx", CF_TYPE_ANY)) {
if ( (width == 1024) && (height == 768) ) {
width = 640;
height = 480;
center_aspect_ratio = -1.0f;
} else {
width = 800;
height = 600;
center_aspect_ratio = -1.0f;
}
}
}
if (Cmdline_enable_vr) {
float user_ar = i2fl(width) / i2fl(height);
float xr_ar = openxr_preinit(user_ar);
if (MAX(user_ar, xr_ar) / MIN(user_ar, xr_ar) > 1.05f) {
int newWidth = fl2i(i2fl(height) * xr_ar);
mprintf(("User specified resolution does not match OpenXR HMD aspect ratio. Adjusting width from %dpx to %dpx.", width, newWidth));
width = newWidth;
}
}
// These compiler macros will force windowed mode at the specified resolution if
// built in debug mode. This helps if you run with the debugger active as the
// game won't be switching from fullscreen to minimized every time you hit a breakpoint or
// warning message.
#ifdef _DEBUG
#ifdef _FORCE_DEBUG_WIDESCREEN
width = 1280;
height = 800;
depth = 32;
center_aspect_ratio = -1.0f;
Cmdline_window = true;
#elif defined(_FORCE_DEBUG_1024)
width = 1024;
height = 768;
depth = 32;
center_aspect_ratio = -1.0f;
Cmdline_window = true;
#elif defined(_FORCE_DEBUG_640)
width = 640;
height = 480;
depth = 32;
center_aspect_ratio = -1.0f;
Cmdline_window = true;
#endif
#endif
if (center_aspect_ratio <= 0.0f) {
float aspect_ratio = (float)width / (float)height;
if (aspect_ratio > 3.5f) {
center_aspect_ratio = aspect_ratio * 0.3f;
} else {
center_aspect_ratio = aspect_ratio;
}
}
// now try to actually init everything...
if ( gr_init_sub(std::move(graphicsOps), mode, width, height, depth, center_aspect_ratio) == false ) {
return false;
}
gr_set_palette_internal(Gr_current_palette_name, NULL, 0);
bm_init();
init_window_icon();
io::mouse::CursorManager::init();
mprintf(("Initializing path renderer...\n"));
graphics::paths::PathRenderer::init();
gr_light_init();
gpu_heap_init();
mprintf(("Checking graphics capabilities:\n"));
mprintf((" Persistent buffer mapping: %s\n",
gr_is_capable(gr_capability::CAPABILITY_PERSISTENT_BUFFER_MAPPING) ? "Enabled" : "Disabled"));
mprintf(("Checking mod required rendering features...\n"));
for (gr_capability ext : Required_render_ext) {
if (!gr_is_capable(ext)) {
Error(LOCATION, "Feature %s required by mod not supported by system.\n",
gr_capability_to_human_readable_string(ext).c_str());
}
}
mprintf((" All required features are supported.\n"));
bool missing_installation = false;
if (!running_unittests && Web_cursor == nullptr) {
if (Is_standalone) {
// Cursors don't work in standalone mode, just check if the animation exists.
auto handle = bm_load_animation("cursorweb");
if (handle < 0) {
missing_installation = true;
} else {
bm_release(handle);
}
} else {
Web_cursor = io::mouse::CursorManager::get()->loadCursor("cursorweb", true);
missing_installation = Web_cursor == nullptr;
}
}
if (missing_installation) {
Error(LOCATION, "\nWeb cursor bitmap not found. This is most likely due to one of three reasons:\n"
" 1) You're running FreeSpace Open from somewhere other than your FreeSpace 2 folder;\n"
" 2) You've somehow corrupted your FreeSpace 2 installation, e.g. by modifying or removing the retail VP files;\n"
" 3) You haven't installed FreeSpace 2 at all. (Note that installing FreeSpace Open does NOT remove the need for a FreeSpace 2 installation.)\n"
"Number 1 can be fixed by simply moving the FreeSpace Open executable file to the FreeSpace 2 folder. Numbers 2 and 3 can be fixed by installing or reinstalling FreeSpace 2.\n");
}
mprintf(("GRAPHICS: Initializing default colors...\n"));
gr_set_color(0,0,0);
gr_set_clear_color(0, 0, 0);
gr_set_shader(NULL);
if (!Is_standalone) {
if (Using_in_game_options) {
// The value should have been loaded into the variable already so we can use that here
gr_set_gamma(Gr_gamma);
} else {
// D3D's gamma system now works differently. 1.0 is the default value
ptr = os_config_read_string(nullptr, NOX("GammaD3D"), NOX("1.0"));
gr_set_gamma((float)atof(ptr));
}
}
Gr_inited = 1;
if (!gr_is_capable(gr_capability::CAPABILITY_SHADOWS) && Shadow_quality != ShadowQuality::Disabled) {
Warning(LOCATION, "Shadows are enabled, but the system does not fulfill the requirements. Disabling shadows...");
Shadow_quality = ShadowQuality::Disabled;
}
if(Cmdline_enable_vr)
openxr_init();
return true;
}
int gr_activated = 0;
void gr_activate(int active)
{
if (gr_activated == active) {
return;
}
gr_activated = active;
if ( !Gr_inited || os::getMainViewport() == nullptr) {
return;
}
if (active) {
if (gr_is_viewport_window()) {
os::getMainViewport()->restore();
} else {
os::getMainViewport()->setState(os::ViewportState::Fullscreen);
}
} else {
os::getMainViewport()->minimize();
}
if (active) {
if (!gr_is_viewport_window()) {
gr_set_gamma(Gr_gamma);
}
}
}
// color stuff
void gr_get_color( int *r, int *g, int *b )
{
if (r) *r = gr_screen.current_color.red;
if (g) *g = gr_screen.current_color.green;
if (b) *b = gr_screen.current_color.blue;
}
void gr_init_color(color *c, int r, int g, int b)
{
CAP(r, 0, 255);
CAP(g, 0, 255);
CAP(b, 0, 255);
c->red = (ubyte)r;
c->green = (ubyte)g;
c->blue = (ubyte)b;
c->alpha = 255;
c->ac_type = AC_TYPE_NONE;
c->alphacolor = -1;
c->is_alphacolor = 0;
c->magic = 0xAC01;
c->raw8 = 0;
}
void gr_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
{
CAP(r, 0, 255);
CAP(g, 0, 255);
CAP(b, 0, 255);
CAP(alpha, 0, 255);
gr_init_color( clr, r, g, b );
clr->alpha = (ubyte)alpha;
clr->ac_type = (ubyte)type;
clr->alphacolor = -1;
clr->is_alphacolor = 1;
}
void gr_set_color( int r, int g, int b )
{
Assert((r >= 0) && (r < 256));
Assert((g >= 0) && (g < 256));
Assert((b >= 0) && (b < 256));
gr_init_color( &gr_screen.current_color, r, g, b );
}
void gr_set_color_fast(const color *dst)
{
if (gr_lua_context_active()) {
gr_lua_screen.current_color = *dst;
} else {
gr_screen.current_color = *dst;
}
}
//Compares the RGBA values of two colors. Returns true if the colors are identical
bool gr_compare_color_values(const color& clr1, const color& clr2)
{
if (clr1.red != clr2.red) {
return false;
}
if (clr1.green != clr2.green) {
return false;
}
if (clr1.blue != clr2.blue) {
return false;
}
if (clr1.alpha != clr2.alpha) {
return false;
}
return true;
}
// shader functions
void gr_create_shader(shader *shade, ubyte r, ubyte g, ubyte b, ubyte c )
{
shade->r = r;
shade->g = g;
shade->b = b;
shade->c = c;
}
void gr_set_shader(shader *shade)
{
if (shade) {
gr_screen.current_shader = *shade;
} else {
gr_create_shader( &gr_screen.current_shader, 0, 0, 0, 0 );
}
}
// new bitmap functions
void gr_bitmap(int _x, int _y, int resize_mode, bool mirror, float scale_factor)
{
GR_DEBUG_SCOPE("2D Bitmap");
int _w, _h;
float x, y, w, h;
vertex verts[4];
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
bm_get_info(gr_screen.current_bitmap, &_w, &_h, NULL, NULL, NULL);
if (scale_factor != 1.0f) {
_w = static_cast<int>(_w * scale_factor);
_h = static_cast<int>(_h * scale_factor);
}
x = i2fl(_x);
y = i2fl(_y);
w = i2fl(_w);
h = i2fl(_h);
auto do_resize = gr_resize_screen_posf(&x, &y, &w, &h, resize_mode);
x += ((do_resize) ? gr_screen.offset_x : gr_screen.offset_x_unscaled);
y += ((do_resize) ? gr_screen.offset_y : gr_screen.offset_y_unscaled);
memset(verts, 0, sizeof(verts));
verts[0].screen.xyw.x = x;
verts[0].screen.xyw.y = y;
verts[0].texture_position.u = mirror ? 1.0f : 0.0f;
verts[0].texture_position.v = 0.0f;
verts[1].screen.xyw.x = x + w;
verts[1].screen.xyw.y = y;
verts[1].texture_position.u = mirror ? 0.0f : 1.0f;
verts[1].texture_position.v = 0.0f;
verts[2].screen.xyw.x = x + w;
verts[2].screen.xyw.y = y + h;
verts[2].texture_position.u = mirror ? 0.0f : 1.0f;
verts[2].texture_position.v = 1.0f;
verts[3].screen.xyw.x = x;
verts[3].screen.xyw.y = y + h;
verts[3].texture_position.u = mirror ? 1.0f : 0.0f;
verts[3].texture_position.v = 1.0f;
// turn off zbuffering
//int saved_zbuffer_mode = gr_zbuffer_get();
//gr_zbuffer_set(GR_ZBUFF_NONE);
material mat_params;
material_set_interface(
&mat_params,
gr_screen.current_bitmap,
gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ? true : false,
gr_screen.current_alpha
);
g3_render_primitives_textured(&mat_params, verts, 4, PRIM_TYPE_TRIFAN, true);
//gr_zbuffer_set(saved_zbuffer_mode);
}
void gr_bitmap_uv(int _x, int _y, int _w, int _h, float _u0, float _v0, float _u1, float _v1, int resize_mode)
{
GR_DEBUG_SCOPE("2D Bitmap UV");
float x, y, w, h;
vertex verts[4];
x = i2fl(_x);
y = i2fl(_y);
w = i2fl(_w);
h = i2fl(_h);
// I will tidy this up later - RT
if ( resize_mode != GR_RESIZE_NONE && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
gr_resize_screen_posf(&x, &y, &w, &h, resize_mode);
}
memset(verts, 0, sizeof(verts));
verts[0].screen.xyw.x = x;
verts[0].screen.xyw.y = y;
verts[0].texture_position.u = _u0;
verts[0].texture_position.v = _v0;
verts[1].screen.xyw.x = x + w;
verts[1].screen.xyw.y = y;
verts[1].texture_position.u = _u1;
verts[1].texture_position.v = _v0;
verts[2].screen.xyw.x = x + w;
verts[2].screen.xyw.y = y + h;
verts[2].texture_position.u = _u1;
verts[2].texture_position.v = _v1;
verts[3].screen.xyw.x = x;
verts[3].screen.xyw.y = y + h;
verts[3].texture_position.u = _u0;
verts[3].texture_position.v = _v1;
material material_params;
material_set_interface(
&material_params,
gr_screen.current_bitmap,
gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ? true : false,
gr_screen.current_alpha
);
g3_render_primitives_textured(&material_params, verts, 4, PRIM_TYPE_TRIFAN, true);
}
/**
* Given endpoints, and thickness, calculate coords of the endpoint
* Adapted from gr_pline_helper()
*/
void gr_pline_helper(vec3d *out, vec3d *in1, vec3d *in2, int thickness)
{
vec3d slope;
// slope of the line
if ( vm_vec_same(in1, in2) ) {
slope = vmd_zero_vector;
} else {
vm_vec_sub(&slope, in2, in1);
float temp = -slope.xyz.x;
slope.xyz.x = slope.xyz.y;
slope.xyz.y = temp;
vm_vec_normalize(&slope);
}
// get the points
vm_vec_scale_add(out, in1, &slope, (float)thickness);
}
/**
* Special function for drawing polylines.
*
* This function is specifically intended for polylines where each section
* is no more than 90 degrees away from a previous section.
* Moreover, it is _really_ intended for use with 45 degree angles.
* Adapted from gr_pline_special()
*/
void gr_pline_special(SCP_vector<vec3d> *pts, int thickness, int resize_mode)
{
vec3d s1, s2, e1, e2, dir;
vec3d last_e1, last_e2;
vertex v[4];
int started_frame = 0;
size_t num_pts = pts->size();
// if we have less than 2 pts, bail
if ( num_pts < 2 ) {
return;
}
extern int G3_count;
if ( G3_count == 0 ) {
g3_start_frame(1);
started_frame = 1;
}
float sw = 0.1f;
color clr = gr_screen.current_color;
material material_def;
material_def.set_depth_mode(ZBUFFER_TYPE_NONE);
material_def.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
material_def.set_cull_mode(false);
// draw each section
last_e1 = vmd_zero_vector;
last_e2 = vmd_zero_vector;
int j;
for(size_t idx=0; idx<num_pts-1; idx++) {
// get the start and endpoints
s1 = pts->at(idx); // start 1 (on the line)
e1 = pts->at(idx + 1); // end 1 (on the line)
gr_pline_helper(&s2, &s1, &e1, thickness); // start 2
vm_vec_sub(&dir, &e1, &s1);
vm_vec_add(&e2, &s2, &dir); // end 2
// stuff coords
v[0].screen.xyw.x = (float)ceil(s1.xyz.x);
v[0].screen.xyw.y = (float)ceil(s1.xyz.y);
v[0].screen.xyw.w = sw;
v[0].texture_position.u = 0.5f;
v[0].texture_position.v = 0.5f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = clr.red;
v[0].g = clr.green;
v[0].b = clr.blue;
v[0].a = clr.alpha;
v[1].screen.xyw.x = (float)ceil(s2.xyz.x);
v[1].screen.xyw.y = (float)ceil(s2.xyz.y);
v[1].screen.xyw.w = sw;
v[1].texture_position.u = 0.5f;
v[1].texture_position.v = 0.5f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = clr.red;
v[1].g = clr.green;
v[1].b = clr.blue;
v[1].a = clr.alpha;
v[2].screen.xyw.x = (float)ceil(e2.xyz.x);
v[2].screen.xyw.y = (float)ceil(e2.xyz.y);
v[2].screen.xyw.w = sw;
v[2].texture_position.u = 0.5f;
v[2].texture_position.v = 0.5f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = clr.red;
v[2].g = clr.green;
v[2].b = clr.blue;
v[2].a = clr.alpha;
v[3].screen.xyw.x = (float)ceil(e1.xyz.x);
v[3].screen.xyw.y = (float)ceil(e1.xyz.y);
v[3].screen.xyw.w = sw;
v[3].texture_position.u = 0.5f;
v[3].texture_position.v = 0.5f;
v[3].flags = PF_PROJECTED;
v[3].codes = 0;
v[3].r = clr.red;
v[3].g = clr.green;
v[3].b = clr.blue;
v[3].a = clr.alpha;
//We could really do this better...but oh well. _WMC
if ( resize_mode != GR_RESIZE_NONE ) {
for ( j = 0; j<4; j++ ) {
gr_resize_screen_posf(&v[j].screen.xyw.x, &v[j].screen.xyw.y, NULL, NULL, resize_mode);
}
}
// draw the polys
//g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB, 0.1f);
g3_render_primitives_colored(&material_def, v, 4, PRIM_TYPE_TRIFAN, true);
// if we're past the first section, draw a "patch" triangle to fill any gaps
if ( idx > 0 ) {
// stuff coords
v[0].screen.xyw.x = (float)ceil(s1.xyz.x);
v[0].screen.xyw.y = (float)ceil(s1.xyz.y);
v[0].screen.xyw.w = sw;
v[0].texture_position.u = 0.5f;
v[0].texture_position.v = 0.5f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = clr.red;
v[0].g = clr.green;
v[0].b = clr.blue;
v[0].a = clr.alpha;
v[1].screen.xyw.x = (float)ceil(s2.xyz.x);
v[1].screen.xyw.y = (float)ceil(s2.xyz.y);
v[1].screen.xyw.w = sw;
v[1].texture_position.u = 0.5f;
v[1].texture_position.v = 0.5f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = clr.red;
v[1].g = clr.green;
v[1].b = clr.blue;
v[1].a = clr.alpha;
v[2].screen.xyw.x = (float)ceil(last_e2.xyz.x);
v[2].screen.xyw.y = (float)ceil(last_e2.xyz.y);
v[2].screen.xyw.w = sw;
v[2].texture_position.u = 0.5f;
v[2].texture_position.v = 0.5f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = clr.red;
v[2].g = clr.green;
v[2].b = clr.blue;
v[2].a = clr.alpha;
//Inefficiency or flexibility? you be the judge -WMC
if ( resize_mode != GR_RESIZE_NONE ) {
for ( j = 0; j<3; j++ ) {
gr_resize_screen_posf(&v[j].screen.xyw.x, &v[j].screen.xyw.y, NULL, NULL, resize_mode);
}
}
g3_render_primitives_colored(&material_def, v, 3, PRIM_TYPE_TRIFAN, true);
}
// store our endpoints
last_e1 = e1;
last_e2 = e2;
}
if ( started_frame ) {
g3_end_frame();
}
}
int poly_list::find_first_vertex(int idx)
{
vec3d *o_norm = &norm[idx];
vertex *o_vert = &vert[idx];
vec3d *p_norm = &norm[0];
vertex *p_vert = &vert[0];
// we should always equal ourselves, so just use that as the stopping point
for (int i = 0; i < idx; i++) {
if ( (*p_norm == *o_norm)
&& (p_vert->world == o_vert->world)
&& (p_vert->texture_position == o_vert->texture_position) )
{
return i;
}
++p_norm;
++p_vert;
}
return idx;
}
int poly_list::find_first_vertex_fast(int idx)
{
uint* first_idx = std::lower_bound(sorted_indices, sorted_indices + n_verts, idx, finder(this, NULL, NULL));
if ( first_idx == sorted_indices + n_verts ) {
// if this happens then idx was never in the index list to begin with which is not good
mprintf(("Sorted index list missing index %d!\n", idx));
Int3();
return idx;
}
return *first_idx;
}
/**
* Given a list (plist) find the index within the indexed list that the vert at position idx within list is at
*/
int poly_list::find_index(poly_list *plist, int idx)
{
vec3d *o_norm = &plist->norm[idx];
vertex *o_vert = &plist->vert[idx];
vec3d *p_norm = &norm[0];
vertex *p_vert = &vert[0];
for (int i = 0; i < n_verts; i++) {
if ( (*p_norm == *o_norm)
&& (p_vert->world == o_vert->world)
&& (p_vert->texture_position == o_vert->texture_position))
{
return i;
}
++p_vert;
++p_norm;
}
return -1;
}
int poly_list::find_index_fast(poly_list *plist, int idx)
{
// searching for an out of bounds index using the finder means we're trying to find the vert and norm we're passing into the finder instance
uint* first_idx = std::lower_bound(sorted_indices, sorted_indices + n_verts, n_verts, finder(this, &plist->vert[idx], &plist->norm[idx]));
if (first_idx == sorted_indices + n_verts) {
return -1;
}
return *first_idx;
}
void poly_list::allocate(int _verts)
{
if (_verts <= currently_allocated)
return;
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (norm != NULL) {
vm_free(norm);
norm = NULL;
}
if (tsb != NULL) {
vm_free(tsb);
tsb = NULL;
}
if ( submodels != NULL ) {
vm_free(submodels);
submodels = NULL;
}
if ( sorted_indices != NULL ) {
vm_free(sorted_indices);
sorted_indices = NULL;
}
if (_verts) {
vert = (vertex*)vm_malloc(sizeof(vertex) * _verts);
norm = (vec3d*)vm_malloc(sizeof(vec3d) * _verts);
if (Cmdline_normal) {
tsb = (tsb_t*)vm_malloc(sizeof(tsb_t) * _verts);
}
submodels = (int*)vm_malloc(sizeof(int) * _verts);
sorted_indices = (uint*)vm_malloc(sizeof(uint) * _verts);
}
n_verts = 0;
currently_allocated = _verts;
}
poly_list::~poly_list()
{
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (norm != NULL) {
vm_free(norm);
norm = NULL;
}
if (tsb != NULL) {
vm_free(tsb);
tsb = NULL;
}
if ( submodels != NULL ) {
vm_free(submodels);
submodels = NULL;
}
if (sorted_indices != NULL) {
vm_free(sorted_indices);
sorted_indices = NULL;
}
}
void poly_list::calculate_tangent()
{
vertex *v0, *v1, *v2;
vec3d *t0, *t1, *t2;
vec3d side0, side1;
vec3d vt0, vt1;
float deltaU0, deltaV0, deltaU1, deltaV1;
vec3d tangent, binormal, cross;
float magg, scale;
if ( !Cmdline_normal ) {
return;
}
Assert( !(n_verts % 3) );
for (int i = 0; i < n_verts; i += 3) {
// vertex (reading)
v0 = &vert[i];
v1 = &vert[i+1];
v2 = &vert[i+2];
// tangents (writing)
t0 = &tsb[i].tangent;
t1 = &tsb[i+1].tangent;
t2 = &tsb[i+2].tangent;
deltaU0 = v1->texture_position.u - v0->texture_position.u;
deltaV0 = v1->texture_position.v - v0->texture_position.v;
deltaU1 = v2->texture_position.u - v0->texture_position.u;
deltaV1 = v2->texture_position.v - v0->texture_position.v;
// quick short circuit for NULL case
float n = (deltaU0 * deltaV1) - (deltaU1 * deltaV0);
if (n == 0.0f) {
// hit NULL, so just set identity
tangent = vmd_x_vector;
binormal = vmd_y_vector;
} else {
float blah = 1.0f / n;
vm_vec_sub(&side0, &v1->world, &v0->world);
vm_vec_sub(&side1, &v2->world, &v0->world);
// tangent
vm_vec_copy_scale(&vt0, &side0, deltaV1);
vm_vec_copy_scale(&vt1, &side1, deltaV0);
vm_vec_sub(&tangent, &vt0, &vt1);
vm_vec_scale(&tangent, blah);
// binormal
vm_vec_copy_scale(&vt0, &side0, deltaU1);
vm_vec_copy_scale(&vt1, &side1, deltaU0);
vm_vec_sub(&binormal, &vt0, &vt1);
vm_vec_scale(&binormal, blah);
}
// orthogonalize tangent (for all 3 verts)
magg = vm_vec_dot(&norm[i], &tangent);
vm_vec_scale_sub(t0, &tangent, &norm[i], magg);
vm_vec_normalize_safe(t0);
magg = vm_vec_dot(&norm[i+1], &tangent);
vm_vec_scale_sub(t1, &tangent, &norm[i+1], magg);
vm_vec_normalize_safe(t1);
magg = vm_vec_dot(&norm[i+2], &tangent);
vm_vec_scale_sub(t2, &tangent, &norm[i+2], magg);
vm_vec_normalize_safe(t2);
// compute handedness (for all 3 verts)
vm_vec_cross(&cross, &norm[i], &tangent);
scale = vm_vec_dot(&cross, &binormal);
tsb[i].scaler = (scale < 0.0f) ? -1.0f : 1.0f;
vm_vec_cross(&cross, &norm[i+1], &tangent);
scale = vm_vec_dot(&cross, &binormal);
tsb[i+1].scaler = (scale < 0.0f) ? -1.0f : 1.0f;
vm_vec_cross(&cross, &norm[i+2], &tangent);
scale = vm_vec_dot(&cross, &binormal);
tsb[i+2].scaler = (scale < 0.0f) ? -1.0f : 1.0f;
}
}
static poly_list buffer_list_internal;
void poly_list::make_index_buffer(SCP_vector<int> &vertex_list)
{
int nverts = 0;
int j, z = 0;
ubyte *nverts_good = NULL;
// calculate tangent space data (must be done early)
calculate_tangent();
// using vm_malloc() here rather than 'new' so we get the extra out-of-memory check
nverts_good = (ubyte *) vm_malloc(n_verts);
Assert( nverts_good != NULL );
if ( nverts_good == NULL )
return;
memset( nverts_good, 0, n_verts );
vertex_list.reserve(n_verts);
generate_sorted_index_list();
for (j = 0; j < n_verts; j++) {
if (find_first_vertex_fast(j) == j) {
nverts++;
nverts_good[j] = 1;
vertex_list.push_back(j);
}
}
// if there is nothig to change then bail
if (n_verts == nverts) {
if (nverts_good != NULL) {
vm_free(nverts_good);
}
return;
}
buffer_list_internal.n_verts = 0;
buffer_list_internal.allocate(nverts);
for (j = 0; j < n_verts; j++) {
if ( !nverts_good[j] ) {
continue;
}
buffer_list_internal.vert[z] = vert[j];
buffer_list_internal.norm[z] = norm[j];
if (Cmdline_normal) {
buffer_list_internal.tsb[z] = tsb[j];
}
buffer_list_internal.submodels[z] = submodels[j];
buffer_list_internal.n_verts++;
z++;
}
Assert(nverts == buffer_list_internal.n_verts);
if (nverts_good != NULL) {
vm_free(nverts_good);
}
buffer_list_internal.generate_sorted_index_list();
(*this) = buffer_list_internal;
}
poly_list& poly_list::operator = (const poly_list &other_list)
{
allocate(other_list.n_verts);
memcpy(norm, other_list.norm, sizeof(vec3d) * other_list.n_verts);
memcpy(vert, other_list.vert, sizeof(vertex) * other_list.n_verts);
if (Cmdline_normal) {
memcpy(tsb, other_list.tsb, sizeof(tsb_t) * other_list.n_verts);
}
memcpy(submodels, other_list.submodels, sizeof(int) * other_list.n_verts);
memcpy(sorted_indices, other_list.sorted_indices, sizeof(uint) * other_list.n_verts);
n_verts = other_list.n_verts;
return *this;
}
void poly_list::generate_sorted_index_list()
{
for ( int j = 0; j < n_verts; ++j) {
sorted_indices[j] = j;
}
std::sort(sorted_indices, sorted_indices + n_verts, finder(this));
}
bool poly_list::finder::operator()(const uint a, const uint b)
{
vertex *vert_a;
vertex *vert_b;
vec3d *norm_a;
vec3d *norm_b;
Assert(search_list != NULL);
if ( a == (uint)search_list->n_verts ) {
Assert(vert_to_find != NULL);
Assert(norm_to_find != NULL);
Assert(a != b);
vert_a = vert_to_find;
norm_a = norm_to_find;
} else {
vert_a = &search_list->vert[a];
norm_a = &search_list->norm[a];
}
if ( b == (uint)search_list->n_verts ) {
Assert(vert_to_find != NULL);
Assert(norm_to_find != NULL);
Assert(a != b);
vert_b = vert_to_find;
norm_b = norm_to_find;
} else {
vert_b = &search_list->vert[b];
norm_b = &search_list->norm[b];
}
if (norm_a->xyz.x != norm_b->xyz.x) {
return norm_a->xyz.x < norm_b->xyz.x;
}
if (norm_a->xyz.y != norm_b->xyz.y) {
return norm_a->xyz.y < norm_b->xyz.y;
}
if (norm_a->xyz.z != norm_b->xyz.z) {
return norm_a->xyz.z < norm_b->xyz.z;
}
if (vert_a->world.xyz.x != vert_b->world.xyz.x) {
return vert_a->world.xyz.x < vert_b->world.xyz.x;
}
if (vert_a->world.xyz.y != vert_b->world.xyz.y) {
return vert_a->world.xyz.y < vert_b->world.xyz.y;
}
if (vert_a->world.xyz.z != vert_b->world.xyz.z) {
return vert_a->world.xyz.z < vert_b->world.xyz.z;
}
if (vert_a->texture_position.u != vert_b->texture_position.u) {
return vert_a->texture_position.u < vert_b->texture_position.u;
}
if ( vert_a->texture_position.v != vert_b->texture_position.v ) {
return vert_a->texture_position.v < vert_b->texture_position.v;
}
if ( !compare_indices ) {
return vert_a->texture_position.v < vert_b->texture_position.v;
} else {
return a < b;
}
}
void gr_set_bitmap(int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha)
{
gr_screen.current_alpha = alpha;
gr_screen.current_alphablend_mode = alphablend_mode;
gr_screen.current_bitblt_mode = bitblt_mode;
gr_screen.current_bitmap = bitmap_num;
}
static void output_uniform_debug_data()
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
int line_height = gr_get_font_height() + 1;
gr_set_color_fast(&Color_bright_white);
gr_printf_no_resize(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 160,
"Uniform buffer size: " SIZE_T_ARG, UniformBufferManager->getBufferSize());
gr_printf_no_resize(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 160 + line_height,
"Currently used data: " SIZE_T_ARG, UniformBufferManager->getCurrentlyUsedSize());
}
void gr_flip(bool execute_scripting)
{
// Execute external "On Frame" work items
executor::OnFrameExecutor->process();
// m!m avoid running CHA_ONFRAME when the "Quit mission" popup is shown. See mantis 2446 for reference
// Cyborg - A similar bug will occur when a mission is restarted so check for that, too.
if (execute_scripting && !popup_active() && !((gameseq_get_state() == GS_STATE_GAME_PLAY) && !(Game_mode & GM_IN_MISSION))) {
TRACE_SCOPE(tracing::LuaOnFrame);
// WMC - Do conditional hooks. Yippee!
if (OnFrameHook->isActive()) {
OnFrameHook->run();
}
}
model_process_cached_ui_render_instances();
if (Cmdline_graphics_debug_output) {
output_uniform_debug_data();
}
// IMPORTANT: No rendering may happen after this point until gf_flip()/gr_setup_frame().
// gr_reset_immediate_buffer() resets the write offset to 0, so any subsequent immediate
// buffer write would overwrite vertex data that already-recorded draw commands reference.
// In Vulkan (deferred submission), the GPU reads the final buffer state at submit time,
// so overwrites here silently corrupt earlier draws. OpenGL's immediate execution hides
// this, but it is still logically wrong for any deferred-submission backend.
gr_reset_immediate_buffer();
// Do per frame operations on the matrix state
gr_matrix_on_frame();
gr_reset_clip();
mouse_reset_deltas();
// Use this opportunity for retiring the uniform buffers
uniform_buffer_managers_retire_buffers();
TRACE_SCOPE(tracing::PageFlip);
if (!Pending_screenshot_filename.empty()) {
gr_print_screen(Pending_screenshot_filename.c_str());
Pending_screenshot_filename.clear();
}
//Prevent a real page flip if OpenXR is on and claims that that wasn't the full image yet
if (!gr_openxr_flip()) {
gr_screen.gf_flip();
gr_setup_frame();
}
}
void gr_request_screenshot(const char* filename)
{
if (Pending_screenshot_filename.empty()) {
Pending_screenshot_filename = filename;
}
}
bool gr_is_screenshot_requested()
{
return !Pending_screenshot_filename.empty();
}
void gr_print_timestamp(int x, int y, fix timestamp, int resize_mode)
{
int seconds = f2i(timestamp);
// format the time information into strings
SCP_string time;
sprintf(time, "%.1d:%.2d:%.2d", (seconds / 3600) % 10, (seconds / 60) % 60, seconds % 60);
gr_string(x, y, time.c_str(), resize_mode);
}
void gr_uniform_buffer_managers_init()
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
UniformBufferManager.reset(new graphics::util::UniformBufferManager());
}
static void uniform_buffer_managers_deinit()
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
UniformBufferManager.reset();
}
static void uniform_buffer_managers_retire_buffers()
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
UniformBufferManager->onFrameEnd();
}
graphics::util::UniformBuffer gr_get_uniform_buffer(uniform_block_type type, size_t num_elements, size_t element_size_override)
{
return UniformBufferManager->getUniformBuffer(type, num_elements, element_size_override);
}
SCP_vector<DisplayData> gr_enumerate_displays()
{
// It seems that linux cannot handle having the video subsystem inited
// too late
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
return SCP_vector<DisplayData>();
}
SCP_vector<DisplayData> data;
auto num_displays = SDL_GetNumVideoDisplays();
for (auto i = 0; i < num_displays; ++i) {
DisplayData display;
display.index = i;
SDL_Rect bounds;
if (SDL_GetDisplayBounds(i, &bounds) == 0) {
display.x = bounds.x;
display.y = bounds.y;
display.width = bounds.w;
display.height = bounds.h;
}
auto name = SDL_GetDisplayName(i);
if (name != nullptr) {
display.name = name;
}
auto num_mods = SDL_GetNumDisplayModes(i);
for (auto j = 0; j < num_mods; ++j) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(i, j, &mode) != 0) {
continue;
}
VideoModeData videoMode;
videoMode.width = mode.w;
videoMode.height = mode.h;
int sdlBits = SDL_BITSPERPIXEL(mode.format);
if (SDL_ISPIXELFORMAT_ALPHA(mode.format)) {
videoMode.bit_depth = sdlBits;
} else {
// Fix a few values
if (sdlBits == 24) {
videoMode.bit_depth = 32;
} else if (sdlBits == 15) {
videoMode.bit_depth = 16;
} else {
videoMode.bit_depth = sdlBits;
}
}
display.video_modes.push_back(videoMode);
}
data.push_back(std::move(display));
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return data;
}
namespace std {
size_t hash<vertex_format_data>::operator()(const vertex_format_data& data) const {
size_t seed = 0;
boost::hash_combine(seed, (size_t)data.format_type);
boost::hash_combine(seed, data.offset);
boost::hash_combine(seed, data.stride);
return seed;
}
size_t hash<vertex_layout>::operator()(const vertex_layout& data) const {
return data.hash();
}
}
bool vertex_layout::resident_vertex_format(vertex_format_data::vertex_format format_type) const {
return ( Vertex_mask & vertex_format_data::mask(format_type) ) ? true : false;
}
void vertex_layout::add_vertex_component(vertex_format_data::vertex_format format_type, size_t stride, size_t offset, size_t divisor, size_t buffer_number ) {
// A stride value of 0 is not handled consistently by the graphics API so we must enforce that that does not happen
Assertion(stride != 0, "The stride of a vertex component may not be zero!");
if ( resident_vertex_format(format_type) ) {
// we already have a vertex component of this format type
return;
}
auto stride_it = Vertex_stride.find(buffer_number);
if (stride_it == Vertex_stride.end()) {
// This is the first element so we need to initialize the global stride here
stride_it = Vertex_stride.emplace(buffer_number, stride).first;
}
Assertion(stride_it->second == stride, "The strides of all elements must be the same in a vertex layout!");
Vertex_mask |= (1 << format_type);
Vertex_components.emplace_back(format_type, stride, offset, divisor, buffer_number);
}
bool vertex_layout::operator==(const vertex_layout& other) const {
if (Vertex_mask != other.Vertex_mask) {
return false;
}
if (Vertex_components.size() != other.Vertex_components.size()) {
return false;
}
return std::equal(Vertex_components.cbegin(),
Vertex_components.cend(),
other.Vertex_components.cbegin());
}
size_t vertex_layout::hash() const {
size_t seed = 0;
boost::hash_combine(seed, Vertex_mask);
for (auto& comp : Vertex_components) {
boost::hash_combine(seed, comp);
}
return seed;
}
static std::unique_ptr<graphics::util::GPUMemoryHeap> gpu_heaps [static_cast<size_t>(GpuHeap::NUM_VALUES)];
static void gpu_heap_init() {
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
for (size_t i = 0; i < static_cast<size_t>(GpuHeap::NUM_VALUES); ++i) {
auto enumVal = static_cast<GpuHeap>(i);
gpu_heaps[i].reset(new graphics::util::GPUMemoryHeap(enumVal));
}
}
static void gpu_heap_deinit() {
for (auto& heap : gpu_heaps) {
heap.reset();
}
}
static graphics::util::GPUMemoryHeap* get_gpu_heap(GpuHeap heap_type) {
Assertion(heap_type != GpuHeap::NUM_VALUES, "Invalid heap type value detected.");
return gpu_heaps[static_cast<size_t>(heap_type)].get();
}
void gr_heap_allocate(GpuHeap heap_type, size_t size, void* data, size_t& offset_out, gr_buffer_handle& handle_out) {
TRACE_SCOPE(tracing::GpuHeapAllocate);
auto gpuHeap = get_gpu_heap(heap_type);
offset_out = gpuHeap->allocateGpuData(size, data);
handle_out = gpuHeap->bufferHandle();
}
void gr_heap_deallocate(GpuHeap heap_type, size_t data_offset)
{
TRACE_SCOPE(tracing::GpuHeapDeallocate);
auto gpuHeap = get_gpu_heap(heap_type);
gpuHeap->freeGpuData(data_offset);
}
void gr_set_gamma(float gamma)
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
Gr_gamma = gamma;
}
void gr_get_post_process_effect_names(SCP_vector<SCP_string>& names)
{
if (graphics::Post_processing_manager == nullptr) {
names.clear();
return;
}
const auto& effects = graphics::Post_processing_manager->getPostEffects();
for (const auto& eff : effects) {
names.push_back(eff.name);
}
}
bool gr_is_viewport_window()
{
if (Fred_running) {
return true;
}
if (Cmdline_enable_vr) {
return true;
} else if (Using_in_game_options) {
switch (Gr_configured_window_state)
{
case os::ViewportState::Windowed:
case os::ViewportState::Borderless:
return true;
break;
default:
break;
}
} else {
if (Cmdline_window || Cmdline_fullscreen_window) {
return true;
}
}
return false;
}
bool gr_lua_context_active() {
if (gr_lua_screen.force_fso_context) {
return false;
}
return gr_lua_screen.active;
}