/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * higher level interface on top of OpenGL to render basic objects: * terrain, models, sprites, particles etc. */ #include "precompiled.h" #include "Renderer.h" #include "lib/res/graphics/ogl_tex.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStrInternStatic.h" #include "ps/Game.h" #include "ps/Profile.h" #include "ps/Filesystem.h" #include "ps/World.h" #include "ps/Loader.h" #include "ps/ProfileViewer.h" #include "graphics/Camera.h" #include "graphics/FontManager.h" #include "graphics/ShaderManager.h" #include "graphics/Terrain.h" #include "graphics/Texture.h" #include "graphics/TextureManager.h" #include "ps/VideoMode.h" #include "renderer/DebugRenderer.h" #include "renderer/PostprocManager.h" #include "renderer/RenderingOptions.h" #include "renderer/RenderModifiers.h" #include "renderer/SceneRenderer.h" #include "renderer/TimeManager.h" #include "renderer/VertexBufferManager.h" #include /////////////////////////////////////////////////////////////////////////////////// // CRendererStatsTable - Profile display of rendering stats /** * Class CRendererStatsTable: Implementation of AbstractProfileTable to * display the renderer stats in-game. * * Accesses CRenderer::m_Stats by keeping the reference passed to the * constructor. */ class CRendererStatsTable : public AbstractProfileTable { NONCOPYABLE(CRendererStatsTable); public: CRendererStatsTable(const CRenderer::Stats& st); // Implementation of AbstractProfileTable interface CStr GetName(); CStr GetTitle(); size_t GetNumberRows(); const std::vector& GetColumns(); CStr GetCellText(size_t row, size_t col); AbstractProfileTable* GetChild(size_t row); private: /// Reference to the renderer singleton's stats const CRenderer::Stats& Stats; /// Column descriptions std::vector columnDescriptions; enum { Row_DrawCalls = 0, Row_TerrainTris, Row_WaterTris, Row_ModelTris, Row_OverlayTris, Row_BlendSplats, Row_Particles, Row_VBReserved, Row_VBAllocated, Row_TextureMemory, Row_ShadersLoaded, // Must be last to count number of rows NumberRows }; }; // Construction CRendererStatsTable::CRendererStatsTable(const CRenderer::Stats& st) : Stats(st) { columnDescriptions.push_back(ProfileColumn("Name", 230)); columnDescriptions.push_back(ProfileColumn("Value", 100)); } // Implementation of AbstractProfileTable interface CStr CRendererStatsTable::GetName() { return "renderer"; } CStr CRendererStatsTable::GetTitle() { return "Renderer statistics"; } size_t CRendererStatsTable::GetNumberRows() { return NumberRows; } const std::vector& CRendererStatsTable::GetColumns() { return columnDescriptions; } CStr CRendererStatsTable::GetCellText(size_t row, size_t col) { char buf[256]; switch(row) { case Row_DrawCalls: if (col == 0) return "# draw calls"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_DrawCalls); return buf; case Row_TerrainTris: if (col == 0) return "# terrain tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_TerrainTris); return buf; case Row_WaterTris: if (col == 0) return "# water tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_WaterTris); return buf; case Row_ModelTris: if (col == 0) return "# model tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_ModelTris); return buf; case Row_OverlayTris: if (col == 0) return "# overlay tris"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_OverlayTris); return buf; case Row_BlendSplats: if (col == 0) return "# blend splats"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_BlendSplats); return buf; case Row_Particles: if (col == 0) return "# particles"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_Particles); return buf; case Row_VBReserved: if (col == 0) return "VB reserved"; sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_VBMan.GetBytesReserved() / 1024); return buf; case Row_VBAllocated: if (col == 0) return "VB allocated"; sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_VBMan.GetBytesAllocated() / 1024); return buf; case Row_TextureMemory: if (col == 0) return "textures uploaded"; sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_Renderer.GetTextureManager().GetBytesUploaded() / 1024); return buf; case Row_ShadersLoaded: if (col == 0) return "shader effects loaded"; sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)g_Renderer.GetShaderManager().GetNumEffectsLoaded()); return buf; default: return "???"; } } AbstractProfileTable* CRendererStatsTable::GetChild(size_t UNUSED(row)) { return 0; } /////////////////////////////////////////////////////////////////////////////////// // CRenderer implementation /** * Struct CRendererInternals: Truly hide data that is supposed to be hidden * in this structure so it won't even appear in header files. */ class CRenderer::Internals { NONCOPYABLE(Internals); public: /// true if CRenderer::Open has been called bool IsOpen; /// true if shaders need to be reloaded bool ShadersDirty; /// Table to display renderer stats in-game via profile system CRendererStatsTable profileTable; /// Shader manager CShaderManager shaderManager; /// Texture manager CTextureManager textureManager; /// Time manager CTimeManager timeManager; /// Postprocessing effect manager CPostprocManager postprocManager; CSceneRenderer sceneRenderer; CDebugRenderer debugRenderer; CFontManager fontManager; Internals() : IsOpen(false), ShadersDirty(true), profileTable(g_Renderer.m_Stats), textureManager(g_VFS, false, false) { } }; CRenderer::CRenderer() { m = std::make_unique(); g_ProfileViewer.AddRootTable(&m->profileTable); m_Width = 0; m_Height = 0; m_Stats.Reset(); } CRenderer::~CRenderer() { // We no longer UnloadWaterTextures here - // that is the responsibility of the module that asked for // them to be loaded (i.e. CGameView). m.reset(); } void CRenderer::EnumCaps() { // assume support for nothing m_Caps.m_ARBProgram = false; m_Caps.m_ARBProgramShadow = false; m_Caps.m_VertexShader = false; m_Caps.m_FragmentShader = false; m_Caps.m_Shadows = false; m_Caps.m_PrettyWater = false; // now start querying extensions if (0 == ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL)) { m_Caps.m_ARBProgram = true; if (ogl_HaveExtension("GL_ARB_fragment_program_shadow")) m_Caps.m_ARBProgramShadow = true; } if (0 == ogl_HaveExtensions(0, "GL_ARB_shader_objects", "GL_ARB_shading_language_100", NULL)) { if (ogl_HaveExtension("GL_ARB_vertex_shader")) m_Caps.m_VertexShader = true; if (ogl_HaveExtension("GL_ARB_fragment_shader")) m_Caps.m_FragmentShader = true; } #if CONFIG2_GLES m_Caps.m_Shadows = true; #else if (0 == ogl_HaveExtensions(0, "GL_ARB_shadow", "GL_ARB_depth_texture", "GL_EXT_framebuffer_object", NULL)) { if (ogl_max_tex_units >= 4) m_Caps.m_Shadows = true; } #endif #if CONFIG2_GLES m_Caps.m_PrettyWater = true; #else if (0 == ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", "GL_EXT_framebuffer_object", NULL)) m_Caps.m_PrettyWater = true; #endif } void CRenderer::ReloadShaders() { ENSURE(m->IsOpen); m->sceneRenderer.ReloadShaders(); m->ShadersDirty = false; } bool CRenderer::Open(int width, int height) { m->IsOpen = true; // Must query card capabilities before creating renderers that depend // on card capabilities. EnumCaps(); // Dimensions m_Width = width; m_Height = height; // set packing parameters glPixelStorei(GL_PACK_ALIGNMENT,1); glPixelStorei(GL_UNPACK_ALIGNMENT,1); // setup default state glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); // Validate the currently selected render path SetRenderPath(g_RenderingOptions.GetRenderPath()); if (g_RenderingOptions.GetPostProc()) m->postprocManager.Initialize(); m->sceneRenderer.Initialize(); return true; } void CRenderer::Resize(int width, int height) { m_Width = width; m_Height = height; m->postprocManager.Resize(); m->sceneRenderer.Resize(width, height); } void CRenderer::SetRenderPath(RenderPath rp) { if (!m->IsOpen) { // Delay until Open() is called. return; } // Renderer has been opened, so validate the selected renderpath if (rp == RenderPath::DEFAULT) { if (m_Caps.m_ARBProgram || (m_Caps.m_VertexShader && m_Caps.m_FragmentShader && g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB)) rp = RenderPath::SHADER; else rp = RenderPath::FIXED; } if (rp == RenderPath::SHADER) { if (!(m_Caps.m_ARBProgram || (m_Caps.m_VertexShader && m_Caps.m_FragmentShader && g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB))) { LOGWARNING("Falling back to fixed function\n"); rp = RenderPath::FIXED; } } // TODO: remove this once capabilities have been properly extracted and the above checks have been moved elsewhere. g_RenderingOptions.m_RenderPath = rp; MakeShadersDirty(); // We might need to regenerate some render data after changing path if (g_Game) g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_COLOR); } void CRenderer::BeginFrame() { PROFILE("begin frame"); // Zero out all the per-frame stats. m_Stats.Reset(); if (m->ShadersDirty) ReloadShaders(); m->sceneRenderer.BeginFrame(); } void CRenderer::EndFrame() { PROFILE3("end frame"); m->sceneRenderer.EndFrame(); ogl_tex_bind(0, 0); } void CRenderer::SetViewport(const SViewPort &vp) { m_Viewport = vp; glViewport((GLint)vp.m_X,(GLint)vp.m_Y,(GLsizei)vp.m_Width,(GLsizei)vp.m_Height); } SViewPort CRenderer::GetViewport() { return m_Viewport; } void CRenderer::BindTexture(int unit, GLuint tex) { glActiveTextureARB(GL_TEXTURE0+unit); glBindTexture(GL_TEXTURE_2D, tex); } void CRenderer::MakeShadersDirty() { m->ShadersDirty = true; m->sceneRenderer.MakeShadersDirty(); } CTextureManager& CRenderer::GetTextureManager() { return m->textureManager; } CShaderManager& CRenderer::GetShaderManager() { return m->shaderManager; } CTimeManager& CRenderer::GetTimeManager() { return m->timeManager; } CPostprocManager& CRenderer::GetPostprocManager() { return m->postprocManager; } CSceneRenderer& CRenderer::GetSceneRenderer() { return m->sceneRenderer; } CDebugRenderer& CRenderer::GetDebugRenderer() { return m->debugRenderer; } CFontManager& CRenderer::GetFontManager() { return m->fontManager; }