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https://github.com/id-Software/DOOM-3-BFG.git
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523 lines
14 KiB
C++
523 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2016 Johannes Ohlemacher (http://github.com/eXistence/fhDOOM)
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Copyright (C) 2022 Robert Beckebans (BFG integration)
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "RenderCommon.h"
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#include "ImmediateMode.h"
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#include <sys/DeviceManager.h>
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extern DeviceManager* deviceManager;
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namespace
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{
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const int c_drawVertsCapacity = ( 40000 * 4 );
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const int c_drawIndexesCapacity = ( c_drawVertsCapacity * 2 );
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idDrawVert drawVerts[c_drawVertsCapacity];
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triIndex_t lineIndices[c_drawIndexesCapacity];
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triIndex_t sphereIndices[c_drawIndexesCapacity];
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bool active = false;
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}
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int fhImmediateMode::drawCallCount = 0;
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int fhImmediateMode::drawCallVertexSize = 0;
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idVertexBuffer fhImmediateMode::vertexBuffer;
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idIndexBuffer fhImmediateMode::indexBuffer;
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void fhImmediateMode::Init( nvrhi::ICommandList* commandList )
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{
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for( int i = 0; i < c_drawVertsCapacity * 2; ++i )
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{
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lineIndices[i] = i;
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}
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ResetStats();
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InitBuffers( commandList );
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}
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void fhImmediateMode::Shutdown()
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{
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vertexBuffer.FreeBufferObject();
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indexBuffer.FreeBufferObject();
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}
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void fhImmediateMode::ResetStats()
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{
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drawCallCount = 0;
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drawCallVertexSize = 0;
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}
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int fhImmediateMode::DrawCallCount()
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{
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return drawCallCount;
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}
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int fhImmediateMode::DrawCallVertexSize()
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{
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return drawCallVertexSize;
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}
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void fhImmediateMode::InitBuffers( nvrhi::ICommandList* commandList )
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{
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commandList->open();
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vertexBuffer.AllocBufferObject( nullptr, c_drawVertsCapacity * sizeof( idDrawVert ), bufferUsageType_t::BU_STATIC, commandList );
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indexBuffer.AllocBufferObject( nullptr, c_drawIndexesCapacity * sizeof( triIndex_t ), bufferUsageType_t::BU_STATIC, commandList );
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commandList->close();
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deviceManager->GetDevice()->executeCommandList( commandList );
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}
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fhImmediateMode::fhImmediateMode( nvrhi::ICommandList* _commandList, bool geometryOnly ) :
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commandList( _commandList ),
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drawVertsUsed( 0 ),
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currentTexture( nullptr ),
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geometryOnly( geometryOnly ),
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currentMode( GFX_INVALID_ENUM )
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{
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}
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fhImmediateMode::~fhImmediateMode()
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{
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End();
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}
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void fhImmediateMode::SetTexture( idImage* texture )
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{
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currentTexture = texture;
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}
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void fhImmediateMode::Begin( GFXenum mode )
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{
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End();
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assert( !active );
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active = true;
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currentMode = mode;
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drawVertsUsed = 0;
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}
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void fhImmediateMode::End()
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{
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active = false;
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if( !drawVertsUsed )
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{
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return;
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}
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vertexBuffer.Update( drawVerts, drawVertsUsed * sizeof( idDrawVert ), 0, false, commandList );
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indexBuffer.Update( lineIndices, drawVertsUsed * sizeof( triIndex_t ), 0, false, commandList );
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renderProgManager.CommitConstantBuffer( commandList, true );
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int bindingLayoutType = renderProgManager.BindingLayoutType();
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idStaticList<nvrhi::BindingLayoutHandle, nvrhi::c_MaxBindingLayouts>* layouts
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= renderProgManager.GetBindingLayout( bindingLayoutType );
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for( int i = 0; i < layouts->Num(); i++ )
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{
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if( !tr.backend.currentBindingSets[i] || *tr.backend.currentBindingSets[i]->getDesc() != tr.backend.pendingBindingSetDescs[bindingLayoutType][i] )
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{
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tr.backend.currentBindingSets[i] = tr.backend.bindingCache.GetOrCreateBindingSet( tr.backend.pendingBindingSetDescs[bindingLayoutType][i], ( *layouts )[i] );
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}
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}
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uint64 stateBits = tr.backend.glStateBits;
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int program = renderProgManager.CurrentProgram();
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PipelineKey key{ stateBits, program, static_cast<int>( tr.backend.depthBias ), tr.backend.slopeScaleBias, tr.backend.currentFrameBuffer };
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auto pipeline = tr.backend.pipelineCache.GetOrCreatePipeline( key );
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{
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nvrhi::GraphicsState state;
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for( int i = 0; i < layouts->Num(); i++ )
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{
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state.bindings.push_back( tr.backend.currentBindingSets[i] );
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}
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state.indexBuffer = { indexBuffer.GetAPIObject(), nvrhi::Format::R16_UINT, 0};
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state.vertexBuffers = { { vertexBuffer.GetAPIObject(), 0, 0 } };
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state.pipeline = pipeline;
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state.framebuffer = tr.backend.currentFrameBuffer->GetApiObject();
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nvrhi::Viewport viewport{ ( float )tr.backend.currentViewport.x1,
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( float )tr.backend.currentViewport.x2,
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( float )tr.backend.currentViewport.y1,
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( float )tr.backend.currentViewport.y2,
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0.0f,
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1.0f };
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state.viewport.addViewport( viewport );
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state.viewport.addScissorRect( nvrhi::Rect( viewport ) );
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commandList->setGraphicsState( state );
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}
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nvrhi::DrawArguments args;
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args.vertexCount = drawVertsUsed;
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commandList->drawIndexed( args );
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// RB: added stats
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tr.backend.pc.c_drawElements++;
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tr.backend.pc.c_drawIndexes += drawVertsUsed;
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// reset
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drawVertsUsed = 0;
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currentMode = GFX_INVALID_ENUM;
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}
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void fhImmediateMode::TexCoord2f( float s, float t )
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{
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currentTexCoord[0] = s;
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currentTexCoord[1] = t;
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}
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void fhImmediateMode::TexCoord2fv( const float* v )
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{
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TexCoord2f( v[0], v[1] );
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}
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void fhImmediateMode::Color4f( float r, float g, float b, float a )
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{
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currentColor[0] = static_cast<byte>( r * 255.0f );
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currentColor[1] = static_cast<byte>( g * 255.0f );
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currentColor[2] = static_cast<byte>( b * 255.0f );
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currentColor[3] = static_cast<byte>( a * 255.0f );
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}
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void fhImmediateMode::Color3f( float r, float g, float b )
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{
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Color4f( r, g, b, 1.0f );
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}
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void fhImmediateMode::Color3fv( const float* c )
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{
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Color4f( c[0], c[1], c[2], 1.0f );
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}
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void fhImmediateMode::Color4fv( const float* c )
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{
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Color4f( c[0], c[1], c[2], c[3] );
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}
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void fhImmediateMode::Color4ubv( const byte* bytes )
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{
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currentColor[0] = bytes[0];
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currentColor[1] = bytes[1];
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currentColor[2] = bytes[2];
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currentColor[3] = bytes[3];
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}
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void fhImmediateMode::Vertex3fv( const float* c )
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{
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Vertex3f( c[0], c[1], c[2] );
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}
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void fhImmediateMode::Vertex3f( float x, float y, float z )
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{
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if( drawVertsUsed + 1 >= c_drawVertsCapacity )
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{
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return;
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}
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//we don't want to draw deprecated quads/polygons... correct them by re-adding
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// previous vertices, so we render triangles instead of quads/polygons
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// NOTE: this only works for convex polygons (just as GL_POLYGON)
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if( ( currentMode == GFX_POLYGON || currentMode == GFX_QUADS ) &&
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drawVertsUsed >= 3 &&
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drawVertsUsed + 3 < c_drawVertsCapacity )
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{
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drawVerts[drawVertsUsed] = drawVerts[0];
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drawVerts[drawVertsUsed + 1] = drawVerts[drawVertsUsed - 1];
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drawVertsUsed += 2;
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}
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if( currentMode == GFX_QUAD_STRIP && drawVertsUsed >= 3 && drawVertsUsed + 3 < c_drawVertsCapacity )
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{
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if( drawVertsUsed % 6 == 0 )
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{
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drawVerts[drawVertsUsed] = drawVerts[drawVertsUsed - 3];
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drawVerts[drawVertsUsed + 1] = drawVerts[drawVertsUsed - 1];
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}
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else if( drawVertsUsed % 3 == 0 )
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{
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drawVerts[drawVertsUsed] = drawVerts[drawVertsUsed - 1];
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drawVerts[drawVertsUsed + 1] = drawVerts[drawVertsUsed - 2];
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}
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drawVertsUsed += 2;
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}
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/*
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if( ( currentMode == GFX_LINES ) &&
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drawVertsUsed >= 2 &&
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drawVertsUsed + 1 < c_drawVertsCapacity )
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{
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// duplicate the last one if new line starts
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if( drawVertsUsed % 2 == 0 )
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{
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drawVerts[drawVertsUsed] = drawVerts[drawVertsUsed -1];
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drawVertsUsed += 1;
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}
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}
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*/
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idDrawVert& vertex = drawVerts[drawVertsUsed++];
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vertex.xyz.Set( x, y, z );
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vertex.SetTexCoord( currentTexCoord[0], currentTexCoord[1] );
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vertex.color[0] = currentColor[0];
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vertex.color[1] = currentColor[1];
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vertex.color[2] = currentColor[2];
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vertex.color[3] = currentColor[3];
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}
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void fhImmediateMode::Vertex2f( float x, float y )
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{
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Vertex3f( x, y, 0.0f );
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}
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/*
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void fhImmediateMode::Sphere( float radius, int rings, int sectors, bool inverse )
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{
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assert( !active );
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assert( radius > 0.0f );
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assert( rings > 1 );
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assert( sectors > 1 );
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float const R = 1. / ( float )( rings - 1 );
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float const S = 1. / ( float )( sectors - 1 );
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int vertexNum = 0;
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for( int r = 0; r < rings; r++ )
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{
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for( int s = 0; s < sectors; s++ )
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{
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float const y = sin( -( idMath::PI / 2.0f ) + idMath::PI * r * R );
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float const x = cos( 2 * idMath::PI * s * S ) * sin( idMath::PI * r * R );
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float const z = sin( 2 * idMath::PI * s * S ) * sin( idMath::PI * r * R );
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drawVerts[vertexNum].xyz.x = x * radius;
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drawVerts[vertexNum].xyz.y = y * radius;
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drawVerts[vertexNum].xyz.z = z * radius;
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drawVerts[vertexNum].st.x = s * S;
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drawVerts[vertexNum].st.y = r * R;
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drawVerts[vertexNum].color[0] = currentColor[0];
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drawVerts[vertexNum].color[1] = currentColor[1];
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drawVerts[vertexNum].color[2] = currentColor[2];
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drawVerts[vertexNum].color[3] = currentColor[3];
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vertexNum += 1;
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}
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}
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int indexNum = 0;
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for( int r = 0; r < rings - 1; r++ )
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{
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for( int s = 0; s < sectors - 1; s++ )
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{
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if( r == 0 )
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{
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//faces of first ring are single triangles
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sphereIndices[indexNum + 2] = r * sectors + s;
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sphereIndices[indexNum + 1] = ( r + 1 ) * sectors + s;
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sphereIndices[indexNum + 0] = ( r + 1 ) * sectors + ( s + 1 );
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indexNum += 3;
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}
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else if( r == rings - 2 )
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{
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//faces of last ring are single triangles
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sphereIndices[indexNum + 0] = r * sectors + s;
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sphereIndices[indexNum + 1] = r * sectors + ( s + 1 );
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sphereIndices[indexNum + 2] = ( r + 1 ) * sectors + ( s + 1 );
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indexNum += 3;
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}
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else
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{
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//faces of remaining rings are quads (two triangles)
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sphereIndices[indexNum + 0] = r * sectors + s;
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sphereIndices[indexNum + 1] = r * sectors + ( s + 1 );
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sphereIndices[indexNum + 2] = ( r + 1 ) * sectors + ( s + 1 );
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sphereIndices[indexNum + 3] = sphereIndices[indexNum + 2];
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sphereIndices[indexNum + 4] = ( r + 1 ) * sectors + s;
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sphereIndices[indexNum + 5] = sphereIndices[indexNum + 0];
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indexNum += 6;
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}
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}
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}
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if( inverse )
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{
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for( int i = 0; i + 2 < indexNum; i += 3 )
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{
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unsigned short tmp = sphereIndices[i];
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sphereIndices[i] = sphereIndices[i + 2];
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sphereIndices[i + 2] = tmp;
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}
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}
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GL_UseProgram( vertexColorProgram );
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auto vert = vertexCache.AllocFrameTemp( drawVerts, vertexNum * sizeof( fhSimpleVert ) );
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int offset = vertexCache.Bind( vert );
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fhRenderProgram::SetModelViewMatrix( GL_ModelViewMatrix.Top() );
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fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
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fhRenderProgram::SetDiffuseColor( idVec4::one );
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fhRenderProgram::SetBumpMatrix( idVec4( 1, 0, 0, 0 ), idVec4( 0, 1, 0, 0 ) );
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GL_SetupVertexAttributes( fhVertexLayout::Simple, offset );
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glDrawElements( GL_TRIANGLES,
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indexNum,
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GL_UNSIGNED_SHORT,
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sphereIndices );
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GL_SetVertexLayout( fhVertexLayout::None );
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GL_UseProgram( nullptr );
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}
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*/
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void fhImmediateMode::AddTrianglesFromPolygon( fhImmediateMode& im, const idVec3* xyz, int num )
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{
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assert( im.getCurrentMode() == GFX_TRIANGLES );
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if( num < 3 )
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{
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return;
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}
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for( int i = 0; i < num; ++i )
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{
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if( i > 0 && i % 3 == 0 )
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{
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im.Vertex3fv( xyz[0].ToFloatPtr() );
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im.Vertex3fv( xyz[i - 1].ToFloatPtr() );
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}
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im.Vertex3fv( xyz[i].ToFloatPtr() );
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}
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}
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/*
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fhLineBuffer::fhLineBuffer()
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: verticesUsed( 0 )
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, verticesAllocated( 4096 )
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{
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vertices = new fhSimpleVert[verticesAllocated];
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}
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fhLineBuffer::~fhLineBuffer()
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{
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delete[] vertices;
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}
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void fhLineBuffer::Add( idVec3 from, idVec3 to, idVec3 color )
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{
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Add( from, to, idVec4( color.x, color.y, color.z, 1.0f ) );
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}
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void fhLineBuffer::Add( idVec3 from, idVec3 to, idVec4 color )
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{
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if( verticesAllocated - verticesUsed < 2 )
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{
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fhSimpleVert* n = new fhSimpleVert[verticesUsed * 2];
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memcpy( n, vertices, sizeof( vertices[0] ) * verticesUsed );
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delete[] vertices;
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vertices = n;
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verticesAllocated = verticesUsed * 2;
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}
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byte colorBytes[4];
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colorBytes[0] = static_cast<byte>( color.x * 255.0f );
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colorBytes[1] = static_cast<byte>( color.y * 255.0f );
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colorBytes[2] = static_cast<byte>( color.z * 255.0f );
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colorBytes[3] = static_cast<byte>( color.w * 255.0f );
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fhSimpleVert& fromVert = vertices[verticesUsed + 0];
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fhSimpleVert& toVert = vertices[verticesUsed + 1];
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memcpy( fromVert.color, colorBytes, sizeof( colorBytes ) );
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memcpy( toVert.color, colorBytes, sizeof( colorBytes ) );
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fromVert.xyz = from;
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toVert.xyz = to;
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verticesUsed += 2;
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}
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void fhLineBuffer::Commit()
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{
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if( verticesUsed > 0 )
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{
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GL_UseProgram( vertexColorProgram );
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fhRenderProgram::SetModelViewMatrix( GL_ModelViewMatrix.Top() );
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fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
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fhRenderProgram::SetDiffuseColor( idVec4::one );
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fhRenderProgram::SetColorAdd( idVec4::zero );
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fhRenderProgram::SetColorModulate( idVec4::one );
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fhRenderProgram::SetBumpMatrix( idVec4( 1, 0, 0, 0 ), idVec4( 0, 1, 0, 0 ) );
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int verticesCommitted = 0;
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while( verticesCommitted < verticesUsed )
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{
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static const int maxVerticesPerCommit = ( sizeof( lineIndices ) / sizeof( lineIndices[0] ) ) / 2;
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int verticesToCommit = Min( maxVerticesPerCommit, verticesUsed - verticesCommitted );
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auto vert = vertexCache.AllocFrameTemp( &vertices[verticesCommitted], verticesToCommit * sizeof( fhSimpleVert ) );
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int offset = vertexCache.Bind( vert );
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GL_SetupVertexAttributes( fhVertexLayout::Simple, offset );
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|
|
glDrawElements( GL_LINES,
|
|
verticesToCommit,
|
|
GL_UNSIGNED_SHORT,
|
|
lineIndices );
|
|
|
|
verticesCommitted += verticesToCommit;
|
|
}
|
|
}
|
|
|
|
verticesUsed = 0;
|
|
}
|
|
|
|
void fhLineBuffer::Clear()
|
|
{
|
|
verticesUsed = 0;
|
|
}
|
|
*/
|