0
0
Fork 0
mirror of https://github.com/id-Software/DOOM-3-BFG.git synced 2025-03-16 15:41:16 +00:00
doom3-bfg/neo/renderer/ImmediateMode.cpp
2022-05-13 23:07:59 +02:00

523 lines
No EOL
14 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2016 Johannes Ohlemacher (http://github.com/eXistence/fhDOOM)
Copyright (C) 2022 Robert Beckebans (BFG integration)
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "RenderCommon.h"
#include "ImmediateMode.h"
#include <sys/DeviceManager.h>
extern DeviceManager* deviceManager;
namespace
{
const int c_drawVertsCapacity = ( 20000 * 4 );
//const int c_drawIndexesCapacity = ( 20000 * 6 );
idDrawVert drawVerts[c_drawVertsCapacity];
triIndex_t lineIndices[c_drawVertsCapacity * 2];
triIndex_t sphereIndices[c_drawVertsCapacity * 2];
bool active = false;
}
int fhImmediateMode::drawCallCount = 0;
int fhImmediateMode::drawCallVertexSize = 0;
void fhImmediateMode::Init()
{
for( int i = 0; i < c_drawVertsCapacity * 2; ++i )
{
lineIndices[i] = i;
}
ResetStats();
}
void fhImmediateMode::ResetStats()
{
drawCallCount = 0;
drawCallVertexSize = 0;
}
int fhImmediateMode::DrawCallCount()
{
return drawCallCount;
}
int fhImmediateMode::DrawCallVertexSize()
{
return drawCallVertexSize;
}
fhImmediateMode::fhImmediateMode( nvrhi::ICommandList* _commandList, bool geometryOnly ) :
commandList( _commandList ),
drawVertsUsed( 0 ),
currentTexture( nullptr ),
geometryOnly( geometryOnly ),
currentMode( GFX_INVALID_ENUM )
{
}
fhImmediateMode::~fhImmediateMode()
{
End();
}
void fhImmediateMode::SetTexture( idImage* texture )
{
currentTexture = texture;
}
void fhImmediateMode::Begin( GFXenum mode )
{
End();
assert( !active );
active = true;
currentMode = mode;
drawVertsUsed = 0;
}
void fhImmediateMode::End()
{
active = false;
if( !drawVertsUsed )
{
return;
}
nvrhi::BufferDesc vertexBufferDesc;
vertexBufferDesc.byteSize = drawVertsUsed * sizeof( idDrawVert );
vertexBufferDesc.isVertexBuffer = true;
vertexBufferDesc.debugName = "VertexBuffer";
vertexBufferDesc.initialState = nvrhi::ResourceStates::CopyDest;
vertexBuffer = deviceManager->GetDevice()->createBuffer( vertexBufferDesc );
commandList->beginTrackingBufferState( vertexBuffer, nvrhi::ResourceStates::CopyDest );
commandList->writeBuffer( vertexBuffer, drawVerts, drawVertsUsed * sizeof( idDrawVert ) );
commandList->setPermanentBufferState( vertexBuffer, nvrhi::ResourceStates::VertexBuffer );
nvrhi::BufferDesc indexBufferDesc;
indexBufferDesc.byteSize = drawVertsUsed * sizeof( triIndex_t );
indexBufferDesc.isIndexBuffer = true;
indexBufferDesc.debugName = "IndexBuffer";
indexBufferDesc.initialState = nvrhi::ResourceStates::CopyDest;
indexBuffer = deviceManager->GetDevice()->createBuffer( indexBufferDesc );
commandList->beginTrackingBufferState( indexBuffer, nvrhi::ResourceStates::CopyDest );
commandList->writeBuffer( indexBuffer, lineIndices, drawVertsUsed * sizeof( triIndex_t ) );
commandList->setPermanentBufferState( indexBuffer, nvrhi::ResourceStates::IndexBuffer );
renderProgManager.CommitConstantBuffer( commandList );
int bindingLayoutType = renderProgManager.BindingLayoutType();
idStaticList<nvrhi::BindingLayoutHandle, nvrhi::c_MaxBindingLayouts>* layouts
= renderProgManager.GetBindingLayout( bindingLayoutType );
for( int i = 0; i < layouts->Num(); i++ )
{
if( !tr.backend.currentBindingSets[i] || *tr.backend.currentBindingSets[i]->getDesc() != tr.backend.pendingBindingSetDescs[bindingLayoutType][i] )
{
tr.backend.currentBindingSets[i] = tr.backend.bindingCache.GetOrCreateBindingSet( tr.backend.pendingBindingSetDescs[bindingLayoutType][i], ( *layouts )[i] );
}
}
uint64_t stateBits = tr.backend.glStateBits;
int program = renderProgManager.CurrentProgram();
PipelineKey key{ stateBits, program, tr.backend.depthBias, tr.backend.slopeScaleBias, tr.backend.currentFrameBuffer };
auto pipeline = tr.backend.pipelineCache.GetOrCreatePipeline( key );
{
nvrhi::GraphicsState state;
for( int i = 0; i < layouts->Num(); i++ )
{
state.bindings.push_back( tr.backend.currentBindingSets[i] );
}
state.indexBuffer = { indexBuffer, nvrhi::Format::R16_UINT, 0 };
state.vertexBuffers = { { vertexBuffer, 0, 0 } };
state.pipeline = pipeline;
state.framebuffer = tr.backend.currentFrameBuffer->GetApiObject();
nvrhi::Viewport viewport{ ( float )tr.backend.currentViewport.x1,
( float )tr.backend.currentViewport.x2,
( float )tr.backend.currentViewport.y1,
( float )tr.backend.currentViewport.y2,
tr.backend.currentViewport.zmin,
tr.backend.currentViewport.zmax };
state.viewport.addViewport( viewport );
state.viewport.addScissorRect( nvrhi::Rect( viewport ) );
commandList->setGraphicsState( state );
}
nvrhi::DrawArguments args;
args.vertexCount = drawVertsUsed;
commandList->drawIndexed( args );
// RB: added stats
tr.backend.pc.c_drawElements++;
tr.backend.pc.c_drawIndexes += drawVertsUsed;
// reset
drawVertsUsed = 0;
currentMode = GFX_INVALID_ENUM;
}
void fhImmediateMode::TexCoord2f( float s, float t )
{
currentTexCoord[0] = s;
currentTexCoord[1] = t;
}
void fhImmediateMode::TexCoord2fv( const float* v )
{
TexCoord2f( v[0], v[1] );
}
void fhImmediateMode::Color4f( float r, float g, float b, float a )
{
currentColor[0] = static_cast<byte>( r * 255.0f );
currentColor[1] = static_cast<byte>( g * 255.0f );
currentColor[2] = static_cast<byte>( b * 255.0f );
currentColor[3] = static_cast<byte>( a * 255.0f );
}
void fhImmediateMode::Color3f( float r, float g, float b )
{
Color4f( r, g, b, 1.0f );
}
void fhImmediateMode::Color3fv( const float* c )
{
Color4f( c[0], c[1], c[2], 1.0f );
}
void fhImmediateMode::Color4fv( const float* c )
{
Color4f( c[0], c[1], c[2], c[3] );
}
void fhImmediateMode::Color4ubv( const byte* bytes )
{
currentColor[0] = bytes[0];
currentColor[1] = bytes[1];
currentColor[2] = bytes[2];
currentColor[3] = bytes[3];
}
void fhImmediateMode::Vertex3fv( const float* c )
{
Vertex3f( c[0], c[1], c[2] );
}
void fhImmediateMode::Vertex3f( float x, float y, float z )
{
if( drawVertsUsed + 1 >= c_drawVertsCapacity )
{
return;
}
//we don't want to draw deprecated quads/polygons... correct them by re-adding
// previous vertices, so we render triangles instead of quads/polygons
// NOTE: this only works for convex polygons (just as GL_POLYGON)
if( ( currentMode == GFX_POLYGON || currentMode == GFX_QUADS ) &&
drawVertsUsed >= 3 &&
drawVertsUsed + 3 < c_drawVertsCapacity )
{
drawVerts[drawVertsUsed] = drawVerts[0];
drawVerts[drawVertsUsed + 1] = drawVerts[drawVertsUsed - 1];
drawVertsUsed += 2;
}
if( currentMode == GFX_QUAD_STRIP && drawVertsUsed >= 3 && drawVertsUsed + 3 < c_drawVertsCapacity )
{
if( drawVertsUsed % 6 == 0 )
{
drawVerts[drawVertsUsed] = drawVerts[drawVertsUsed - 3];
drawVerts[drawVertsUsed + 1] = drawVerts[drawVertsUsed - 1];
}
else if( drawVertsUsed % 3 == 0 )
{
drawVerts[drawVertsUsed] = drawVerts[drawVertsUsed - 1];
drawVerts[drawVertsUsed + 1] = drawVerts[drawVertsUsed - 2];
}
drawVertsUsed += 2;
}
/*
if( ( currentMode == GFX_LINES ) &&
drawVertsUsed >= 2 &&
drawVertsUsed + 1 < c_drawVertsCapacity )
{
// duplicate the last one if new line starts
if( drawVertsUsed % 2 == 0 )
{
drawVerts[drawVertsUsed] = drawVerts[drawVertsUsed -1];
drawVertsUsed += 1;
}
}
*/
idDrawVert& vertex = drawVerts[drawVertsUsed++];
vertex.xyz.Set( x, y, z );
vertex.SetTexCoord( currentTexCoord[0], currentTexCoord[1] );
vertex.color[0] = currentColor[0];
vertex.color[1] = currentColor[1];
vertex.color[2] = currentColor[2];
vertex.color[3] = currentColor[3];
}
void fhImmediateMode::Vertex2f( float x, float y )
{
Vertex3f( x, y, 0.0f );
}
/*
void fhImmediateMode::Sphere( float radius, int rings, int sectors, bool inverse )
{
assert( !active );
assert( radius > 0.0f );
assert( rings > 1 );
assert( sectors > 1 );
float const R = 1. / ( float )( rings - 1 );
float const S = 1. / ( float )( sectors - 1 );
int vertexNum = 0;
for( int r = 0; r < rings; r++ )
{
for( int s = 0; s < sectors; s++ )
{
float const y = sin( -( idMath::PI / 2.0f ) + idMath::PI * r * R );
float const x = cos( 2 * idMath::PI * s * S ) * sin( idMath::PI * r * R );
float const z = sin( 2 * idMath::PI * s * S ) * sin( idMath::PI * r * R );
drawVerts[vertexNum].xyz.x = x * radius;
drawVerts[vertexNum].xyz.y = y * radius;
drawVerts[vertexNum].xyz.z = z * radius;
drawVerts[vertexNum].st.x = s * S;
drawVerts[vertexNum].st.y = r * R;
drawVerts[vertexNum].color[0] = currentColor[0];
drawVerts[vertexNum].color[1] = currentColor[1];
drawVerts[vertexNum].color[2] = currentColor[2];
drawVerts[vertexNum].color[3] = currentColor[3];
vertexNum += 1;
}
}
int indexNum = 0;
for( int r = 0; r < rings - 1; r++ )
{
for( int s = 0; s < sectors - 1; s++ )
{
if( r == 0 )
{
//faces of first ring are single triangles
sphereIndices[indexNum + 2] = r * sectors + s;
sphereIndices[indexNum + 1] = ( r + 1 ) * sectors + s;
sphereIndices[indexNum + 0] = ( r + 1 ) * sectors + ( s + 1 );
indexNum += 3;
}
else if( r == rings - 2 )
{
//faces of last ring are single triangles
sphereIndices[indexNum + 0] = r * sectors + s;
sphereIndices[indexNum + 1] = r * sectors + ( s + 1 );
sphereIndices[indexNum + 2] = ( r + 1 ) * sectors + ( s + 1 );
indexNum += 3;
}
else
{
//faces of remaining rings are quads (two triangles)
sphereIndices[indexNum + 0] = r * sectors + s;
sphereIndices[indexNum + 1] = r * sectors + ( s + 1 );
sphereIndices[indexNum + 2] = ( r + 1 ) * sectors + ( s + 1 );
sphereIndices[indexNum + 3] = sphereIndices[indexNum + 2];
sphereIndices[indexNum + 4] = ( r + 1 ) * sectors + s;
sphereIndices[indexNum + 5] = sphereIndices[indexNum + 0];
indexNum += 6;
}
}
}
if( inverse )
{
for( int i = 0; i + 2 < indexNum; i += 3 )
{
unsigned short tmp = sphereIndices[i];
sphereIndices[i] = sphereIndices[i + 2];
sphereIndices[i + 2] = tmp;
}
}
GL_UseProgram( vertexColorProgram );
auto vert = vertexCache.AllocFrameTemp( drawVerts, vertexNum * sizeof( fhSimpleVert ) );
int offset = vertexCache.Bind( vert );
fhRenderProgram::SetModelViewMatrix( GL_ModelViewMatrix.Top() );
fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
fhRenderProgram::SetDiffuseColor( idVec4::one );
fhRenderProgram::SetBumpMatrix( idVec4( 1, 0, 0, 0 ), idVec4( 0, 1, 0, 0 ) );
GL_SetupVertexAttributes( fhVertexLayout::Simple, offset );
glDrawElements( GL_TRIANGLES,
indexNum,
GL_UNSIGNED_SHORT,
sphereIndices );
GL_SetVertexLayout( fhVertexLayout::None );
GL_UseProgram( nullptr );
}
*/
void fhImmediateMode::AddTrianglesFromPolygon( fhImmediateMode& im, const idVec3* xyz, int num )
{
assert( im.getCurrentMode() == GFX_TRIANGLES );
if( num < 3 )
{
return;
}
for( int i = 0; i < num; ++i )
{
if( i > 0 && i % 3 == 0 )
{
im.Vertex3fv( xyz[0].ToFloatPtr() );
im.Vertex3fv( xyz[i - 1].ToFloatPtr() );
}
im.Vertex3fv( xyz[i].ToFloatPtr() );
}
}
/*
fhLineBuffer::fhLineBuffer()
: verticesUsed( 0 )
, verticesAllocated( 4096 )
{
vertices = new fhSimpleVert[verticesAllocated];
}
fhLineBuffer::~fhLineBuffer()
{
delete[] vertices;
}
void fhLineBuffer::Add( idVec3 from, idVec3 to, idVec3 color )
{
Add( from, to, idVec4( color.x, color.y, color.z, 1.0f ) );
}
void fhLineBuffer::Add( idVec3 from, idVec3 to, idVec4 color )
{
if( verticesAllocated - verticesUsed < 2 )
{
fhSimpleVert* n = new fhSimpleVert[verticesUsed * 2];
memcpy( n, vertices, sizeof( vertices[0] ) * verticesUsed );
delete[] vertices;
vertices = n;
verticesAllocated = verticesUsed * 2;
}
byte colorBytes[4];
colorBytes[0] = static_cast<byte>( color.x * 255.0f );
colorBytes[1] = static_cast<byte>( color.y * 255.0f );
colorBytes[2] = static_cast<byte>( color.z * 255.0f );
colorBytes[3] = static_cast<byte>( color.w * 255.0f );
fhSimpleVert& fromVert = vertices[verticesUsed + 0];
fhSimpleVert& toVert = vertices[verticesUsed + 1];
memcpy( fromVert.color, colorBytes, sizeof( colorBytes ) );
memcpy( toVert.color, colorBytes, sizeof( colorBytes ) );
fromVert.xyz = from;
toVert.xyz = to;
verticesUsed += 2;
}
void fhLineBuffer::Commit()
{
if( verticesUsed > 0 )
{
GL_UseProgram( vertexColorProgram );
fhRenderProgram::SetModelViewMatrix( GL_ModelViewMatrix.Top() );
fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
fhRenderProgram::SetDiffuseColor( idVec4::one );
fhRenderProgram::SetColorAdd( idVec4::zero );
fhRenderProgram::SetColorModulate( idVec4::one );
fhRenderProgram::SetBumpMatrix( idVec4( 1, 0, 0, 0 ), idVec4( 0, 1, 0, 0 ) );
int verticesCommitted = 0;
while( verticesCommitted < verticesUsed )
{
static const int maxVerticesPerCommit = ( sizeof( lineIndices ) / sizeof( lineIndices[0] ) ) / 2;
int verticesToCommit = Min( maxVerticesPerCommit, verticesUsed - verticesCommitted );
auto vert = vertexCache.AllocFrameTemp( &vertices[verticesCommitted], verticesToCommit * sizeof( fhSimpleVert ) );
int offset = vertexCache.Bind( vert );
GL_SetupVertexAttributes( fhVertexLayout::Simple, offset );
glDrawElements( GL_LINES,
verticesToCommit,
GL_UNSIGNED_SHORT,
lineIndices );
verticesCommitted += verticesToCommit;
}
}
verticesUsed = 0;
}
void fhLineBuffer::Clear()
{
verticesUsed = 0;
}
*/