Merge remote-tracking branch 'remotes/bird/isolatedbatching' into awful-mix

# Conflicts:
#	src/hardware/hw_main.c
#	src/hardware/r_opengl/r_opengl.c
This commit is contained in:
Wolfy 2020-04-24 18:10:25 -05:00
commit 0e78159ea1
7 changed files with 885 additions and 500 deletions

View file

@ -231,6 +231,7 @@ struct FSurfaceInfo
{
FUINT PolyFlags;
RGBA_t PolyColor;
RGBA_t TintColor;
RGBA_t FadeColor;
FLightInfo LightInfo; // jimita 14032019
};

View file

@ -51,6 +51,8 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model);
EXPORT void HWRAPI(SetTransform) (FTransform *stransform);
EXPORT INT32 HWRAPI(GetTextureUsed) (void);
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
EXPORT void HWRAPI(FlushScreenTextures) (void);
EXPORT void HWRAPI(StartScreenWipe) (void);
EXPORT void HWRAPI(EndScreenWipe) (void);
@ -64,7 +66,7 @@ EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height);
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
// jimita
EXPORT void HWRAPI(LoadShaders) (void);
EXPORT boolean HWRAPI(LoadShaders) (void);
EXPORT void HWRAPI(KillShaders) (void);
EXPORT void HWRAPI(SetShader) (int shader);
EXPORT void HWRAPI(UnSetShader) (void);
@ -111,6 +113,8 @@ struct hwdriver_s
MakeScreenFinalTexture pfnMakeScreenFinalTexture;
DrawScreenFinalTexture pfnDrawScreenFinalTexture;
RenderSkyDome pfnRenderSkyDome;
LoadShaders pfnLoadShaders;
KillShaders pfnKillShaders;
SetShader pfnSetShader;

File diff suppressed because it is too large Load diff

View file

@ -104,8 +104,8 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap);
void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor);
void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top);
void HWR_DrawSkyBackground(void);
void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf);
void HWR_DrawSkyBackground(float fpov);
#ifdef POLYOBJECTS
void HWR_AddPolyObjectSegs(void);

View file

@ -380,6 +380,10 @@ static PFNglMultiTexCoord2fv pglMultiTexCoord2fv;
typedef void (APIENTRY *PFNglClientActiveTexture) (GLenum);
static PFNglClientActiveTexture pglClientActiveTexture;
// sky dome needs this
typedef void (APIENTRY *PFNglColorPointer) (GLint, GLenum, GLsizei, const GLvoid*);
static PFNglColorPointer pglColorPointer;
/* 1.2 Parms */
/* GL_CLAMP_TO_EDGE_EXT */
#ifndef GL_CLAMP_TO_EDGE
@ -544,7 +548,8 @@ static boolean gl_batching = false;// are we currently collecting batches?
typedef enum
{
// lighting
gluniform_mix_color,
gluniform_poly_color,
gluniform_tint_color,
gluniform_fade_color,
gluniform_lighting,
@ -574,37 +579,80 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
// GLSL Software fragment shader
//
#define GLSL_INTERNAL_FOG_FUNCTION \
"float fog(const float dist, const float density, const float globaldensity) {\n" \
"const float LOG2 = -1.442695;\n" \
"float d = density * dist;\n" \
"return 1.0 - clamp(exp2(d * sqrt(d) * globaldensity * LOG2), 0.0, 1.0);\n" \
// (new shader stuff taken from srb2 shader branch)
// this is missing support for fade_start and fade_end
#define GLSL_DOOM_COLORMAP \
"float R_DoomColormap(float light, float z)\n" \
"{\n" \
"float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \
"float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \
"float startmap = (15.0 - lightnum) * 4.0;\n" \
"float scale = 160.0 / (lightz + 1.0);\n" \
"return startmap - scale * 0.5;\n" \
"}\n"
// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_gpu_shader_fp64.txt
#define GLSL_INTERNAL_FOG_MIX \
"float fog_distance = gl_FragCoord.z / gl_FragCoord.w;\n" \
"float fog_attenuation = floor(fog(fog_distance, 0.0001 * ((256.0-lighting)/24.0), fog_density)*10.0)/10.0;\n" \
"vec4 fog_color = vec4(fade_color[0], fade_color[1], fade_color[2], 1.0);\n" \
"vec4 mixed_color = texel * mix_color;\n" \
"vec4 fog_mix = mix(mixed_color, fog_color, fog_attenuation);\n" \
"vec4 final_color = mix(fog_mix, fog_color, ((256.0-lighting)/256.0));\n" \
"final_color[3] = mixed_color[3];\n"
#define GLSL_DOOM_LIGHT_EQUATION \
"float R_DoomLightingEquation(float light)\n" \
"{\n" \
"float z = gl_FragCoord.z / gl_FragCoord.w;\n" \
"float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \
"return clamp(colormap, 0.0, 31.0) / 32.0;\n" \
"}\n"
#define GLSL_SOFTWARE_TINT_EQUATION \
"if (tint_color.a > 0.0) {\n" \
"float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \
"float strength = sqrt(9.0 * tint_color.a);\n" \
"final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \
"final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \
"final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \
"}\n"
#define GLSL_SOFTWARE_FADE_EQUATION \
"float darkness = R_DoomLightingEquation(lighting);\n" \
"final_color = mix(final_color, fade_color, darkness);\n"
#define GLSL_SOFTWARE_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 mix_color;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform int fog_mode;\n" \
"uniform float fog_density;\n" \
GLSL_INTERNAL_FOG_FUNCTION \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
GLSL_INTERNAL_FOG_MIX \
"vec4 base_color = texel * poly_color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
"}\0"
//
// Fog block shader (Taken from srb2 shader branch)
//
// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
//
#define GLSL_FOG_FRAGMENT_SHADER \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 base_color = gl_Color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"gl_FragColor = final_color;\n" \
"}\0"
//
// GLSL generic fragment shader
//
@ -636,9 +684,7 @@ static const char *fragment_shaders[] = {
GLSL_SOFTWARE_FRAGMENT_SHADER,
// Fog fragment shader
"void main(void) {\n"
"gl_FragColor = gl_Color;\n"
"}\0",
GLSL_FOG_FRAGMENT_SHADER,
// Sky fragment shader
"uniform sampler2D tex;\n"
@ -706,6 +752,7 @@ void SetupGLFunc4(void)
pglBindBuffer = GetGLFunc("glBindBuffer");
pglBufferData = GetGLFunc("glBufferData");
pglDeleteBuffers = GetGLFunc("glDeleteBuffers");
pglColorPointer = GetGLFunc("glColorPointer");
#ifdef GL_SHADERS
pglCreateShader = GetGLFunc("glCreateShader");
@ -735,11 +782,13 @@ void SetupGLFunc4(void)
}
// jimita
EXPORT void HWRAPI(LoadShaders) (void)
EXPORT boolean HWRAPI(LoadShaders) (void)
{
#ifdef GL_SHADERS
GLuint gl_vertShader, gl_fragShader;
GLint i, result;
if (!pglUseProgram) return false;
gl_customvertexshaders[0] = NULL;
gl_customfragmentshaders[0] = NULL;
@ -832,7 +881,8 @@ EXPORT void HWRAPI(LoadShaders) (void)
#define GETUNI(uniform) pglGetUniformLocation(shader->program, uniform);
// lighting
shader->uniforms[gluniform_mix_color] = GETUNI("mix_color");
shader->uniforms[gluniform_poly_color] = GETUNI("poly_color");
shader->uniforms[gluniform_tint_color] = GETUNI("tint_color");
shader->uniforms[gluniform_fade_color] = GETUNI("fade_color");
shader->uniforms[gluniform_lighting] = GETUNI("lighting");
@ -846,11 +896,13 @@ EXPORT void HWRAPI(LoadShaders) (void)
#undef GETUNI
}
#endif
return true;
}
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment)
{
#ifdef GL_SHADERS
if (!pglUseProgram) return;
if (number < 1 || number > MAXSHADERS)
I_Error("LoadCustomShader(): cannot load shader %d (max %d)", number, MAXSHADERS);
@ -900,6 +952,7 @@ EXPORT void HWRAPI(UnSetShader) (void)
gl_shadersenabled = false;
gl_currentshaderprogram = 0;
gl_shaderprogramchanged = true;// not sure if this is needed
if (!pglUseProgram) return;
pglUseProgram(0);
#endif
}
@ -1621,10 +1674,10 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
}
}
static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *fade)
static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade)
{
#ifdef GL_SHADERS
if (gl_shadersenabled)
if (gl_shadersenabled && pglUseProgram)
{
gl_shaderprogram_t *shader = &gl_shaderprograms[gl_currentshaderprogram];
if (shader->program)
@ -1680,7 +1733,9 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *f
function (uniform, a, b, c, d);
// polygon
UNIFORM_4(shader->uniforms[gluniform_mix_color], mix->red, mix->green, mix->blue, mix->alpha, pglUniform4f);
UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f);
UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f);
// 13062019
// Check for fog
@ -1710,9 +1765,7 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *f
else
pglUseProgram(0);
}
else
#endif
pglUseProgram(0);
}
// unfinished draw call batching
@ -1789,6 +1842,8 @@ static int comparePolygons(const void *p1, const void *p2)
diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
diff64 = poly1->surf.TintColor.rgba - poly2->surf.TintColor.rgba;
if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
diff64 = poly1->surf.FadeColor.rgba - poly2->surf.FadeColor.rgba;
if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
@ -1835,6 +1890,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
FSurfaceInfo currentSurfaceInfo;
GLRGBAFloat firstPoly = {0,0,0,0}; // may be misleading but this means first PolyColor
GLRGBAFloat firstTint = {0,0,0,0};
GLRGBAFloat firstFade = {0,0,0,0};
boolean needRebind = false;
@ -1896,6 +1952,11 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
firstPoly.alpha = byte2float[currentSurfaceInfo.PolyColor.s.alpha];
pglColor4ubv((GLubyte*)&currentSurfaceInfo.PolyColor.s);
}
// Tint color
firstTint.red = byte2float[currentSurfaceInfo.TintColor.s.red];
firstTint.green = byte2float[currentSurfaceInfo.TintColor.s.green];
firstTint.blue = byte2float[currentSurfaceInfo.TintColor.s.blue];
firstTint.alpha = byte2float[currentSurfaceInfo.TintColor.s.alpha];
// Fade color
firstFade.red = byte2float[currentSurfaceInfo.FadeColor.s.red];
firstFade.green = byte2float[currentSurfaceInfo.FadeColor.s.green];
@ -1903,7 +1964,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
firstFade.alpha = byte2float[currentSurfaceInfo.FadeColor.s.alpha];
if (gl_allowshaders)
load_shaders(&currentSurfaceInfo, &firstPoly, &firstFade);
load_shaders(&currentSurfaceInfo, &firstPoly, &firstTint, &firstFade);
if (currentPolyFlags & PF_NoTexture)
currentTexture = 0;
@ -2017,6 +2078,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
if (gl_allowshaders)
{
if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba ||
currentSurfaceInfo.TintColor.rgba != nextSurfaceInfo.TintColor.rgba ||
currentSurfaceInfo.FadeColor.rgba != nextSurfaceInfo.FadeColor.rgba ||
currentSurfaceInfo.LightInfo.light_level != nextSurfaceInfo.LightInfo.light_level)
{
@ -2065,6 +2127,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
if (changeShader)
{
GLRGBAFloat poly = {0,0,0,0};
GLRGBAFloat tint = {0,0,0,0};
GLRGBAFloat fade = {0,0,0,0};
gl_currentshaderprogram = nextShader;
gl_shaderprogramchanged = true;
@ -2076,13 +2139,18 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
poly.blue = byte2float[nextSurfaceInfo.PolyColor.s.blue];
poly.alpha = byte2float[nextSurfaceInfo.PolyColor.s.alpha];
}
// Tint color
tint.red = byte2float[nextSurfaceInfo.TintColor.s.red];
tint.green = byte2float[nextSurfaceInfo.TintColor.s.green];
tint.blue = byte2float[nextSurfaceInfo.TintColor.s.blue];
tint.alpha = byte2float[nextSurfaceInfo.TintColor.s.alpha];
// Fade color
fade.red = byte2float[nextSurfaceInfo.FadeColor.s.red];
fade.green = byte2float[nextSurfaceInfo.FadeColor.s.green];
fade.blue = byte2float[nextSurfaceInfo.FadeColor.s.blue];
fade.alpha = byte2float[nextSurfaceInfo.FadeColor.s.alpha];
load_shaders(&nextSurfaceInfo, &poly, &fade);
load_shaders(&nextSurfaceInfo, &poly, &tint, &fade);
currentShader = nextShader;
changeShader = false;
@ -2109,6 +2177,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
if (changeSurfaceInfo)
{
GLRGBAFloat poly = {0,0,0,0};
GLRGBAFloat tint = {0,0,0,0};
GLRGBAFloat fade = {0,0,0,0};
gl_shaderprogramchanged = false;
if (nextPolyFlags & PF_Modulated)
@ -2122,13 +2191,18 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
}
if (gl_allowshaders)
{
// Tint color
tint.red = byte2float[nextSurfaceInfo.TintColor.s.red];
tint.green = byte2float[nextSurfaceInfo.TintColor.s.green];
tint.blue = byte2float[nextSurfaceInfo.TintColor.s.blue];
tint.alpha = byte2float[nextSurfaceInfo.TintColor.s.alpha];
// Fade color
fade.red = byte2float[nextSurfaceInfo.FadeColor.s.red];
fade.green = byte2float[nextSurfaceInfo.FadeColor.s.green];
fade.blue = byte2float[nextSurfaceInfo.FadeColor.s.blue];
fade.alpha = byte2float[nextSurfaceInfo.FadeColor.s.alpha];
load_shaders(&nextSurfaceInfo, &poly, &fade);
load_shaders(&nextSurfaceInfo, &poly, &tint, &fade);
}
currentSurfaceInfo = nextSurfaceInfo;
changeSurfaceInfo = false;
@ -2194,7 +2268,8 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
}
else
{
static GLRGBAFloat mix = {0,0,0,0};
static GLRGBAFloat poly = {0,0,0,0};
static GLRGBAFloat tint = {0,0,0,0};
static GLRGBAFloat fade = {0,0,0,0};
SetBlend(PolyFlags); //TODO: inline (#pragma..)
@ -2205,14 +2280,20 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
// If Modulated, mix the surface colour to the texture
if (CurrentPolyFlags & PF_Modulated)
{
// Mix color
mix.red = byte2float[pSurf->PolyColor.s.red];
mix.green = byte2float[pSurf->PolyColor.s.green];
mix.blue = byte2float[pSurf->PolyColor.s.blue];
mix.alpha = byte2float[pSurf->PolyColor.s.alpha];
// Poly color
poly.red = byte2float[pSurf->PolyColor.s.red];
poly.green = byte2float[pSurf->PolyColor.s.green];
poly.blue = byte2float[pSurf->PolyColor.s.blue];
poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
}
// Tint color
tint.red = byte2float[pSurf->TintColor.s.red];
tint.green = byte2float[pSurf->TintColor.s.green];
tint.blue = byte2float[pSurf->TintColor.s.blue];
tint.alpha = byte2float[pSurf->TintColor.s.alpha];
// Fade color
fade.red = byte2float[pSurf->FadeColor.s.red];
@ -2221,7 +2302,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
}
load_shaders(pSurf, &mix, &fade);
load_shaders(pSurf, &poly, &tint, &fade);
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
@ -2238,6 +2319,260 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
}
}
// Sky dome code, taken/backported from SRB2
typedef struct vbo_vertex_s
{
float x, y, z;
float u, v;
unsigned char r, g, b, a;
} vbo_vertex_t;
typedef struct
{
int mode;
int vertexcount;
int vertexindex;
int use_texture;
} GLSkyLoopDef;
typedef struct
{
unsigned int id;
int rows, columns;
int loopcount;
GLSkyLoopDef *loops;
vbo_vertex_t *data;
} GLSkyVBO;
static const boolean gl_ext_arb_vertex_buffer_object = true;
#define NULL_VBO_VERTEX ((vbo_vertex_t*)NULL)
#define sky_vbo_x (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->x : &vbo->data[0].x)
#define sky_vbo_u (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->u : &vbo->data[0].u)
#define sky_vbo_r (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->r : &vbo->data[0].r)
// The texture offset to be applied to the texture coordinates in SkyVertex().
static int rows, columns;
static signed char yflip;
static int texw, texh;
static boolean foglayer;
static float delta = 0.0f;
static int gl_sky_detail = 16;
static INT32 lasttex = -1;
#define MAP_COEFF 128.0f
static void SkyVertex(vbo_vertex_t *vbo, int r, int c)
{
const float radians = (float)(M_PIl / 180.0f);
const float scale = 10000.0f;
const float maxSideAngle = 60.0f;
float topAngle = (c / (float)columns * 360.0f);
float sideAngle = (maxSideAngle * (rows - r) / rows);
float height = (float)(sin(sideAngle * radians));
float realRadius = (float)(scale * cos(sideAngle * radians));
float x = (float)(realRadius * cos(topAngle * radians));
float y = (!yflip) ? scale * height : -scale * height;
float z = (float)(realRadius * sin(topAngle * radians));
float timesRepeat = (4 * (256.0f / texw));
if (fpclassify(timesRepeat) == FP_ZERO)
timesRepeat = 1.0f;
if (!foglayer)
{
vbo->r = 255;
vbo->g = 255;
vbo->b = 255;
vbo->a = (r == 0 ? 0 : 255);
// And the texture coordinates.
//vbo->u = (-timesRepeat * c / (float)columns);
vbo->u = (timesRepeat * c / (float)columns);// TEST
if (!yflip) // Flipped Y is for the lower hemisphere.
vbo->v = (r / (float)rows) + 0.5f;
else
vbo->v = 1.0f + ((rows - r) / (float)rows) + 0.5f;
}
if (r != 4)
{
y += 300.0f;
}
// And finally the vertex.
vbo->x = x;
vbo->y = y + delta;
vbo->z = z;
}
static GLSkyVBO sky_vbo;
static void gld_BuildSky(int row_count, int col_count)
{
int c, r;
vbo_vertex_t *vertex_p;
int vertex_count = 2 * row_count * (col_count * 2 + 2) + col_count * 2;
GLSkyVBO *vbo = &sky_vbo;
if ((vbo->columns != col_count) || (vbo->rows != row_count))
{
free(vbo->loops);
free(vbo->data);
memset(vbo, 0, sizeof(&vbo));
}
if (!vbo->data)
{
memset(vbo, 0, sizeof(&vbo));
vbo->loops = malloc((row_count * 2 + 2) * sizeof(vbo->loops[0]));
// create vertex array
vbo->data = malloc(vertex_count * sizeof(vbo->data[0]));
}
vbo->columns = col_count;
vbo->rows = row_count;
vertex_p = &vbo->data[0];
vbo->loopcount = 0;
for (yflip = 0; yflip < 2; yflip++)
{
vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_FAN;
vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
vbo->loops[vbo->loopcount].vertexcount = col_count;
vbo->loops[vbo->loopcount].use_texture = false;
vbo->loopcount++;
delta = 0.0f;
foglayer = true;
for (c = 0; c < col_count; c++)
{
SkyVertex(vertex_p, 1, c);
vertex_p->r = 255;
vertex_p->g = 255;
vertex_p->b = 255;
vertex_p->a = 255;
vertex_p++;
}
foglayer = false;
delta = (yflip ? 5.0f : -5.0f) / MAP_COEFF;
for (r = 0; r < row_count; r++)
{
vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_STRIP;
vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
vbo->loops[vbo->loopcount].vertexcount = 2 * col_count + 2;
vbo->loops[vbo->loopcount].use_texture = true;
vbo->loopcount++;
for (c = 0; c <= col_count; c++)
{
SkyVertex(vertex_p++, r + (yflip ? 1 : 0), (c ? c : 0));
SkyVertex(vertex_p++, r + (yflip ? 0 : 1), (c ? c : 0));
}
}
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderDome(INT32 skytexture)
{
int i, j;
int vbosize;
GLSkyVBO *vbo = &sky_vbo;
rows = 4;
columns = 4 * gl_sky_detail;
vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
// Build the sky dome! Yes!
if (lasttex != skytexture)
{
// delete VBO when already exists
if (gl_ext_arb_vertex_buffer_object)
{
if (vbo->id)
pglDeleteBuffers(1, &vbo->id);
}
lasttex = skytexture;
gld_BuildSky(rows, columns);
if (gl_ext_arb_vertex_buffer_object)
{
// generate a new VBO and get the associated ID
pglGenBuffers(1, &vbo->id);
// bind VBO in order to use
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// upload data to VBO
pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
}
}
// bind VBO in order to use
if (gl_ext_arb_vertex_buffer_object)
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// activate and specify pointers to arrays
pglVertexPointer(3, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_u);
pglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vbo->data[0]), sky_vbo_r);
// activate color arrays
pglEnableClientState(GL_COLOR_ARRAY);
// set transforms
pglScalef(1.0f, (float)texh / 230.0f, 1.0f);
pglRotatef(270.0f, 0.0f, 1.0f, 0.0f);
for (j = 0; j < 2; j++)
{
for (i = 0; i < vbo->loopcount; i++)
{
GLSkyLoopDef *loop = &vbo->loops[i];
if (j == 0 ? loop->use_texture : !loop->use_texture)
continue;
pglDrawArrays(loop->mode, loop->vertexindex, loop->vertexcount);
}
}
pglScalef(1.0f, 1.0f, 1.0f);
pglColor4ubv(white);
// bind with 0, so, switch back to normal pointer operation
if (gl_ext_arb_vertex_buffer_object)
pglBindBuffer(GL_ARRAY_BUFFER, 0);
// deactivate color array
pglDisableClientState(GL_COLOR_ARRAY);
}
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform)
{
SetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
SetTransform(&transform);
texw = texture_width;
texh = texture_height;
RenderDome(tex);
SetBlend(0);
}
// ==========================================================================
//
// ==========================================================================
@ -2521,7 +2856,8 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface)
{
static GLRGBAFloat mix = {0,0,0,0};
static GLRGBAFloat poly = {0,0,0,0};
static GLRGBAFloat tint = {0,0,0,0};
static GLRGBAFloat fade = {0,0,0,0};
float pol = 0.0f;
@ -2550,24 +2886,29 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
pol = 0.0f;
}
mix.red = byte2float[Surface->PolyColor.s.red];
mix.green = byte2float[Surface->PolyColor.s.green];
mix.blue = byte2float[Surface->PolyColor.s.blue];
mix.alpha = byte2float[Surface->PolyColor.s.alpha];
poly.red = byte2float[Surface->PolyColor.s.red];
poly.green = byte2float[Surface->PolyColor.s.green];
poly.blue = byte2float[Surface->PolyColor.s.blue];
poly.alpha = byte2float[Surface->PolyColor.s.alpha];
if (mix.alpha < 1)
if (poly.alpha < 1)
SetBlend(PF_Translucent|PF_Modulated);
else
SetBlend(PF_Masked|PF_Modulated|PF_Occlude);
pglColor4ubv((GLubyte*)&Surface->PolyColor.s);
tint.red = byte2float[Surface->TintColor.s.red];
tint.green = byte2float[Surface->TintColor.s.green];
tint.blue = byte2float[Surface->TintColor.s.blue];
tint.alpha = byte2float[Surface->TintColor.s.alpha];
fade.red = byte2float[Surface->FadeColor.s.red];
fade.green = byte2float[Surface->FadeColor.s.green];
fade.blue = byte2float[Surface->FadeColor.s.blue];
fade.alpha = byte2float[Surface->FadeColor.s.alpha];
load_shaders(Surface, &mix, &fade);
load_shaders(Surface, &poly, &tint, &fade);
pglEnable(GL_CULL_FACE);
pglEnable(GL_NORMALIZE);

View file

@ -100,6 +100,8 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(MakeScreenTexture);
GETFUNC(MakeScreenFinalTexture);
GETFUNC(DrawScreenFinalTexture);
GETFUNC(RenderSkyDome);
GETFUNC(LoadShaders);
GETFUNC(KillShaders);

View file

@ -1870,6 +1870,8 @@ void I_StartupGraphics(void)
HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL);
HWD.pfnLoadShaders = hwSym("LoadShaders",NULL);
HWD.pfnKillShaders = hwSym("KillShaders",NULL);