- implement plotter as a shader

This commit is contained in:
Magnus Norddahl 2019-08-20 11:00:24 +02:00
parent e5500f7190
commit 4c0e6e8fcc
12 changed files with 164 additions and 289 deletions

View file

@ -24,7 +24,7 @@ using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.Rendering
{
internal unsafe sealed class Plotter : IDisposable
internal sealed class Plotter : IDisposable
{
public Plotter(int width, int height)
{
@ -42,255 +42,133 @@ namespace CodeImp.DoomBuilder.Rendering
public void DrawContents(RenderDevice graphics)
{
if (clear == false && commands.Count == 0)
if (clear == false && vertices.Count == 0)
return;
pixels = (PixelColor*)graphics.LockTexture(Texture).ToPointer();
var projmat = Matrix.Scaling(2.0f / this.Texture.Width, 2.0f / this.Texture.Height, 1.0f) * Matrix.Translation(-1.0f, -1.0f, 0.0f);
if (clear)
General.ZeroMemory(new IntPtr(pixels), Width * Height * sizeof(PixelColor));
graphics.StartRendering(clear, new Color4(0), this.Texture, false);
graphics.SetShader(ShaderName.plotter);
graphics.SetUniform(UniformName.transformsettings, projmat);
graphics.SetAlphaBlendEnable(true);
graphics.SetBlendOperation(BlendOperation.Add);
graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Count / 3, vertices.ToArray());
graphics.SetAlphaBlendEnable(false);
graphics.FinishRendering();
foreach (var command in commands)
{
command();
}
commands.Clear();
clear = false;
graphics.UnlockTexture(Texture);
vertices.Clear();
}
// This clears all pixels black
public void Clear()
{
clear = true;
commands.Clear();
}
void DrawLine(int x0, int y0, int x1, int y1, int c, bool dotted = false)
{
var v = new FlatVertex();
v.c = c;
// This draws a pixel normally
public void DrawVertexSolid(int x, int y, int size, PixelColor c, PixelColor l, PixelColor d)
{
commands.Add(() =>
float nx, ny, len;
if (x0 == x1)
{
int width = Width;
int height = Height;
int x1 = x - size;
int x2 = x + size;
int y1 = y - size;
int y2 = y + size;
// Do unchecked?
if ((x1 >= 0) && (x2 < width) && (y1 >= 0) && (y2 < height))
{
// Filled square
for (int yp = y1; yp <= y2; yp++)
for (int xp = x1; xp <= x2; xp++)
pixels[yp * width + xp] = c;
// Vertical edges
for (int yp = y1 + 1; yp <= y2 - 1; yp++)
{
pixels[yp * width + x1] = l;
pixels[yp * width + x2] = d;
}
// Horizontal edges
for (int xp = x1 + 1; xp <= x2 - 1; xp++)
{
pixels[y1 * width + xp] = l;
pixels[y2 * width + xp] = d;
}
// Corners
pixels[y2 * width + x2] = d;
pixels[y1 * width + x1] = l;
}
});
}
// This draws a dotted grid line horizontally
public void DrawGridLineH(int y, int x1, int x2, PixelColor c)
{
commands.Add(() =>
nx = 1.0f;
ny = 0.0f;
len = y1 - y0;
}
else if (y0 == y1)
{
int width = Width;
int height = Height;
int numpixels = width >> 1;
int offset = y & 0x01;
int ywidth = y * width;
x1 = General.Clamp(x1 >> 1, 0, numpixels - 1);
x2 = General.Clamp(x2 >> 1, 0, numpixels - 1);
if ((y >= 0) && (y < height))
{
// Draw all pixels on this line
for (int i = x1; i < x2; i++) pixels[ywidth + ((i << 1) | offset)] = c;
}
});
}
// This draws a dotted grid line vertically
public void DrawGridLineV(int x, int y1, int y2, PixelColor c)
{
commands.Add(() =>
nx = 0.0f;
ny = 1.0f;
len = x1 - x0;
}
else
{
int width = Width;
int height = Height;
int numpixels = height >> 1;
int offset = x & 0x01;
y1 = General.Clamp(y1 >> 1, 0, numpixels - 1);
y2 = General.Clamp(y2 >> 1, 0, numpixels - 1);
nx = (float)(y1 - y0);
ny = (float)-(x1 - x0);
len = (float)Math.Sqrt(nx * nx + ny * ny);
nx /= len;
ny /= len;
}
if ((x >= 0) && (x < width))
{
// Draw all pixels on this line
for (int i = y1; i < y2; i++) pixels[((i << 1) | offset) * width + x] = c;
}
});
}
float dx = -ny * 0.5f;
float dy = nx * 0.5f;
// This draws a line normally
// See: http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
public void DrawLineSolid(int x1, int y1, int x2, int y2, PixelColor c, uint mask = 0xffffffff)
{
commands.Add(() =>
float xx0 = x0 + 0.5f - dx;
float yy0 = y0 + 0.5f - dy;
float xx1 = x1 + 0.5f + dx;
float yy1 = y1 + 0.5f + dy;
float start, end;
if (!dotted)
{
start = 0.5f;
end = 0.5f;
}
else
{
start = -0.5f;
end = len + 0.5f;
}
int width = Width;
int height = Height;
float lineextent = 3.0f; // line width in shader + 1
nx *= lineextent;
ny *= lineextent;
// Check if the line is outside the screen for sure.
// This is quickly done by checking in which area both points are. When this
// is above, below, right or left of the screen, then skip drawing the line.
if (((x1 < 0) && (x2 < 0)) ||
((x1 > width) && (x2 > width)) ||
((y1 < 0) && (y2 < 0)) ||
((y1 > height) && (y2 > height))) return;
v.u = start; v.v = -lineextent; v.x = xx0 - nx; v.y = yy0 - ny; vertices.Add(v);
v.u = start; v.v = lineextent; v.x = xx0 + nx; v.y = yy0 + ny; vertices.Add(v);
v.u = end; v.v = lineextent; v.x = xx1 + nx; v.y = yy1 + ny; vertices.Add(v);
vertices.Add(v);
v.u = end; v.v = -lineextent; v.x = xx1 - nx; v.y = yy1 - ny; vertices.Add(v);
v.u = start; v.v = -lineextent; v.x = xx0 - nx; v.y = yy0 - ny; vertices.Add(v);
}
// Distance of the line
int dx = x2 - x1;
int dy = y2 - y1;
void FillBox(int x0, int y0, int x1, int y1, int c)
{
var v = new FlatVertex();
v.c = c;
v.u = 0.5f;
v.v = 0.0f;
// Positive (absolute) distance
int dxabs = Math.Abs(dx);
int dyabs = Math.Abs(dy);
v.x = x0; v.y = y0; vertices.Add(v);
v.x = x1; v.y = y0; vertices.Add(v);
v.x = x1; v.y = y1; vertices.Add(v);
vertices.Add(v);
v.x = x0; v.y = y1; vertices.Add(v);
v.x = x0; v.y = y0; vertices.Add(v);
}
// Half distance
int x = dyabs >> 1;
int y = dxabs >> 1;
public void DrawVertexSolid(int x, int y, int size, PixelColor c, PixelColor l, PixelColor d)
{
int x0 = x - size;
int x1 = x + size;
int y0 = y - size;
int y1 = y + size;
// Direction
int sdx = Math.Sign(dx);
int sdy = Math.Sign(dy);
int lightcolor = l.ToInt();
int darkcolor = d.ToInt();
int centercolor = c.ToInt();
DrawLine(x1, y1, x0, y1, darkcolor);
DrawLine(x1, y1, x1, y0, darkcolor);
DrawLine(x0, y0, x1, y0, lightcolor);
DrawLine(x0, y0, x0, y1, lightcolor);
FillBox(x0 + 1, y0 + 1, x1, y1, centercolor);
}
// Start position
int px = x1;
int py = y1;
public void DrawGridLineH(int y, int x1, int x2, PixelColor c)
{
DrawLine(x1, y, x2, y, c.ToInt());
}
// When the line is completely inside screen,
// then do an unchecked draw, because all of its pixels are
// guaranteed to be within the memory range
if ((x1 >= 0) && (x2 >= 0) && (x1 < width) && (x2 < width) &&
(y1 >= 0) && (y2 >= 0) && (y1 < height) && (y2 < height))
{
// Draw first pixel
pixels[py * width + px] = c;
public void DrawGridLineV(int x, int y1, int y2, PixelColor c)
{
DrawLine(x, y1, x, y2, c.ToInt());
}
// Check if the line is more horizontal than vertical
if (dxabs >= dyabs)
{
for (int i = 0; i < dxabs; i++)
{
y += dyabs;
if (y >= dxabs)
{
y -= dxabs;
py += sdy;
}
px += sdx;
public void DrawLineSolid(int x1, int y1, int x2, int y2, PixelColor c, bool dotted = false)
{
DrawLine(x1, y1, x2, y2, c.ToInt(), true);
}
// Draw pixel
if ((mask & (1 << (i & 0x7))) != 0)
{
pixels[py * width + px] = c;
}
}
}
// Else the line is more vertical than horizontal
else
{
for (int i = 0; i < dyabs; i++)
{
x += dxabs;
if (x >= dyabs)
{
x -= dyabs;
px += sdx;
}
py += sdy;
// Draw pixel
if ((mask & (1 << (i & 0x7))) != 0)
{
pixels[py * width + px] = c;
}
}
}
}
else
{
// Draw first pixel
if ((px >= 0) && (px < width) && (py >= 0) && (py < height))
pixels[py * width + px] = c;
// Check if the line is more horizontal than vertical
if (dxabs >= dyabs)
{
for (int i = 0; i < dxabs; i++)
{
y += dyabs;
if (y >= dxabs)
{
y -= dxabs;
py += sdy;
}
px += sdx;
// Draw pixel
if ((mask & (1 << (i & 0x7))) != 0)
{
if ((px >= 0) && (px < width) && (py >= 0) && (py < height))
pixels[py * width + px] = c;
}
}
}
// Else the line is more vertical than horizontal
else
{
for (int i = 0; i < dyabs; i++)
{
x += dxabs;
if (x >= dyabs)
{
x -= dyabs;
px += sdx;
}
py += sdy;
// Draw pixel
if ((mask & (1 << (i & 0x7))) != 0)
{
if ((px >= 0) && (px < width) && (py >= 0) && (py < height))
pixels[py * width + px] = c;
}
}
}
}
});
}
public void DrawLine3DFloor(Vector2D start, Vector2D end, PixelColor c, PixelColor c2)
public void DrawLine3DFloor(Vector2D start, Vector2D end, PixelColor c, PixelColor c2)
{
Vector2D delta = end - start;
float length = delta.GetLength();
@ -313,14 +191,19 @@ namespace CodeImp.DoomBuilder.Rendering
}
}
// This clears all pixels black
public void Clear()
{
clear = true;
}
public void Dispose()
{
if (Texture != null) Texture.Dispose();
}
PixelColor* pixels;
bool clear = true;
List<Action> commands = new List<Action>();
List<FlatVertex> vertices = new List<FlatVertex>();
const int DASH_INTERVAL = 16;
}

View file

@ -313,16 +313,6 @@ namespace CodeImp.DoomBuilder.Rendering
bitmap.UnlockBits(bmpdata);
}
internal IntPtr LockTexture(Texture texture)
{
return RenderDevice_LockTexture(Handle, texture.Handle);
}
public void UnlockTexture(Texture texture)
{
RenderDevice_UnlockTexture(Handle, texture.Handle);
}
internal void RegisterResource(IRenderResource res)
{
}
@ -471,12 +461,6 @@ namespace CodeImp.DoomBuilder.Rendering
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern void RenderDevice_SetCubePixels(IntPtr handle, IntPtr texture, CubeMapFace face, IntPtr data);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern IntPtr RenderDevice_LockTexture(IntPtr handle, IntPtr texture);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern void RenderDevice_UnlockTexture(IntPtr handle, IntPtr texture);
//mxd. Anisotropic filtering steps
public static readonly List<float> AF_STEPS = new List<float> { 1.0f, 2.0f, 4.0f, 8.0f, 16.0f };
@ -518,6 +502,7 @@ namespace CodeImp.DoomBuilder.Rendering
things2d_thing,
things2d_sprite,
things2d_fill,
plotter,
world3d_main,
world3d_fullbright,
world3d_main_highlight,

View file

@ -842,8 +842,6 @@ namespace CodeImp.DoomBuilder.Rendering
// This renders the grid with a transform applied
private void RenderGridTransformed(float size, float angle, float originx, float originy, PixelColor c, Plotter gridplotter)
{
const int mask = 0x55555555; // dotted line mask
//mxd. Increase rendered grid size if needed
if(!General.Settings.DynamicGridSize && size * scale <= 6f)
do { size *= 2; } while(size * scale <= 6f);
@ -907,19 +905,19 @@ namespace CodeImp.DoomBuilder.Rendering
if (xminintersect)
{
gridplotter.DrawLineSolid((int)xminplotline.v1.x, (int)xminplotline.v1.y, (int)xminplotline.v2.x, (int)xminplotline.v2.y, c, mask);
gridplotter.DrawLineSolid((int)xminplotline.v1.x, (int)xminplotline.v1.y, (int)xminplotline.v2.x, (int)xminplotline.v2.y, c, true);
}
if (xmaxintersect)
{
gridplotter.DrawLineSolid((int)xmaxplotline.v1.x, (int)xmaxplotline.v1.y, (int)xmaxplotline.v2.x, (int)xmaxplotline.v2.y, c, mask);
gridplotter.DrawLineSolid((int)xmaxplotline.v1.x, (int)xmaxplotline.v1.y, (int)xmaxplotline.v2.x, (int)xmaxplotline.v2.y, c, true);
}
if (yminintersect)
{
gridplotter.DrawLineSolid((int)yminplotline.v1.x, (int)yminplotline.v1.y, (int)yminplotline.v2.x, (int)yminplotline.v2.y, c, mask);
gridplotter.DrawLineSolid((int)yminplotline.v1.x, (int)yminplotline.v1.y, (int)yminplotline.v2.x, (int)yminplotline.v2.y, c, true);
}
if (ymaxintersect)
{
gridplotter.DrawLineSolid((int)ymaxplotline.v1.x, (int)ymaxplotline.v1.y, (int)ymaxplotline.v2.x, (int)ymaxplotline.v2.y, c, mask);
gridplotter.DrawLineSolid((int)ymaxplotline.v1.x, (int)ymaxplotline.v1.y, (int)ymaxplotline.v2.x, (int)ymaxplotline.v2.y, c, true);
}
num++;

View file

@ -224,6 +224,7 @@
<ClInclude Include="Shader.h" />
<ClInclude Include="ShaderDisplay2D.h" />
<ClInclude Include="ShaderManager.h" />
<ClInclude Include="ShaderPlotter.h" />
<ClInclude Include="ShaderThings2D.h" />
<ClInclude Include="ShaderWorld3D.h" />
<ClInclude Include="Texture.h" />

View file

@ -33,6 +33,7 @@
<ClInclude Include="ShaderManager.h" />
<ClInclude Include="ShaderDisplay2D.h" />
<ClInclude Include="RawMouse.h" />
<ClInclude Include="ShaderPlotter.h" />
</ItemGroup>
<ItemGroup>
<None Include="exports.def" />

View file

@ -334,17 +334,6 @@ void RenderDevice::SetCubePixels(Texture* texture, CubeMapFace face, const void*
InvalidateTexture(texture);
}
void* RenderDevice::LockTexture(Texture* texture)
{
return texture->Lock();
}
void RenderDevice::UnlockTexture(Texture* texture)
{
texture->Unlock();
InvalidateTexture(texture);
}
void RenderDevice::InvalidateTexture(Texture* texture)
{
if (texture->IsTextureCreated())
@ -722,13 +711,3 @@ void RenderDevice_SetCubePixels(RenderDevice* device, Texture* texture, CubeMapF
{
device->SetCubePixels(texture, face, data);
}
void* RenderDevice_LockTexture(RenderDevice* device, Texture* texture)
{
return device->LockTexture(texture);
}
void RenderDevice_UnlockTexture(RenderDevice* device, Texture* texture)
{
device->UnlockTexture(texture);
}

View file

@ -27,6 +27,7 @@ enum class ShaderName
things2d_thing,
things2d_sprite,
things2d_fill,
plotter,
world3d_main,
world3d_fullbright,
world3d_main_highlight,
@ -113,8 +114,6 @@ public:
void SetPixels(Texture* texture, const void* data);
void SetCubePixels(Texture* texture, CubeMapFace face, const void* data);
void* LockTexture(Texture* texture);
void UnlockTexture(Texture* texture);
void InvalidateTexture(Texture* texture);

View file

@ -4,6 +4,7 @@
#include "ShaderDisplay2D.h"
#include "ShaderThings2D.h"
#include "ShaderWorld3D.h"
#include "ShaderPlotter.h"
#include <stdexcept>
struct ShaderPair { const char* vs; const char* ps; };
@ -15,6 +16,7 @@ static const ShaderPair ShaderSources[(int)ShaderName::count] = {
{ things2D_vs, things2D_ps_thing },
{ things2D_vs, things2D_ps_sprite },
{ things2D_vs, things2D_ps_fill },
{ plotter_vs, plotter_ps },
{ world3D_vs_main, world3D_ps_main },
{ world3D_vs_main, world3D_ps_fullbright },
{ world3D_vs_main, world3D_ps_main_highlight },

View file

@ -0,0 +1,42 @@
#pragma once
static const char* plotter_vs = R"(
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
out vec4 Color;
out vec2 UV;
uniform mat4 transformsettings;
void main()
{
gl_Position = transformsettings * vec4(AttrPosition, 1.0f);
Color = AttrColor;
UV = AttrUV;
}
)";
const char* plotter_ps = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
void main()
{
// line stipple
int visible = int(UV.x) & 1;
if (visible == 1)
discard;
// line smoothing
float linewidth = 2.0;
float falloff = 1.5; //1.5..2.5
float centerdist = abs(UV.y);
float a = pow(clamp((linewidth - centerdist) / linewidth, 0.0, 1.0), falloff);
FragColor = vec4(Color.rgb, Color.a * a);
}
)";

View file

@ -38,16 +38,6 @@ void Texture::SetCubePixels(CubeMapFace face, const void* data)
memcpy(mPixels[(int)face].data(), data, sizeof(uint32_t) * mWidth * mHeight);
}
void* Texture::Lock()
{
mPixels[0].resize(mWidth * (size_t)mHeight);
return mPixels[0].data();
}
void Texture::Unlock()
{
}
void Texture::Invalidate()
{
if (mDepthRenderbuffer) glDeleteRenderbuffers(1, &mDepthRenderbuffer);

View file

@ -22,9 +22,6 @@ public:
void SetPixels(const void* data);
void SetCubePixels(CubeMapFace face, const void* data);
void* Lock();
void Unlock();
bool IsCubeTexture() const { return mCubeTexture; }
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }

View file

@ -33,8 +33,6 @@ EXPORTS
RenderDevice_SetIndexBufferData
RenderDevice_SetPixels
RenderDevice_SetCubePixels
RenderDevice_LockTexture
RenderDevice_UnlockTexture
VertexBuffer_New
VertexBuffer_Delete
IndexBuffer_New