- route everything through the full backend, now completely bypassing the intermediate GLInstance layer.

This commit is contained in:
Christoph Oelckers 2021-03-18 17:18:03 +01:00
parent 4cf2493cfd
commit 547ed4e415
12 changed files with 78 additions and 102 deletions

View file

@ -981,8 +981,8 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
else
{
vec3_t pos = { daposx, daposy, daposz };
if (!testnewinterface) render_drawrooms_(pos, globalcursectnum, daang, dahoriz, rollang, r_fov, false, false);
else render_drawrooms(pos, globalcursectnum, daang, dahoriz, rollang, false, false);
//if (!testnewinterface) render_drawrooms_(pos, globalcursectnum, daang, dahoriz, rollang, r_fov, false, false);
/*else*/ render_drawrooms(pos, globalcursectnum, daang, dahoriz, rollang, false, false);
}
return inpreparemirror;

View file

@ -190,7 +190,6 @@ int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr)
GLInterface.SetDepthFunc(DF_Less);
}
GLInterface.SetIdentityMatrix(Matrix_Model);
GLInterface.SetFadeDisable(false);
return 1;
}

View file

@ -60,6 +60,10 @@ EXTERN_CVAR(Bool, cl_capfps)
bool NoInterpolateView;
PalEntry GlobalMapFog;
float GlobalFogDensity;
#if 0
void CollectLights(FLevelLocals* Level)
{
@ -267,7 +271,6 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, bool mirror, bool planemirror)
{
int retsec = 0;
auto RenderState = screen->RenderState();
RenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
@ -311,7 +314,7 @@ void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q
// now render the main view
float fovratio;
float ratio = ActiveRatio(windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y);
float ratio = ActiveRatio(windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y + 1);
if (ratio >= 1.33f)
{
fovratio = 1.33f;

View file

@ -47,7 +47,7 @@
//
//==========================================================================
void BunchDrawer::Init(FDrawInfo *_di, Clipper* c, vec2_t& view)
void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view)
{
di = _di;
clipper = c;
@ -230,7 +230,7 @@ void BunchDrawer::ProcessBunch(int bnch)
HWWall hwwall;
//Printf("Rendering wall %d\n", i);
hwwall.Process(nullptr, &wall[i], &sector[bunch->sectnum], wall[i].nextsector<0? nullptr : &sector[wall[i].nextsector]);
hwwall.Process(di, &wall[i], &sector[bunch->sectnum], wall[i].nextsector<0? nullptr : &sector[wall[i].nextsector]);
rendered_lines++;
SetupWall.Unclock();

View file

@ -3,7 +3,7 @@
#include "tarray.h"
#include "basics.h"
class FDrawInfo;
struct HWDrawInfo;
class Clipper;
struct FBunch
@ -17,7 +17,7 @@ struct FBunch
class BunchDrawer
{
FDrawInfo *di;
HWDrawInfo *di;
Clipper *clipper;
int LastBunch;
int StartTime;
@ -49,6 +49,6 @@ private:
void ProcessSector(int sectnum);
public:
void Init(FDrawInfo* _di, Clipper* c, vec2_t& view);
void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view);
void RenderScene(int viewsector);
};

View file

@ -38,6 +38,7 @@
#include "hw_vrmodes.h"
#include "hw_clipper.h"
#include "v_draw.h"
#include "gamecvars.h"
EXTERN_CVAR(Float, r_visibility)
CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
@ -136,7 +137,7 @@ void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uni
VPUniforms.mViewMatrix.loadIdentity();
VPUniforms.mNormalViewMatrix.loadIdentity();
//VPUniforms.mViewHeight = viewheight;
VPUniforms.mGlobVis = 1 / 64.f;
VPUniforms.mGlobVis = (2 / 65536.f) * g_visibility / r_ambientlight;
VPUniforms.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | (5 << 16);
VPUniforms.mClipLine.X = -10000000.0f;
@ -184,15 +185,9 @@ HWDrawInfo *HWDrawInfo::EndDrawInfo()
void HWDrawInfo::ClearBuffers()
{
HandledSubsectors.Clear();
spriteindex = 0;
sector_renderflags.Resize(numsectors);
memset(&sector_renderflags[0], 0, numsectors * sizeof(sector_renderflags[0]));
Decals[0].Clear();
Decals[1].Clear();
mClipPortal = nullptr;
mCurrentPortal = nullptr;
}
@ -312,7 +307,9 @@ void HWDrawInfo::CreateScene()
screen->mVertexData->Map();
screen->mLights->Map();
//RenderBSP(Level->HeadNode(), drawpsprites);
vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
mDrawer.Init(this, mClipper, view);
mDrawer.RenderScene(vp.SectNum);
// And now the crappy hacks that have to be done to avoid rendering anomalies.
// These cannot be multithreaded when the time comes because all these depend

View file

@ -105,10 +105,6 @@ struct HWDrawInfo
TArray<HWPortal *> Portals;
TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
TArray<sectortype *> HandledSubsectors;
TArray<uint8_t> sector_renderflags;
// This is needed by the BSP traverser.
fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
bool multithread;
@ -128,12 +124,6 @@ private:
//void RenderThings(sectortype * sub, sectortype * sector);
//void RenderParticles(sectortype *sub, sectortype *front);
void SetColor(FRenderState &state, int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
void SetFog(FRenderState &state, int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
void SetShaderLight(FRenderState &state, float level, float olight);
int CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor);
PalEntry CalcLightColor(int light, PalEntry pe, int blendfactor);
float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
bool CheckFog(sectortype *frontsector, sectortype *backsector);
public:
void SetCameraPos(const DVector3 &pos)

View file

@ -40,7 +40,6 @@ EXTERN_CVAR(Bool, gl_seamless)
void HWDrawInfo::AddWall(HWWall *wall)
{
#if 0
if (wall->flags & HWWall::HWF_TRANSLUCENT)
{
auto newwall = drawlists[GLDL_TRANSLUCENT].NewWall();
@ -48,7 +47,7 @@ void HWDrawInfo::AddWall(HWWall *wall)
}
else
{
bool masked = HWWall::passflag[wall->type] == 1 ? false : (wall->texture && wall->texture->isMasked());
bool masked = wall->type != RENDERWALL_M2S ? false : (wall->texture && wall->texture->isMasked());
int list;
if (wall->flags & HWWall::HWF_SKYHACK && wall->type == RENDERWALL_M2S)
@ -62,7 +61,6 @@ void HWDrawInfo::AddWall(HWWall *wall)
auto newwall = drawlists[list].NewWall();
*newwall = *wall;
}
#endif
}
//==========================================================================

View file

@ -154,7 +154,9 @@ public:
float ViewDistance;
float visibility;
short shade, palette, floorpal;
short shade, palette;
PalEntry fade;
uint16_t flags;
uint8_t type;

View file

@ -26,8 +26,7 @@
#include "hw_cvars.h"
#include "hw_clock.h"
//#include "hw_lighting.h"
//#include "hwrenderer/scene/hw_drawinfo.h"
//#include "hwrenderer/scene/hw_drawstructs.h"
#include "hw_drawinfo.h"
//#include "hwrenderer/scene/hw_portal.h"
#include "hw_lightbuffer.h"
#include "hw_renderstate.h"
@ -40,6 +39,8 @@
#include "flatvertices.h"
#include "glbackend/glbackend.h"
extern PalEntry GlobalMapFog;
extern float GlobalFogDensity;
//==========================================================================
//
@ -171,11 +172,9 @@ void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
{
#if 0
int tmode = state.GetTextureMode();
state.SetMaterial(texture, UF_Texture, 0, flags & 3, 0, -1);
//int tmode = state.GetTextureMode();
state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
int32_t size = xs_CRoundToInt(texture->GetDisplayHeight());
int32_t size2;
@ -188,13 +187,48 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
state.SetNpotEmulation((1.f * size2) / size, xOffset);
}
float absalpha = fabsf(alpha);
if (type != RENDERWALL_M2SNF) di->SetFog(state, lightlevel, rel, di->isFullbrightScene(), &Colormap, RenderStyle == STYLE_Add);
di->SetColor(state, lightlevel, rel, di->isFullbrightScene(), Colormap, absalpha);
// Fog must be done before the texture so that the texture selector can override it.
bool foggy = (GlobalMapFog || (fade & 0xffffff));
auto ShadeDiv = lookups.tables[palette].ShadeFactor;
// Disable brightmaps if non-black fog is used.
if (ShadeDiv >= 1 / 1000.f && foggy)
{
state.EnableFog(1);
float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density);
state.SetSoftLightLevel(255);
state.SetLightParms(128.f, 1 / 1000.f);
}
else
{
state.EnableFog(0);
state.SetFog(0, 0);
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255);
state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
}
// The shade rgb from the tint is ignored here.
state.SetColor(PalEntry(255, globalr, globalg, globalb));
int h = texture->GetTexelHeight();
int h2 = 1 << sizeToBits(h);
if (h2 < h) h2 *= 2;
if (h != h2)
{
float xOffset = 1.f / texture->GetTexelWidth();
state.SetNpotEmulation(float(h2) / h, xOffset);
}
else
{
state.SetNpotEmulation(0.f, 0.f);
}
RenderWall(di, state, rflags);
state.SetNpotEmulation(0.f, 0.f);
/* none of these functions is in use.
state.SetObjectColor(0xffffffff);
state.SetObjectColor2(0);
state.SetAddColor(0);
@ -202,7 +236,7 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
state.EnableGlow(false);
state.EnableGradient(false);
state.ApplyTextureManipulation(nullptr);
#endif
*/
}
//==========================================================================
@ -229,16 +263,16 @@ void HWWall::RenderTranslucentWall(HWDrawInfo *di, FRenderState &state)
//==========================================================================
void HWWall::DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent)
{
/*
if (screen->BuffersArePersistent())
{
/*
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
{
SetupLights(di, lightdata);
}
*/
MakeVertices(di, !!(flags & HWWall::HWF_TRANSLUCENT));
}
*/
state.SetNormal(glseg.Normal());
if (!translucent)
@ -379,16 +413,18 @@ void HWWall::PutWall(HWDrawInfo *di, bool translucent)
//ViewDistance = (di->Viewpoint.Pos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared();
}
/*
if (!screen->BuffersArePersistent())
{
/*
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
{
SetupLights(di, lightdata);
}
*/
MakeVertices(di, translucent);
}
/*
bool hasDecals = type != RENDERWALL_M2S && seg->sidedef->AttachedDecals;
if (hasDecals)
{
@ -404,56 +440,7 @@ void HWWall::PutWall(HWDrawInfo *di, bool translucent)
}
*/
#if 0
di->AddWall(this);
#else
// route it through the GLInterface for now for easier testing
int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetFade(globalfloorpal);
GLInterface.SetTexture(texture, TRANSLATION(Translation_Remap + curbasepal, palette), 0);
GLInterface.SetShade(shade, numshades);
int h = texture->GetTexelHeight();
int h2 = 1 << sizeToBits(h);
if (h2 < h) h2 *= 2;
if (h != h2)
{
float xOffset = 1.f / texture->GetTexelWidth();
GLInterface.SetNpotEmulation(float(h2) / h, xOffset);
}
else
{
GLInterface.SetNpotEmulation(0.f, 0.f);
}
GLInterface.SetTextureMode(TM_OPAQUE);
GLInterface.SetVisibility(visibility);
// The shade rgb from the tint is ignored here.
float pc[4];
pc[0] = (float)globalr * (1.f / 255.f);
pc[1] = (float)globalg * (1.f / 255.f);
pc[2] = (float)globalb * (1.f / 255.f);
pc[3] = alpha;
GLInterface.SetColor(pc[0], pc[1], pc[2], pc[3]);
auto data = screen->mVertexData->AllocVertices(4);
auto vt = data.first;
vt[0].SetTexCoord(tcs[LOLFT].u, tcs[LOLFT].v);
vt[0].SetVertex(glseg.x1, zbottom[0], glseg.y1);
vt[1].SetTexCoord(tcs[UPLFT].u, tcs[UPLFT].v);
vt[1].SetVertex(glseg.x1, ztop[0], glseg.y1);
vt[2].SetTexCoord(tcs[UPRGT].u, tcs[UPRGT].v);
vt[2].SetVertex(glseg.x2, ztop[1], glseg.y2);
vt[3].SetTexCoord(tcs[LORGT].u, tcs[LORGT].v);
vt[3].SetVertex(glseg.x2, zbottom[1], glseg.y2);
GLInterface.Draw(DT_TriangleFan, data.second, 4);
GLInterface.SetNpotEmulation(0.f, 0.f);
GLInterface.SetTextureMode(TM_NORMAL);
#endif
// make sure that following parts of the same linedef do not get this one's vertex and lighting info.
vertcount = 0;
dynlightindex = -1;
@ -1000,7 +987,7 @@ void HWWall::Process(HWDrawInfo *di, walltype *wal, sectortype* frontsector, sec
dynlightindex = -1;
shade = wal->shade;
palette = wal->pal;
floorpal = frontsector->floorpal;
fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
visibility = sectorVisibility(frontsector);
alpha = 1.0f;

View file

@ -34,6 +34,10 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
#include "dukeactor.h"
#include "interpolate.h"
// temporary hack to pass along RRRA's global fog. Needs to be done better later.
extern PalEntry GlobalMapFog;
extern float GlobalFogDensity;
BEGIN_DUKE_NS
@ -491,6 +495,8 @@ void displayrooms(int snum, double smoothratio)
sect = p->cursectnum;
if (sect < 0 || sect >= MAXSECTORS) return;
GlobalMapFog = fogactive ? 0x999999 : 0;
GlobalFogDensity = fogactive ? 350.f : 0.f;
GLInterface.SetMapFog(fogactive != 0);
DoInterpolations(smoothratio / 65536.);

View file

@ -287,12 +287,6 @@ public:
renderState.NPOTEmulation.X = xOffset;
}
void SetFadeDisable(bool yes)
{
if (yes) renderState.Flags |= RF_FogDisabled;
else renderState.Flags &= ~RF_FogDisabled;
}
// Hack...
bool useMapFog = false;