raze/source/common/rendering/polyrenderer/drawers/poly_triangle.cpp
Christoph Oelckers b7c7328cdd - backend update fromGZDoom.
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
2021-11-21 10:19:52 +01:00

469 lines
14 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stddef.h>
#include "filesystem.h"
#include "v_video.h"
#include "model.h"
#include "poly_triangle.h"
#include "poly_thread.h"
#include "screen_triangle.h"
/////////////////////////////////////////////////////////////////////////////
class PolyDrawerCommand : public DrawerCommand
{
public:
};
class PolySetDepthClampCommand : public PolyDrawerCommand
{
public:
PolySetDepthClampCommand(bool on) : on(on) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetDepthClamp(on); }
private:
bool on;
};
class PolySetDepthMaskCommand : public PolyDrawerCommand
{
public:
PolySetDepthMaskCommand(bool on) : on(on) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetDepthMask(on); }
private:
bool on;
};
class PolySetDepthFuncCommand : public PolyDrawerCommand
{
public:
PolySetDepthFuncCommand(int func) : func(func) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetDepthFunc(func); }
private:
int func;
};
class PolySetDepthRangeCommand : public PolyDrawerCommand
{
public:
PolySetDepthRangeCommand(float min, float max) : min(min), max(max) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetDepthRange(min, max); }
private:
float min;
float max;
};
class PolySetDepthBiasCommand : public PolyDrawerCommand
{
public:
PolySetDepthBiasCommand(float depthBiasConstantFactor, float depthBiasSlopeFactor) : depthBiasConstantFactor(depthBiasConstantFactor), depthBiasSlopeFactor(depthBiasSlopeFactor) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetDepthBias(depthBiasConstantFactor, depthBiasSlopeFactor); }
private:
float depthBiasConstantFactor;
float depthBiasSlopeFactor;
};
class PolySetColorMaskCommand : public PolyDrawerCommand
{
public:
PolySetColorMaskCommand(bool r, bool g, bool b, bool a) : r(r), g(g), b(b), a(a) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetColorMask(r, g, b, a); }
private:
bool r;
bool g;
bool b;
bool a;
};
class PolySetStencilCommand : public PolyDrawerCommand
{
public:
PolySetStencilCommand(int stencilRef, int op) : stencilRef(stencilRef), op(op) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetStencil(stencilRef, op); }
private:
int stencilRef;
int op;
};
class PolySetCullingCommand : public PolyDrawerCommand
{
public:
PolySetCullingCommand(int mode) : mode(mode) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetCulling(mode); }
private:
int mode;
};
class PolyEnableStencilCommand : public PolyDrawerCommand
{
public:
PolyEnableStencilCommand(bool on) : on(on) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->EnableStencil(on); }
private:
bool on;
};
class PolySetScissorCommand : public PolyDrawerCommand
{
public:
PolySetScissorCommand(int x, int y, int w, int h) : x(x), y(y), w(w), h(h) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetScissor(x, y, w, h); }
private:
int x;
int y;
int w;
int h;
};
class PolySetRenderStyleCommand : public PolyDrawerCommand
{
public:
PolySetRenderStyleCommand(FRenderStyle style) : style(style) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetRenderStyle(style); }
private:
FRenderStyle style;
};
class PolySetTextureCommand : public PolyDrawerCommand
{
public:
PolySetTextureCommand(int unit, void* pixels, int width, int height, bool bgra) : unit(unit), pixels(pixels), width(width), height(height), bgra(bgra) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetTexture(unit, pixels, width, height, bgra); }
private:
int unit;
void* pixels;
int width;
int height;
bool bgra;
};
class PolySetShaderCommand : public PolyDrawerCommand
{
public:
PolySetShaderCommand(int specialEffect, int effectState, bool alphaTest, bool colormapShader) : specialEffect(specialEffect), effectState(effectState), alphaTest(alphaTest), colormapShader(colormapShader) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetShader(specialEffect, effectState, alphaTest, colormapShader); }
private:
int specialEffect;
int effectState;
bool alphaTest;
bool colormapShader;
};
class PolySetVertexBufferCommand : public PolyDrawerCommand
{
public:
PolySetVertexBufferCommand(const void* vertices, int offset0, int offset1) : vertices(vertices), offset0(offset0), offset1(offset1){ }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetVertexBuffer(vertices, offset0, offset1); }
private:
const void* vertices;
// [GEC] Add offset params, necessary to project frames and model interpolation correctly
int offset0;
int offset1;
};
class PolySetIndexBufferCommand : public PolyDrawerCommand
{
public:
PolySetIndexBufferCommand(const void* indices) : indices(indices) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetIndexBuffer(indices); }
private:
const void* indices;
};
class PolySetLightBufferCommand : public PolyDrawerCommand
{
public:
PolySetLightBufferCommand(const void* lights) : lights(lights) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetLightBuffer(lights); }
private:
const void* lights;
};
class PolySetInputAssemblyCommand : public PolyDrawerCommand
{
public:
PolySetInputAssemblyCommand(PolyInputAssembly* input) : input(input) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetInputAssembly(input); }
private:
PolyInputAssembly* input;
};
class PolyClearDepthCommand : public PolyDrawerCommand
{
public:
PolyClearDepthCommand(float value) : value(value) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->ClearDepth(value); }
private:
float value;
};
class PolyClearStencilCommand : public PolyDrawerCommand
{
public:
PolyClearStencilCommand(uint8_t value) : value(value) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->ClearStencil(value); }
private:
uint8_t value;
};
class PolySetViewportCommand : public PolyDrawerCommand
{
public:
PolySetViewportCommand(int x, int y, int width, int height, uint8_t* dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, PolyDepthStencil* depthstencil, bool topdown)
: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra), depthstencil(depthstencil), topdown(topdown) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil, topdown); }
private:
int x;
int y;
int width;
int height;
uint8_t* dest;
int dest_width;
int dest_height;
int dest_pitch;
bool dest_bgra;
PolyDepthStencil* depthstencil;
bool topdown;
};
class PolySetViewpointUniformsCommand : public PolyDrawerCommand
{
public:
PolySetViewpointUniformsCommand(const HWViewpointUniforms* uniforms) : uniforms(uniforms) {}
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetViewpointUniforms(uniforms); }
private:
const HWViewpointUniforms* uniforms;
};
class PolyPushMatricesCommand : public PolyDrawerCommand
{
public:
PolyPushMatricesCommand(const VSMatrix& modelMatrix, const VSMatrix& normalModelMatrix, const VSMatrix& textureMatrix)
: modelMatrix(modelMatrix), normalModelMatrix(normalModelMatrix), textureMatrix(textureMatrix) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->PushMatrices(modelMatrix, normalModelMatrix, textureMatrix); }
private:
VSMatrix modelMatrix;
VSMatrix normalModelMatrix;
VSMatrix textureMatrix;
};
class PolyPushStreamDataCommand : public PolyDrawerCommand
{
public:
PolyPushStreamDataCommand(const StreamData& data, const PolyPushConstants& constants) : data(data), constants(constants) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->PushStreamData(data, constants); }
private:
StreamData data;
PolyPushConstants constants;
};
class PolyDrawCommand : public PolyDrawerCommand
{
public:
PolyDrawCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->Draw(index, count, mode); }
private:
int index;
int count;
PolyDrawMode mode;
};
class PolyDrawIndexedCommand : public PolyDrawerCommand
{
public:
PolyDrawIndexedCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->DrawIndexed(index, count, mode); }
private:
int index;
int count;
PolyDrawMode mode;
};
/////////////////////////////////////////////////////////////////////////////
PolyCommandBuffer::PolyCommandBuffer(RenderMemory* frameMemory)
{
mQueue = std::make_shared<DrawerCommandQueue>(frameMemory);
}
void PolyCommandBuffer::SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthstencil, bool topdown)
{
uint8_t *dest = (uint8_t*)canvas->GetPixels();
int dest_width = canvas->GetWidth();
int dest_height = canvas->GetHeight();
int dest_pitch = canvas->GetPitch();
bool dest_bgra = canvas->IsBgra();
mQueue->Push<PolySetViewportCommand>(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil, topdown);
}
void PolyCommandBuffer::SetInputAssembly(PolyInputAssembly *input)
{
mQueue->Push<PolySetInputAssemblyCommand>(input);
}
void PolyCommandBuffer::SetVertexBuffer(const void *vertices, int offset0, int offset1)
{
mQueue->Push<PolySetVertexBufferCommand>(vertices, offset0, offset1);
}
void PolyCommandBuffer::SetIndexBuffer(const void *elements)
{
mQueue->Push<PolySetIndexBufferCommand>(elements);
}
void PolyCommandBuffer::SetLightBuffer(const void *lights)
{
mQueue->Push<PolySetLightBufferCommand>(lights);
}
void PolyCommandBuffer::SetDepthClamp(bool on)
{
mQueue->Push<PolySetDepthClampCommand>(on);
}
void PolyCommandBuffer::SetDepthMask(bool on)
{
mQueue->Push<PolySetDepthMaskCommand>(on);
}
void PolyCommandBuffer::SetDepthFunc(int func)
{
mQueue->Push<PolySetDepthFuncCommand>(func);
}
void PolyCommandBuffer::SetDepthRange(float min, float max)
{
mQueue->Push<PolySetDepthRangeCommand>(min, max);
}
void PolyCommandBuffer::SetDepthBias(float depthBiasConstantFactor, float depthBiasSlopeFactor)
{
mQueue->Push<PolySetDepthBiasCommand>(depthBiasConstantFactor, depthBiasSlopeFactor);
}
void PolyCommandBuffer::SetColorMask(bool r, bool g, bool b, bool a)
{
mQueue->Push<PolySetColorMaskCommand>(r, g, b, a);
}
void PolyCommandBuffer::SetStencil(int stencilRef, int op)
{
mQueue->Push<PolySetStencilCommand>(stencilRef, op);
}
void PolyCommandBuffer::SetCulling(int mode)
{
mQueue->Push<PolySetCullingCommand>(mode);
}
void PolyCommandBuffer::EnableStencil(bool on)
{
mQueue->Push<PolyEnableStencilCommand>(on);
}
void PolyCommandBuffer::SetScissor(int x, int y, int w, int h)
{
mQueue->Push<PolySetScissorCommand>(x, y, w, h);
}
void PolyCommandBuffer::SetRenderStyle(FRenderStyle style)
{
mQueue->Push<PolySetRenderStyleCommand>(style);
}
void PolyCommandBuffer::SetTexture(int unit, void *pixels, int width, int height, bool bgra)
{
mQueue->Push<PolySetTextureCommand>(unit, pixels, width, height, bgra);
}
void PolyCommandBuffer::SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader)
{
mQueue->Push<PolySetShaderCommand>(specialEffect, effectState, alphaTest, colormapShader);
}
void PolyCommandBuffer::PushStreamData(const StreamData &data, const PolyPushConstants &constants)
{
mQueue->Push<PolyPushStreamDataCommand>(data, constants);
}
void PolyCommandBuffer::PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix)
{
mQueue->Push<PolyPushMatricesCommand>(modelMatrix, normalModelMatrix, textureMatrix);
}
void PolyCommandBuffer::SetViewpointUniforms(const HWViewpointUniforms *uniforms)
{
mQueue->Push<PolySetViewpointUniformsCommand>(uniforms);
}
void PolyCommandBuffer::ClearDepth(float value)
{
mQueue->Push<PolyClearDepthCommand>(value);
}
void PolyCommandBuffer::ClearStencil(uint8_t value)
{
mQueue->Push<PolyClearStencilCommand>(value);
}
void PolyCommandBuffer::Draw(int index, int vcount, PolyDrawMode mode)
{
mQueue->Push<PolyDrawCommand>(index, vcount, mode);
}
void PolyCommandBuffer::DrawIndexed(int index, int count, PolyDrawMode mode)
{
mQueue->Push<PolyDrawIndexedCommand>(index, count, mode);
}
void PolyCommandBuffer::Submit()
{
DrawerThreads::Execute(mQueue);
}