mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- moved FRenderState to 'common' and removed some game-dependent parts from it.
This commit is contained in:
parent
21f32834b2
commit
0c63f5c832
24 changed files with 94 additions and 68 deletions
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@ -2,11 +2,9 @@
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#include "v_palette.h"
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#include "vectors.h"
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#include "g_levellocals.h"
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#include "hw_drawstructs.h"
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#include "hw_drawlist.h"
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#include "matrix.h"
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#include "hw_material.h"
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#include "texmanip.h"
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struct FColormap;
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class IVertexBuffer;
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@ -239,9 +237,9 @@ protected:
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EPassType mPassType = NORMAL_PASS;
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uint64_t firstFrame = 0;
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public:
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uint64_t firstFrame = 0;
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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@ -432,28 +430,22 @@ public:
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mLightParms[3] = -1.f;
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}
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void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
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void SetGlowPlanes(const FVector4 &tp, const FVector4& bp)
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{
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auto &tn = top.Normal();
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auto &bn = bottom.Normal();
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mStreamData.uGlowTopPlane = { (float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD() };
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mStreamData.uGlowBottomPlane = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
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mStreamData.uGlowTopPlane = tp;
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mStreamData.uGlowBottomPlane = bp;
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}
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void SetGradientPlanes(const secplane_t &top, const secplane_t &bottom)
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void SetGradientPlanes(const FVector4& tp, const FVector4& bp)
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{
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auto &tn = top.Normal();
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auto &bn = bottom.Normal();
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mStreamData.uGradientTopPlane = { (float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD() };
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mStreamData.uGradientBottomPlane = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
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mStreamData.uGradientTopPlane = tp;
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mStreamData.uGradientBottomPlane = bp;
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}
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void SetSplitPlanes(const secplane_t &top, const secplane_t &bottom)
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void SetSplitPlanes(const FVector4& tp, const FVector4& bp)
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{
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auto &tn = top.Normal();
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auto &bn = bottom.Normal();
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mStreamData.uSplitTopPlane = { (float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD() };
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mStreamData.uSplitBottomPlane = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
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mStreamData.uSplitTopPlane = tp;
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mStreamData.uSplitBottomPlane = bp;
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}
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void SetDetailParms(float xscale, float yscale, float bias)
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@ -522,14 +514,6 @@ public:
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else mAlphaThreshold = thresh - 0.001f;
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}
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void SetPlaneTextureRotation(HWSectorPlane *plane, FGameTexture *texture)
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{
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if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
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{
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EnableTextureMatrix(true);
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}
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}
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void SetLightIndex(int index)
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{
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mLightIndex = index;
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@ -647,8 +631,6 @@ public:
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return mPassType;
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}
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void CheckTimer(uint64_t ShaderStartTime);
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// API-dependent render interface
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// Draw commands
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@ -27,7 +27,7 @@
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#include "gl_interface.h"
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#include "matrix.h"
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#include "hwrenderer/scene//hw_drawstructs.h"
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#include "hwrenderer/scene//hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "hw_material.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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@ -41,7 +41,7 @@
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#include "v_video.h"
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#include "cmdlib.h"
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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//==========================================================================
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//
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@ -27,7 +27,7 @@
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "hw_viewpointbuffer.h"
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static const int INITIAL_BUFFER_SIZE = 100; // 100 viewpoints per frame should nearly always be enough
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@ -243,6 +243,15 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
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//
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//===========================================================================
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static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
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{
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// if firstFrame is not yet initialized, initialize it to current time
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// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
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if ((state.firstFrame == 0) || (screen->FrameTime - state.firstFrame >= 1 << 24) || ShaderStartTime >= state.firstFrame)
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state.firstFrame = screen->FrameTime;
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}
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sector_t* RenderView(player_t* player)
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{
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auto RenderState = screen->RenderState();
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@ -281,7 +290,7 @@ sector_t* RenderView(player_t* player)
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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if (player->camera)
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RenderState->CheckTimer(player->camera->Level->ShaderStartTime);
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CheckTimer(*RenderState, player->camera->Level->ShaderStartTime);
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// prepare all camera textures that have been used in the last frame.
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// This must be done for all levels, not just the primary one!
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for (auto Level : AllLevels())
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@ -39,7 +39,7 @@
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hw_models.h"
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@ -108,7 +108,7 @@ void HWDecal::DrawDecal(HWDrawInfo *di, FRenderState &state)
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di->SetColor(state, thisll, rellight, di->isFullbrightScene(), thiscm, alpha);
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if (di->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
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di->SetFog(state, thisll, rellight, di->isFullbrightScene(), &thiscm, false);
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state.SetSplitPlanes(lightlist[k].plane, lowplane);
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SetSplitPlanes(state, lightlist[k].plane, lowplane);
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state.Draw(DT_TriangleStrip, vertindex, 4);
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}
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@ -435,3 +435,4 @@ struct FDynLightData;
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struct FDynamicLight;
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bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
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void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);
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void SetSplitPlanes(FRenderState& state, const secplane_t& top, const secplane_t& bottom);
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@ -91,6 +91,15 @@ bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * g
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return false;
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}
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void SetPlaneTextureRotation(FRenderState &state, HWSectorPlane* plane, FGameTexture* texture)
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{
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if (hw_SetPlaneTextureRotation(plane, texture, state.mTextureMatrix))
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{
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state.EnableTextureMatrix(true);
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}
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}
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//==========================================================================
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//
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@ -326,7 +335,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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if (sector->special != GLSector_Skybox)
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{
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state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, 0, -1);
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state.SetPlaneTextureRotation(&plane, texture);
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SetPlaneTextureRotation(state, &plane, texture);
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DrawSubsectors(di, state);
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state.EnableTextureMatrix(false);
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}
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@ -354,7 +363,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, 0, -1);
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state.SetPlaneTextureRotation(&plane, texture);
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SetPlaneTextureRotation(state, &plane, texture);
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DrawSubsectors(di, state);
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state.EnableTextureMatrix(false);
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}
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@ -41,6 +41,8 @@
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EXTERN_CVAR(Int, r_mirror_recursions)
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EXTERN_CVAR(Bool, gl_portals)
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void SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* plane, FGameTexture* texture);
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//-----------------------------------------------------------------------------
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//
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// StartFrame
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@ -979,7 +981,7 @@ void HWHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, 0, -1);
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state.SetObjectColor(origin->specialcolor);
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state.SetPlaneTextureRotation(sp, texture);
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SetPlaneTextureRotation(state, sp, texture);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetRenderStyle(STYLE_Source);
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@ -2,6 +2,7 @@
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#include "tarray.h"
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#include "r_utility.h"
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#include "r_sections.h"
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#include "actor.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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@ -25,6 +25,7 @@
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**
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*/
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#include "g_levellocals.h"
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#include "hw_renderstate.h"
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#include "hw_drawstructs.h"
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#include "hw_portal.h"
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@ -157,11 +158,3 @@ void HWDrawInfo::SetFog(FRenderState &state, int lightlevel, int rellight, bool
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}
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}
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void FRenderState::CheckTimer(uint64_t ShaderStartTime)
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{
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// if firstFrame is not yet initialized, initialize it to current time
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// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
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if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1 << 24) || ShaderStartTime >= firstFrame)
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firstFrame = screen->FrameTime;
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}
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@ -28,7 +28,7 @@
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#include "g_levellocals.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "skyboxtexture.h"
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@ -237,11 +237,11 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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di->SetFog(state, thislight, rel, di->isFullbrightScene(), &thiscm, additivefog);
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}
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state.SetSplitPlanes(*topplane, *lowplane);
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SetSplitPlanes(state, *topplane, *lowplane);
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}
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else if (clipping)
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{
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state.SetSplitPlanes(topp, bottomp);
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SetSplitPlanes(state, topp, bottomp);
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}
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if (!modelframe)
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@ -44,6 +44,35 @@
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#include "hw_renderstate.h"
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#include "hw_skydome.h"
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void SetGlowPlanes(FRenderState &state, const secplane_t& top, const secplane_t& bottom)
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{
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auto& tn = top.Normal();
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auto& bn = bottom.Normal();
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FVector4 tp = { (float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD() };
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FVector4 bp = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
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state.SetGlowPlanes(tp, bp);
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}
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void SetGradientPlanes(FRenderState& state, const secplane_t& top, const secplane_t& bottom)
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{
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auto& tn = top.Normal();
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auto& bn = bottom.Normal();
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FVector4 tp = { (float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD() };
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FVector4 bp = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
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state.SetGradientPlanes(tp, bp);
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}
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void SetSplitPlanes(FRenderState& state, const secplane_t& top, const secplane_t& bottom)
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{
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auto& tn = top.Normal();
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auto& bn = bottom.Normal();
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FVector4 tp = { (float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD() };
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FVector4 bp = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
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state.SetSplitPlanes(tp, bp);
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}
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//==========================================================================
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//
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// General purpose wall rendering function
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{
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state.EnableGlow(true);
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state.SetGlowParams(topglowcolor, bottomglowcolor);
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state.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
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SetGlowPlanes(state, frontsector->ceilingplane, frontsector->floorplane);
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}
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state.SetMaterial(texture, UF_Texture, 0, flags & 3, 0, -1);
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{
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if (tierndx == side_t::top)
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{
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state.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
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SetGradientPlanes(state, frontsector->ceilingplane, backsector->ceilingplane);
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}
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else if (tierndx == side_t::mid)
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{
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state.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
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SetGradientPlanes(state, backsector->ceilingplane, backsector->floorplane);
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}
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else // side_t::bottom:
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{
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state.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
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SetGradientPlanes(state, backsector->floorplane, frontsector->floorplane);
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}
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}
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else
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{
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state.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
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SetGradientPlanes(state, frontsector->ceilingplane, frontsector->floorplane);
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}
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}
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}
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@ -237,7 +266,7 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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CopyFrom3DLight(thiscm, &(*lightlist)[i]);
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di->SetColor(state, thisll, rel, false, thiscm, absalpha);
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if (type != RENDERWALL_M2SNF) di->SetFog(state, thisll, rel, false, &thiscm, RenderStyle == STYLE_Add);
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state.SetSplitPlanes((*lightlist)[i].plane, lowplane);
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SetSplitPlanes(state, (*lightlist)[i].plane, lowplane);
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RenderWall(di, state, rflags);
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}
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if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
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@ -34,7 +34,7 @@
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "r_videoscale.h"
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@ -25,7 +25,7 @@
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#include "r_data/colormaps.h"
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#include "hw_material.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "poly_framebuffer.h"
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#include "poly_hwtexture.h"
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@ -7,7 +7,7 @@
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#include "name.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "hw_material.h"
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struct HWViewpointUniforms;
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@ -2,7 +2,7 @@
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#pragma once
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hw_renderstate.h"
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#ifndef NO_SSE
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#include <xmmintrin.h>
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@ -421,8 +421,8 @@ static void WriteVaryingWarp1(float posU, float posV, float stepU, float stepV,
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float u = posU * w[x];
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float v = posV * w[x];
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v += g_sin(pi2 * (u + timer)) * 0.1f;
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u += g_sin(pi2 * (v + timer)) * 0.1f;
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v += (float)g_sin(pi2 * (u + timer)) * 0.1f;
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u += (float)g_sin(pi2 * (v + timer)) * 0.1f;
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u = u - std::floor(u);
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v = v - std::floor(v);
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@ -448,8 +448,8 @@ static void WriteVaryingWarp2(float posU, float posV, float stepU, float stepV,
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float u = posU * w[x];
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float v = posV * w[x];
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v += (0.5f + g_sin(pi2 * (v + timer * 0.61f + 900.f/8192.f)) + g_sin(pi2 * (u * 2.0f + timer * 0.36f + 300.0f/8192.0f))) * 0.025f;
|
||||
u += (0.5f + g_sin(pi2 * (v + timer * 0.49f + 700.f/8192.f)) + g_sin(pi2 * (u * 2.0f + timer * 0.49f + 1200.0f/8192.0f))) * 0.025f;
|
||||
v += (0.5f + (float)g_sin(pi2 * (v + timer * 0.61f + 900.f/8192.f)) + (float)g_sin(pi2 * (u * 2.0f + timer * 0.36f + 300.0f/8192.0f))) * 0.025f;
|
||||
u += (0.5f + (float)g_sin(pi2 * (v + timer * 0.49f + 700.f/8192.f)) + (float)g_sin(pi2 * (u * 2.0f + timer * 0.49f + 1200.0f/8192.0f))) * 0.025f;
|
||||
|
||||
u = u - std::floor(u);
|
||||
v = v - std::floor(v);
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
#include "vulkan/system/vk_objects.h"
|
||||
#include "renderstyle.h"
|
||||
#include "hwrenderer/data/buffers.h"
|
||||
#include "hwrenderer/scene/hw_renderstate.h"
|
||||
#include "hw_renderstate.h"
|
||||
#include <string.h>
|
||||
#include <map>
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "name.h"
|
||||
|
||||
#include "hwrenderer/scene/hw_drawstructs.h"
|
||||
#include "hwrenderer/scene/hw_renderstate.h"
|
||||
#include "hw_renderstate.h"
|
||||
#include "hw_material.h"
|
||||
|
||||
class VkRenderPassSetup;
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
#include "vectors.h"
|
||||
#include "matrix.h"
|
||||
#include "name.h"
|
||||
#include "hwrenderer/scene/hw_renderstate.h"
|
||||
#include "hw_renderstate.h"
|
||||
|
||||
#define SHADER_MIN_REQUIRED_TEXTURE_LAYERS 8
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@
|
|||
#include "r_data/colormaps.h"
|
||||
#include "hw_material.h"
|
||||
#include "hwrenderer/utility/hw_cvars.h"
|
||||
#include "hwrenderer/scene/hw_renderstate.h"
|
||||
#include "hw_renderstate.h"
|
||||
#include "vulkan/system/vk_objects.h"
|
||||
#include "vulkan/system/vk_builders.h"
|
||||
#include "vulkan/system/vk_framebuffer.h"
|
||||
|
|
Loading…
Reference in a new issue