mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
- fix hud model clipping
This commit is contained in:
parent
78c06554af
commit
bfe6bffd33
6 changed files with 44 additions and 5 deletions
|
@ -79,6 +79,11 @@ void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw
|
||||||
queue->Push<PolySetCullCCWCommand>(ccw);
|
queue->Push<PolySetCullCCWCommand>(ccw);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable)
|
||||||
|
{
|
||||||
|
queue->Push<PolySetWeaponSceneCommand>(enable);
|
||||||
|
}
|
||||||
|
|
||||||
/////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra, bool new_span_drawers)
|
void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra, bool new_span_drawers)
|
||||||
|
@ -94,6 +99,7 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
|
||||||
dest_bgra = new_dest_bgra;
|
dest_bgra = new_dest_bgra;
|
||||||
span_drawers = new_span_drawers;
|
span_drawers = new_span_drawers;
|
||||||
ccw = true;
|
ccw = true;
|
||||||
|
weaponScene = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
|
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
|
||||||
|
@ -117,6 +123,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
|
||||||
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
||||||
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
||||||
args.zbuffer = PolyZBuffer::Instance()->Values();
|
args.zbuffer = PolyZBuffer::Instance()->Values();
|
||||||
|
args.depthOffset = weaponScene ? 1.0f : 0.0f;
|
||||||
|
|
||||||
const TriVertex *vinput = drawargs.Vertices();
|
const TriVertex *vinput = drawargs.Vertices();
|
||||||
const unsigned int *elements = drawargs.Elements();
|
const unsigned int *elements = drawargs.Elements();
|
||||||
|
@ -175,6 +182,7 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
|
||||||
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
||||||
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
||||||
args.zbuffer = PolyZBuffer::Instance()->Values();
|
args.zbuffer = PolyZBuffer::Instance()->Values();
|
||||||
|
args.depthOffset = weaponScene ? 1.0f : 0.0f;
|
||||||
|
|
||||||
const TriVertex *vinput = drawargs.Vertices();
|
const TriVertex *vinput = drawargs.Vertices();
|
||||||
int vcount = drawargs.VertexCount();
|
int vcount = drawargs.VertexCount();
|
||||||
|
@ -580,6 +588,17 @@ void PolySetCullCCWCommand::Execute(DrawerThread *thread)
|
||||||
|
|
||||||
/////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
PolySetWeaponSceneCommand::PolySetWeaponSceneCommand(bool value) : value(value)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
|
||||||
|
{
|
||||||
|
PolyTriangleThreadData::Get(thread)->SetWeaponScene(value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers)
|
PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers)
|
||||||
: 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), span_drawers(span_drawers)
|
: 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), span_drawers(span_drawers)
|
||||||
{
|
{
|
||||||
|
|
|
@ -35,6 +35,7 @@ public:
|
||||||
static void ClearBuffers(DCanvas *canvas);
|
static void ClearBuffers(DCanvas *canvas);
|
||||||
static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers);
|
static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers);
|
||||||
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
|
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
|
||||||
|
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
|
||||||
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
|
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -46,6 +47,7 @@ public:
|
||||||
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers);
|
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers);
|
||||||
void SetTransform(const Mat4f *objectToClip);
|
void SetTransform(const Mat4f *objectToClip);
|
||||||
void SetCullCCW(bool value) { ccw = value; }
|
void SetCullCCW(bool value) { ccw = value; }
|
||||||
|
void SetWeaponScene(bool value) { weaponScene = value; }
|
||||||
|
|
||||||
void DrawElements(const PolyDrawArgs &args);
|
void DrawElements(const PolyDrawArgs &args);
|
||||||
void DrawArrays(const PolyDrawArgs &args);
|
void DrawArrays(const PolyDrawArgs &args);
|
||||||
|
@ -79,6 +81,7 @@ private:
|
||||||
bool dest_bgra = false;
|
bool dest_bgra = false;
|
||||||
uint8_t *dest = nullptr;
|
uint8_t *dest = nullptr;
|
||||||
bool ccw = true;
|
bool ccw = true;
|
||||||
|
bool weaponScene = false;
|
||||||
const Mat4f *objectToClip = nullptr;
|
const Mat4f *objectToClip = nullptr;
|
||||||
bool span_drawers = false;
|
bool span_drawers = false;
|
||||||
|
|
||||||
|
@ -109,6 +112,18 @@ private:
|
||||||
bool ccw;
|
bool ccw;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class PolySetWeaponSceneCommand : public DrawerCommand
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
PolySetWeaponSceneCommand(bool value);
|
||||||
|
|
||||||
|
void Execute(DrawerThread *thread) override;
|
||||||
|
FString DebugInfo() override { return "PolySetWeaponSceneCommand"; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool value;
|
||||||
|
};
|
||||||
|
|
||||||
class PolySetViewportCommand : public DrawerCommand
|
class PolySetViewportCommand : public DrawerCommand
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
|
|
@ -365,7 +365,7 @@ void TriangleBlock::DepthTest(const TriDrawTriangleArgs *args)
|
||||||
|
|
||||||
float stepXW = args->gradientX.W;
|
float stepXW = args->gradientX.W;
|
||||||
float stepYW = args->gradientY.W;
|
float stepYW = args->gradientY.W;
|
||||||
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
|
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
|
||||||
|
|
||||||
uint32_t mask0 = 0;
|
uint32_t mask0 = 0;
|
||||||
uint32_t mask1 = 0;
|
uint32_t mask1 = 0;
|
||||||
|
@ -413,7 +413,7 @@ void TriangleBlock::DepthTest(const TriDrawTriangleArgs *args)
|
||||||
|
|
||||||
float stepXW = args->gradientX.W;
|
float stepXW = args->gradientX.W;
|
||||||
float stepYW = args->gradientY.W;
|
float stepYW = args->gradientY.W;
|
||||||
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
|
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
|
||||||
|
|
||||||
__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
|
__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
|
||||||
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
|
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
|
||||||
|
@ -959,7 +959,7 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
|
||||||
|
|
||||||
float stepXW = args->gradientX.W;
|
float stepXW = args->gradientX.W;
|
||||||
float stepYW = args->gradientY.W;
|
float stepYW = args->gradientY.W;
|
||||||
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
|
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
|
||||||
|
|
||||||
if (Mask0 == 0xffffffff && Mask1 == 0xffffffff)
|
if (Mask0 == 0xffffffff && Mask1 == 0xffffffff)
|
||||||
{
|
{
|
||||||
|
@ -1020,7 +1020,7 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
|
||||||
|
|
||||||
float stepXW = args->gradientX.W;
|
float stepXW = args->gradientX.W;
|
||||||
float stepYW = args->gradientY.W;
|
float stepYW = args->gradientY.W;
|
||||||
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
|
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
|
||||||
|
|
||||||
__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
|
__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
|
||||||
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
|
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
|
||||||
|
@ -1180,7 +1180,7 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, PolyTriangleT
|
||||||
|
|
||||||
float startX = x + (0.5f - v1X);
|
float startX = x + (0.5f - v1X);
|
||||||
float startY = y + (0.5f - v1Y);
|
float startY = y + (0.5f - v1Y);
|
||||||
float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
|
float posXW = v1W + stepXW * startX + args->gradientY.W * startY + args->depthOffset;
|
||||||
|
|
||||||
#ifndef NO_SSE
|
#ifndef NO_SSE
|
||||||
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
|
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
|
||||||
|
|
|
@ -60,6 +60,7 @@ struct TriDrawTriangleArgs
|
||||||
bool destBgra;
|
bool destBgra;
|
||||||
ScreenTriangleStepVariables gradientX;
|
ScreenTriangleStepVariables gradientX;
|
||||||
ScreenTriangleStepVariables gradientY;
|
ScreenTriangleStepVariables gradientY;
|
||||||
|
float depthOffset;
|
||||||
|
|
||||||
bool CalculateGradients()
|
bool CalculateGradients()
|
||||||
{
|
{
|
||||||
|
|
|
@ -105,11 +105,13 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
|
||||||
ModelActor = actor;
|
ModelActor = actor;
|
||||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||||
SetTransform();
|
SetTransform();
|
||||||
|
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
|
void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
|
||||||
{
|
{
|
||||||
ModelActor = nullptr;
|
ModelActor = nullptr;
|
||||||
|
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PolyModelRenderer::SetInterpolation(double interpolation)
|
void PolyModelRenderer::SetInterpolation(double interpolation)
|
||||||
|
|
|
@ -155,11 +155,13 @@ namespace swrenderer
|
||||||
ModelActor = actor;
|
ModelActor = actor;
|
||||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||||
SetTransform();
|
SetTransform();
|
||||||
|
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SWModelRenderer::EndDrawHUDModel(AActor *actor)
|
void SWModelRenderer::EndDrawHUDModel(AActor *actor)
|
||||||
{
|
{
|
||||||
ModelActor = nullptr;
|
ModelActor = nullptr;
|
||||||
|
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SWModelRenderer::SetInterpolation(double interpolation)
|
void SWModelRenderer::SetInterpolation(double interpolation)
|
||||||
|
|
Loading…
Reference in a new issue