- use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize.

This commit is contained in:
Christoph Oelckers 2014-05-31 09:32:17 +02:00
parent a1ec6ab1ba
commit c39318f406
6 changed files with 202 additions and 98 deletions

View file

@ -68,7 +68,6 @@ static inline float GetTimeFloat()
CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
EXTERN_CVAR(Int, gl_fogmode)
EXTERN_CVAR(Bool, gl_dynlight_shader)
extern TDeletingArray<FVoxel *> Voxels;
extern TDeletingArray<FVoxelDef *> VoxelDefs;

View file

@ -54,6 +54,7 @@
#include "gl/renderer/gl_renderstate.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_clipper.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
@ -137,6 +138,8 @@ void GLPortal::ClearScreen()
//
//-----------------------------------------------------------------------------
void GLPortal::DrawPortalStencil()
{
if (!gl_usevbo)
{
for (unsigned int i = 0; i<lines.Size(); i++)
{
@ -162,6 +165,45 @@ void GLPortal::DrawPortalStencil()
glEnd();
}
}
else
{
if (mPrimIndices.Size() == 0)
{
bool cap = NeedCap() && lines.Size() > 1;
mPrimIndices.Resize(2 * lines.Size() + 4 * cap);
for (unsigned int i = 0; i<lines.Size(); i++)
{
lines[i].GetPrimitive(&mPrimIndices[i * 2]);
}
if (cap)
{
// Cap the stencil at the top and bottom
// (cheap ass version)
int n = lines.Size() * 2;
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
ptr->Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
ptr->Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
ptr->Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
mPrimIndices[n + 1] = GLRenderer->mVBO->GetCount(ptr, &mPrimIndices[n]);
ptr->Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
ptr->Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
ptr->Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
ptr->Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
mPrimIndices[n + 3] = GLRenderer->mVBO->GetCount(ptr, &mPrimIndices[n + 2]);
}
}
for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2)
{
glDrawArrays(GL_TRIANGLE_FAN, mPrimIndices[i], mPrimIndices[i + 1]);
}
}
}

View file

@ -104,6 +104,7 @@ private:
unsigned char clipsave;
GLPortal *NextPortal;
TArray<BYTE> savedmapsection;
TArray<unsigned int> mPrimIndices;
protected:
TArray<GLWall> lines;

View file

@ -89,37 +89,6 @@ void GLWall::SplitUpperEdge(texcoord * tcs)
vertexcount += sidedef->numsegs-1;
}
void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
side_t *sidedef = seg->sidedef;
float polyw = glseg.fracright - glseg.fracleft;
float facu = (tcs[2].u - tcs[1].u) / polyw;
float facv = (tcs[2].v - tcs[1].v) / polyw;
float fact = (ztop[1] - ztop[0]) / polyw;
float facc = (zceil[1] - zceil[0]) / polyw;
float facf = (zfloor[1] - zfloor[0]) / polyw;
for (int i = 0; i < sidedef->numsegs - 1; i++)
{
seg_t *cseg = sidedef->segs[i];
float sidefrac = cseg->sidefrac;
if (sidefrac <= glseg.fracleft) continue;
if (sidefrac >= glseg.fracright) return;
float fracfac = sidefrac - glseg.fracleft;
ptr->x = cseg->v2->fx;
ptr->y = cseg->v2->fy;
ptr->z = ztop[0] + fact * fracfac;
ptr->u = tcs[1].u + facu * fracfac;
ptr->v = tcs[1].v + facv * fracfac;
ptr++;
}
vertexcount += sidedef->numsegs - 1;
}
//==========================================================================
//
// Split upper edge of wall
@ -153,37 +122,6 @@ void GLWall::SplitLowerEdge(texcoord * tcs)
vertexcount += sidedef->numsegs-1;
}
void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
side_t *sidedef = seg->sidedef;
float polyw = glseg.fracright - glseg.fracleft;
float facu = (tcs[3].u - tcs[0].u) / polyw;
float facv = (tcs[3].v - tcs[0].v) / polyw;
float facb = (zbottom[1] - zbottom[0]) / polyw;
float facc = (zceil[1] - zceil[0]) / polyw;
float facf = (zfloor[1] - zfloor[0]) / polyw;
for (int i = sidedef->numsegs - 2; i >= 0; i--)
{
seg_t *cseg = sidedef->segs[i];
float sidefrac = cseg->sidefrac;
if (sidefrac >= glseg.fracright) continue;
if (sidefrac <= glseg.fracleft) return;
float fracfac = sidefrac - glseg.fracleft;
ptr->x = cseg->v2->fx;
ptr->y = cseg->v2->fy;
ptr->z = zbottom[0] + facb * fracfac;
ptr->u = tcs[0].u + facu * fracfac;
ptr->v = tcs[0].v + facv * fracfac;
ptr++;
}
vertexcount += sidedef->numsegs - 1;
}
//==========================================================================
//
// Split left edge of wall
@ -216,35 +154,6 @@ void GLWall::SplitLeftEdge(texcoord * tcs)
}
}
void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (vertexes[0] == NULL) return;
vertex_t * vi = vertexes[0];
if (vi->numheights)
{
int i = 0;
float polyh1 = ztop[0] - zbottom[0];
float factv1 = polyh1 ? (tcs[1].v - tcs[0].v) / polyh1 : 0;
float factu1 = polyh1 ? (tcs[1].u - tcs[0].u) / polyh1 : 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[0])
{
ptr->x = glseg.x1;
ptr->y = glseg.y1;
ptr->z = vi->heightlist[i];
ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u;
ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v;
ptr++;
i++;
}
vertexcount += i;
}
}
//==========================================================================
//
// Split right edge of wall
@ -277,6 +186,128 @@ void GLWall::SplitRightEdge(texcoord * tcs)
}
}
//==========================================================================
//
// same for vertex buffer mode
//
//==========================================================================
//==========================================================================
//
// Split upper edge of wall
//
//==========================================================================
void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
side_t *sidedef = seg->sidedef;
float polyw = glseg.fracright - glseg.fracleft;
float facu = (tcs[2].u - tcs[1].u) / polyw;
float facv = (tcs[2].v - tcs[1].v) / polyw;
float fact = (ztop[1] - ztop[0]) / polyw;
float facc = (zceil[1] - zceil[0]) / polyw;
float facf = (zfloor[1] - zfloor[0]) / polyw;
for (int i = 0; i < sidedef->numsegs - 1; i++)
{
seg_t *cseg = sidedef->segs[i];
float sidefrac = cseg->sidefrac;
if (sidefrac <= glseg.fracleft) continue;
if (sidefrac >= glseg.fracright) return;
float fracfac = sidefrac - glseg.fracleft;
ptr->x = cseg->v2->fx;
ptr->y = cseg->v2->fy;
ptr->z = ztop[0] + fact * fracfac;
ptr->u = tcs[1].u + facu * fracfac;
ptr->v = tcs[1].v + facv * fracfac;
ptr++;
}
vertexcount += sidedef->numsegs - 1;
}
//==========================================================================
//
// Split upper edge of wall
//
//==========================================================================
void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
side_t *sidedef = seg->sidedef;
float polyw = glseg.fracright - glseg.fracleft;
float facu = (tcs[3].u - tcs[0].u) / polyw;
float facv = (tcs[3].v - tcs[0].v) / polyw;
float facb = (zbottom[1] - zbottom[0]) / polyw;
float facc = (zceil[1] - zceil[0]) / polyw;
float facf = (zfloor[1] - zfloor[0]) / polyw;
for (int i = sidedef->numsegs - 2; i >= 0; i--)
{
seg_t *cseg = sidedef->segs[i];
float sidefrac = cseg->sidefrac;
if (sidefrac >= glseg.fracright) continue;
if (sidefrac <= glseg.fracleft) return;
float fracfac = sidefrac - glseg.fracleft;
ptr->x = cseg->v2->fx;
ptr->y = cseg->v2->fy;
ptr->z = zbottom[0] + facb * fracfac;
ptr->u = tcs[0].u + facu * fracfac;
ptr->v = tcs[0].v + facv * fracfac;
ptr++;
}
vertexcount += sidedef->numsegs - 1;
}
//==========================================================================
//
// Split left edge of wall
//
//==========================================================================
void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (vertexes[0] == NULL) return;
vertex_t * vi = vertexes[0];
if (vi->numheights)
{
int i = 0;
float polyh1 = ztop[0] - zbottom[0];
float factv1 = polyh1 ? (tcs[1].v - tcs[0].v) / polyh1 : 0;
float factu1 = polyh1 ? (tcs[1].u - tcs[0].u) / polyh1 : 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[0])
{
ptr->x = glseg.x1;
ptr->y = glseg.y1;
ptr->z = vi->heightlist[i];
ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u;
ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v;
ptr++;
i++;
}
vertexcount += i;
}
}
//==========================================================================
//
// Split right edge of wall
//
//==========================================================================
void GLWall::SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr)
{
if (vertexes[1] == NULL) return;

View file

@ -160,6 +160,7 @@ private:
void SetupLights();
bool PrepareLight(texcoord * tcs, ADynamicLight * light);
void RenderWall(int textured, float * color2, ADynamicLight * light=NULL);
void GetPrimitive(unsigned int *store);
void FloodPlane(int pass);

View file

@ -309,6 +309,36 @@ void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
}
//==========================================================================
//
// Gets the vertex data for rendering a stencil which needs to be
// repeated several times
//
//==========================================================================
void GLWall::GetPrimitive(unsigned int *store)
{
static texcoord tcs[4] = { 0, 0, 0, 0 };
bool split = (gl_seamless && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ));
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(glseg.x1, zbottom[0], glseg.y1, 0, 0);
ptr++;
if (split && glseg.fracleft == 0) SplitLeftEdge(tcs, ptr);
ptr->Set(glseg.x1, ztop[0], glseg.y1, 0, 0);
ptr++;
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, ptr);
ptr->Set(glseg.x2, ztop[1], glseg.y2, 0, 0);
ptr++;
if (split && glseg.fracright == 1) SplitRightEdge(tcs, ptr);
ptr->Set(glseg.x2, zbottom[1], glseg.y2, 0, 0);
ptr++;
if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, ptr);
store[1] = GLRenderer->mVBO->GetCount(ptr, &store[0]);
vertexcount += 4;
}
//==========================================================================
//
//