mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- clean separation of vertex creation from map data and the buffer object.
This was yet another object with too broad scope, the vertex creation has been offloaded into out-of-class functions now.
This commit is contained in:
parent
cf41a0b1fb
commit
c5dca89e66
9 changed files with 279 additions and 294 deletions
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@ -958,7 +958,6 @@ set (PCH_SOURCES
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rendering/hwrenderer/hw_entrypoint.cpp
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rendering/hwrenderer/data/hw_vertexbuilder.cpp
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rendering/hwrenderer/data/flatvertices.cpp
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rendering/hwrenderer/data/hw_viewpointbuffer.cpp
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rendering/hwrenderer/dynlights/hw_aabbtree.cpp
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rendering/hwrenderer/dynlights/hw_shadowmap.cpp
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rendering/hwrenderer/dynlights/hw_lightbuffer.cpp
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@ -1143,11 +1142,11 @@ set (PCH_SOURCES
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common/objects/dobjgc.cpp
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common/objects/dobjtype.cpp
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common/rendering/r_videoscale.cpp
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common/rendering/hwrenderer/data/hw_viewpointbuffer.cpp
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common/rendering/hwrenderer/data/hw_cvars.cpp
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common/rendering/hwrenderer/data/hw_vrmodes.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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common/rendering/gl_load/gl_interface.cpp
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common/scripting/core/dictionary.cpp
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common/scripting/core/dynarrays.cpp
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@ -81,6 +81,7 @@
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#include "xlat/xlat.h"
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#include "vm.h"
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#include "texturemanager.h"
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#include "hwrenderer/data/hw_vertexbuilder.h"
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enum
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{
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@ -3223,7 +3224,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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InitRenderInfo(); // create hardware independent renderer resources for the level. This must be done BEFORE the PolyObj Spawn!!!
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Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
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screen->mVertexData->CreateVBO(Level->sectors);
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CreateVBO(screen->mVertexData, Level->sectors);
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for (auto &sec : Level->sectors)
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{
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@ -32,16 +32,12 @@
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**
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*/
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#include "doomtype.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "c_cvars.h"
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#include "g_levellocals.h"
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#include "flatvertices.h"
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#include "v_video.h"
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#include "cmdlib.h"
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#include "printf.h"
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#include "hwrenderer/data/buffers.h"
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#include "hw_renderstate.h"
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//==========================================================================
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//
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@ -94,7 +90,7 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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};
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mVertexBuffer->SetFormat(1, 2, sizeof(FFlatVertex), format);
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mIndex = mCurIndex = 0;
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mIndex = mCurIndex = NUM_RESERVED;
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mNumReserved = NUM_RESERVED;
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Copy(0, NUM_RESERVED);
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}
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@ -128,238 +124,6 @@ void FFlatVertexBuffer::OutputResized(int width, int height)
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Copy(4, 4);
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}
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//==========================================================================
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//
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// Initialize a single vertex
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//
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//==========================================================================
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void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
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{
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x = (float)vt->fX();
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y = (float)vt->fY();
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z = (float)plane.ZatPoint(vt);
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u = (float)vt->fX()/64.f;
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v = -(float)vt->fY()/64.f;
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}
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//==========================================================================
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//
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// Find a 3D floor
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//
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//==========================================================================
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static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
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{
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for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *ffloor = target->e->XFloor.ffloors[i];
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if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor;
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}
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return NULL;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, VertexContainer &verts)
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{
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unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size());
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float diff;
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// Create the actual vertices.
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if (sec->transdoor && floor) diff = -1.f;
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else diff = 0.f;
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for (unsigned i = 0; i < verts.vertices.Size(); i++)
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{
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vbo_shadowdata[vi + i].SetFlatVertex(verts.vertices[i].vertex, plane);
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vbo_shadowdata[vi + i].z += diff;
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}
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unsigned rt = ibo_data.Reserve(verts.indices.Size());
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for (unsigned i = 0; i < verts.indices.Size(); i++)
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{
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ibo_data[rt + i] = vi + verts.indices[i];
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}
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return (int)rt;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, VertexContainers &verts)
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{
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sec->vboindex[h] = vbo_shadowdata.Size();
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// First calculate the vertices for the sector itself
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sec->vboheight[h] = sec->GetPlaneTexZ(h);
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sec->ibocount = verts[sec->Index()].indices.Size();
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sec->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, verts[sec->Index()]);
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// Next are all sectors using this one as heightsec
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TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
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for (unsigned g = 0; g < fakes.Size(); g++)
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{
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sector_t *fsec = fakes[g];
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fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
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}
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// and finally all attached 3D floors
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TArray<sector_t *> &xf = sec->e->XFloor.attached;
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for (unsigned g = 0; g < xf.Size(); g++)
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{
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sector_t *fsec = xf[g];
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F3DFloor *ffloor = Find3DFloor(fsec, sec);
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if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
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{
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bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
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bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
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if (dotop || dobottom)
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{
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auto ndx = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
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if (dotop) ffloor->top.vindex = ndx;
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if (dobottom) ffloor->bottom.vindex = ndx;
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}
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}
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}
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sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
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return sec->iboindex[h];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateIndexedFlatVertices(TArray<sector_t> §ors)
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{
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auto verts = BuildVertices(sectors);
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int i = 0;
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/*
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for (auto &vert : verts)
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{
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Printf(PRINT_LOG, "Sector %d\n", i);
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Printf(PRINT_LOG, "%d vertices, %d indices\n", vert.vertices.Size(), vert.indices.Size());
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int j = 0;
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for (auto &v : vert.vertices)
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{
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Printf(PRINT_LOG, " %d: (%2.3f, %2.3f)\n", j++, v.vertex->fX(), v.vertex->fY());
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}
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for (unsigned i=0;i<vert.indices.Size();i+=3)
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{
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Printf(PRINT_LOG, " %d, %d, %d\n", vert.indices[i], vert.indices[i + 1], vert.indices[i + 2]);
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}
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i++;
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}
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*/
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for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
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{
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for (auto &sec : sectors)
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{
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CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, verts);
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}
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}
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// We need to do a final check for Vavoom water and FF_FIX sectors.
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// No new vertices are needed here. The planes come from the actual sector
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for (auto &sec : sectors)
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{
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for (auto ff : sec.e->XFloor.ffloors)
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{
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if (ff->top.model == &sec)
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{
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ff->top.vindex = sec.iboindex[ff->top.isceiling];
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}
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if (ff->bottom.model == &sec)
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{
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ff->bottom.vindex = sec.iboindex[ff->top.isceiling];
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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{
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int startvt = sec->vboindex[plane];
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int countvt = sec->vbocount[plane];
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secplane_t &splane = sec->GetSecPlane(plane);
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FFlatVertex *vt = &vbo_shadowdata[startvt];
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FFlatVertex *mapvt = GetBuffer(startvt);
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for(int i=0; i<countvt; i++, vt++, mapvt++)
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{
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vt->z = (float)splane.ZatPoint(vt->x, vt->y);
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if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
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mapvt->z = vt->z;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateVertices(TArray<sector_t> §ors)
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{
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vbo_shadowdata.Resize(NUM_RESERVED);
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CreateIndexedFlatVertices(sectors);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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{
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if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
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{
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UpdatePlaneVertices(sector, sector_t::ceiling);
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sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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UpdatePlaneVertices(sector, sector_t::floor);
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sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
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}
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}
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//==========================================================================
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//
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// checks the validity of all planes attached to this sector
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// and updates them if possible.
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
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{
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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if (hs != NULL) CheckPlanes(hs);
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for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
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CheckPlanes(sector->e->XFloor.ffloors[i]->model);
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}
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//==========================================================================
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//
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//
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@ -392,17 +156,3 @@ void FFlatVertexBuffer::Copy(int start, int count)
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Unmap();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateVBO(TArray<sector_t> §ors)
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{
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vbo_shadowdata.Resize(mNumReserved);
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FFlatVertexBuffer::CreateVertices(sectors);
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mCurIndex = mIndex = vbo_shadowdata.Size();
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Copy(0, mIndex);
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mIndexBuffer->SetData(ibo_data.Size() * sizeof(uint32_t), &ibo_data[0]);
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}
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@ -1,31 +1,9 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#ifndef _HW__VERTEXBUFFER_H
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#define _HW__VERTEXBUFFER_H
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#include "tarray.h"
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#include "hwrenderer/data/buffers.h"
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#include "hw_vertexbuilder.h"
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#include <atomic>
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#include <mutex>
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@ -38,7 +16,6 @@ struct FFlatVertex
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float x, z, y; // world position
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float u, v; // texture coordinates
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void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
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void Set(float xx, float zz, float yy, float uu, float vv)
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{
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x = xx;
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@ -47,10 +24,25 @@ struct FFlatVertex
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u = uu;
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v = vv;
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}
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void SetVertex(float _x, float _y, float _z = 0)
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{
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x = _x;
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z = _y;
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y = _z;
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}
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void SetTexCoord(float _u = 0, float _v = 0)
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{
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u = _u;
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v = _v;
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}
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};
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class FFlatVertexBuffer
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{
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public:
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TArray<FFlatVertex> vbo_shadowdata;
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TArray<uint32_t> ibo_data;
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@ -63,7 +55,7 @@ class FFlatVertexBuffer
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static const unsigned int BUFFER_SIZE = 2000000;
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static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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static const unsigned int BUFFER_SIZE_TO_USE = BUFFER_SIZE-500;
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public:
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enum
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@ -86,7 +78,6 @@ public:
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return std::make_pair(mVertexBuffer, mIndexBuffer);
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}
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void CreateVBO(TArray<sector_t> §ors);
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void Copy(int start, int count);
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FFlatVertex *GetBuffer(int index) const
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@ -117,19 +108,6 @@ public:
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mVertexBuffer->Unmap();
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}
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private:
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int CreateIndexedSectionVertices(subsector_t *sub, const secplane_t &plane, int floor, VertexContainer &cont);
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int CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, VertexContainer &cont);
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int CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, VertexContainers &cont);
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void CreateIndexedFlatVertices(TArray<sector_t> §ors);
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void UpdatePlaneVertices(sector_t *sec, int plane);
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protected:
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void CreateVertices(TArray<sector_t> §ors);
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void CheckPlanes(sector_t *sector);
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public:
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void CheckUpdate(sector_t *sector);
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};
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#endif
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@ -24,6 +24,7 @@
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#include "g_levellocals.h"
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#include "hw_vertexbuilder.h"
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#include "flatvertices.h"
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#include "earcut.hpp"
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@ -146,3 +147,255 @@ TArray<VertexContainer> BuildVertices(TArray<sector_t> §ors)
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}
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return verticesPerSector;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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//==========================================================================
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//
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// Find a 3D floor
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//
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//==========================================================================
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static F3DFloor* Find3DFloor(sector_t* target, sector_t* model)
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{
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for (unsigned i = 0; i < target->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor* ffloor = target->e->XFloor.ffloors[i];
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if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor;
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}
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return NULL;
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}
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//==========================================================================
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//
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// Initialize a single vertex
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//
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//==========================================================================
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static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane)
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{
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ffv.x = (float)vt->fX();
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ffv.y = (float)vt->fY();
|
||||
ffv.z = (float)plane.ZatPoint(vt);
|
||||
ffv.u = (float)vt->fX() / 64.f;
|
||||
ffv.v = -(float)vt->fY() / 64.f;
|
||||
}
|
||||
|
||||
|
||||
|
||||
static int CreateIndexedSectorVertices(FFlatVertexBuffer* fvb, sector_t* sec, const secplane_t& plane, int floor, VertexContainer& verts)
|
||||
{
|
||||
auto& vbo_shadowdata = fvb->vbo_shadowdata;
|
||||
unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size());
|
||||
float diff;
|
||||
|
||||
// Create the actual vertices.
|
||||
if (sec->transdoor && floor) diff = -1.f;
|
||||
else diff = 0.f;
|
||||
for (unsigned i = 0; i < verts.vertices.Size(); i++)
|
||||
{
|
||||
SetFlatVertex(vbo_shadowdata[vi + i], verts.vertices[i].vertex, plane);
|
||||
vbo_shadowdata[vi + i].z += diff;
|
||||
}
|
||||
|
||||
auto& ibo_data = fvb->ibo_data;
|
||||
unsigned rt = ibo_data.Reserve(verts.indices.Size());
|
||||
for (unsigned i = 0; i < verts.indices.Size(); i++)
|
||||
{
|
||||
ibo_data[rt + i] = vi + verts.indices[i];
|
||||
}
|
||||
return (int)rt;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static int CreateIndexedVertices(FFlatVertexBuffer* fvb, int h, sector_t* sec, const secplane_t& plane, int floor, VertexContainers& verts)
|
||||
{
|
||||
auto& vbo_shadowdata = fvb->vbo_shadowdata;
|
||||
sec->vboindex[h] = vbo_shadowdata.Size();
|
||||
// First calculate the vertices for the sector itself
|
||||
sec->vboheight[h] = sec->GetPlaneTexZ(h);
|
||||
sec->ibocount = verts[sec->Index()].indices.Size();
|
||||
sec->iboindex[h] = CreateIndexedSectorVertices(fvb, sec, plane, floor, verts[sec->Index()]);
|
||||
|
||||
// Next are all sectors using this one as heightsec
|
||||
TArray<sector_t*>& fakes = sec->e->FakeFloor.Sectors;
|
||||
for (unsigned g = 0; g < fakes.Size(); g++)
|
||||
{
|
||||
sector_t* fsec = fakes[g];
|
||||
fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fvb, fsec, plane, false, verts[fsec->Index()]);
|
||||
}
|
||||
|
||||
// and finally all attached 3D floors
|
||||
TArray<sector_t*>& xf = sec->e->XFloor.attached;
|
||||
for (unsigned g = 0; g < xf.Size(); g++)
|
||||
{
|
||||
sector_t* fsec = xf[g];
|
||||
F3DFloor* ffloor = Find3DFloor(fsec, sec);
|
||||
|
||||
if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
|
||||
{
|
||||
bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
|
||||
bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
|
||||
|
||||
if (dotop || dobottom)
|
||||
{
|
||||
auto ndx = CreateIndexedSectorVertices(fvb, fsec, plane, false, verts[fsec->Index()]);
|
||||
if (dotop) ffloor->top.vindex = ndx;
|
||||
if (dobottom) ffloor->bottom.vindex = ndx;
|
||||
}
|
||||
}
|
||||
}
|
||||
sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
|
||||
return sec->iboindex[h];
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void CreateIndexedFlatVertices(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
|
||||
{
|
||||
auto verts = BuildVertices(sectors);
|
||||
|
||||
int i = 0;
|
||||
/*
|
||||
for (auto &vert : verts)
|
||||
{
|
||||
Printf(PRINT_LOG, "Sector %d\n", i);
|
||||
Printf(PRINT_LOG, "%d vertices, %d indices\n", vert.vertices.Size(), vert.indices.Size());
|
||||
int j = 0;
|
||||
for (auto &v : vert.vertices)
|
||||
{
|
||||
Printf(PRINT_LOG, " %d: (%2.3f, %2.3f)\n", j++, v.vertex->fX(), v.vertex->fY());
|
||||
}
|
||||
for (unsigned i=0;i<vert.indices.Size();i+=3)
|
||||
{
|
||||
Printf(PRINT_LOG, " %d, %d, %d\n", vert.indices[i], vert.indices[i + 1], vert.indices[i + 2]);
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
|
||||
{
|
||||
for (auto& sec : sectors)
|
||||
{
|
||||
CreateIndexedVertices(fvb, h, &sec, sec.GetSecPlane(h), h == sector_t::floor, verts);
|
||||
}
|
||||
}
|
||||
|
||||
// We need to do a final check for Vavoom water and FF_FIX sectors.
|
||||
// No new vertices are needed here. The planes come from the actual sector
|
||||
for (auto& sec : sectors)
|
||||
{
|
||||
for (auto ff : sec.e->XFloor.ffloors)
|
||||
{
|
||||
if (ff->top.model == &sec)
|
||||
{
|
||||
ff->top.vindex = sec.iboindex[ff->top.isceiling];
|
||||
}
|
||||
if (ff->bottom.model == &sec)
|
||||
{
|
||||
ff->bottom.vindex = sec.iboindex[ff->top.isceiling];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void UpdatePlaneVertices(FFlatVertexBuffer *fvb, sector_t* sec, int plane)
|
||||
{
|
||||
int startvt = sec->vboindex[plane];
|
||||
int countvt = sec->vbocount[plane];
|
||||
secplane_t& splane = sec->GetSecPlane(plane);
|
||||
FFlatVertex* vt = &fvb->vbo_shadowdata[startvt];
|
||||
FFlatVertex* mapvt = fvb->GetBuffer(startvt);
|
||||
for (int i = 0; i < countvt; i++, vt++, mapvt++)
|
||||
{
|
||||
vt->z = (float)splane.ZatPoint(vt->x, vt->y);
|
||||
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
|
||||
mapvt->z = vt->z;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void CreateVertices(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
|
||||
{
|
||||
fvb->vbo_shadowdata.Resize(FFlatVertexBuffer::NUM_RESERVED);
|
||||
CreateIndexedFlatVertices(fvb, sectors);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void CheckPlanes(FFlatVertexBuffer* fvb, sector_t* sector)
|
||||
{
|
||||
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
|
||||
{
|
||||
UpdatePlaneVertices(fvb, sector, sector_t::ceiling);
|
||||
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
|
||||
}
|
||||
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
|
||||
{
|
||||
UpdatePlaneVertices(fvb, sector, sector_t::floor);
|
||||
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// checks the validity of all planes attached to this sector
|
||||
// and updates them if possible.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void CheckUpdate(FFlatVertexBuffer* fvb, sector_t* sector)
|
||||
{
|
||||
CheckPlanes(fvb, sector);
|
||||
sector_t* hs = sector->GetHeightSec();
|
||||
if (hs != NULL) CheckPlanes(fvb, hs);
|
||||
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
||||
CheckPlanes(fvb, sector->e->XFloor.ffloors[i]->model);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void CreateVBO(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
|
||||
{
|
||||
fvb->vbo_shadowdata.Resize(fvb->mNumReserved);
|
||||
CreateVertices(fvb, sectors);
|
||||
fvb->mCurIndex = fvb->mIndex = fvb->vbo_shadowdata.Size();
|
||||
fvb->Copy(0, fvb->mIndex);
|
||||
fvb->mIndexBuffer->SetData(fvb->ibo_data.Size() * sizeof(uint32_t), &fvb->ibo_data[0]);
|
||||
}
|
||||
|
|
|
@ -67,4 +67,7 @@ using VertexContainers = TArray<VertexContainer>;
|
|||
|
||||
VertexContainers BuildVertices(TArray<sector_t> §ors);
|
||||
|
||||
class FFlatVertexBuffer;
|
||||
void CheckUpdate(FFlatVertexBuffer* fvb, sector_t* sector);
|
||||
void CreateVBO(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors);
|
||||
|
||||
|
|
|
@ -41,6 +41,7 @@
|
|||
#include "hwrenderer/scene/hw_portal.h"
|
||||
#include "hwrenderer/utility/hw_clock.h"
|
||||
#include "hwrenderer/data/flatvertices.h"
|
||||
#include "hwrenderer/data/hw_vertexbuilder.h"
|
||||
|
||||
#ifdef ARCH_IA32
|
||||
#include <immintrin.h>
|
||||
|
@ -628,7 +629,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
|
||||
if (sector->validcount != validcount)
|
||||
{
|
||||
screen->mVertexData->CheckUpdate(sector);
|
||||
CheckUpdate(screen->mVertexData, sector);
|
||||
}
|
||||
|
||||
// [RH] Add particles
|
||||
|
|
Loading…
Reference in a new issue