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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
- use buffer based rendering for dynamic light pass and horizon portals.
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parent
1aaa1b7bad
commit
e6f14b055a
4 changed files with 38 additions and 55 deletions
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@ -152,7 +152,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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gl_RenderState.Apply();
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// Render the light
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glBegin(GL_TRIANGLE_FAN);
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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for (k = 0, v = sub->firstline; k < sub->numlines; k++, v++)
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{
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vertex_t *vt = v->v1;
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@ -160,12 +160,10 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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t1.Set(vt->fx, zc, vt->fy);
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Vector nearToVert = t1 - nearPt;
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glTexCoord2f((nearToVert.Dot(right) * scale) + 0.5f, (nearToVert.Dot(up) * scale) + 0.5f);
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glVertex3f(vt->fx, zc, vt->fy);
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ptr->Set(vt->fx, zc, vt->fy, (nearToVert.Dot(right) * scale) + 0.5f, (nearToVert.Dot(up) * scale) + 0.5f);
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ptr++;
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}
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glEnd();
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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node = node->nextLight;
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}
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}
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@ -999,26 +999,21 @@ void GLHorizonPortal::DrawContents()
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float vy=FIXED2FLOAT(viewy);
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// Draw to some far away boundary
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// This is not drawn as larher strips because it causes visual glitches.
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for(float x=-32768+vx; x<32768+vx; x+=4096)
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{
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for(float y=-32768+vy; y<32768+vy;y+=4096)
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{
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(x/64, -y/64);
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glVertex3f(x, z, y);
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glTexCoord2f(x/64 + 64, -y/64);
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glVertex3f(x + 4096, z, y);
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glTexCoord2f(x/64 + 64, -y/64 - 64);
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glVertex3f(x + 4096, z, y + 4096);
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glTexCoord2f(x/64, -y/64 - 64);
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glVertex3f(x, z, y + 4096);
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glEnd();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(x, z, y, x / 64, -y / 64);
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ptr++;
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ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
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ptr++;
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ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
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ptr++;
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ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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}
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@ -1029,34 +1024,28 @@ void GLHorizonPortal::DrawContents()
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// Since I can't draw into infinity there can always be a
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// small gap
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(512.f, 0);
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glVertex3f(-32768+vx, z, -32768+vy);
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glTexCoord2f(512.f, tz);
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glVertex3f(-32768+vx, vz, -32768+vy);
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glTexCoord2f(-512.f, 0);
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glVertex3f(-32768+vx, z, 32768+vy);
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glTexCoord2f(-512.f, tz);
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glVertex3f(-32768+vx, vz, 32768+vy);
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glTexCoord2f(512.f, 0);
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glVertex3f( 32768+vx, z, 32768+vy);
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glTexCoord2f(512.f, tz);
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glVertex3f( 32768+vx, vz, 32768+vy);
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glTexCoord2f(-512.f, 0);
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glVertex3f( 32768+vx, z, -32768+vy);
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glTexCoord2f(-512.f, tz);
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glVertex3f( 32768+vx, vz, -32768+vy);
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glTexCoord2f(512.f, 0);
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glVertex3f(-32768+vx, z, -32768+vy);
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glTexCoord2f(512.f, tz);
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glVertex3f(-32768+vx, vz, -32768+vy);
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glEnd();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
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ptr++;
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ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
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ptr++;
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ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
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ptr++;
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ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
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ptr++;
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ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
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ptr++;
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ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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if (pushed)
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{
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@ -331,7 +331,7 @@ void GLWall::RenderFogBoundary()
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// this case is special because it needs to change the color in the middle of the polygon so it cannot use the standard function
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// This also needs no splits so it's relatively simple.
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glBegin(GL_TRIANGLE_FAN); // only used on GL 2.x!
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glVertex3f(glseg.x1, zbottom[0], glseg.y1);
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glVertex3f(glseg.x1, ztop[0], glseg.y1);
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glColor4fv(fc);
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@ -43,8 +43,4 @@ EXTERN_CVAR(Bool, gl_dynlight_shader)
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EXTERN_CVAR(Float, gl_mask_threshold)
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EXTERN_CVAR(Float, gl_mask_sprite_threshold)
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EXTERN_CVAR(Int, gl_usevbo)
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#endif // _GL_INTERN_H
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