- use vertex buffer for all the common 2D rendering functions.

This commit is contained in:
Christoph Oelckers 2014-05-21 00:36:04 +02:00
parent 09ba62fbef
commit f5ea31b518
3 changed files with 172 additions and 65 deletions

View file

@ -49,8 +49,6 @@
#include "gl/data/gl_vertexbuffer.h"
const int BUFFER_SIZE = 2000000;
CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self < -1 || self > 1 || !(gl.flags & RFL_BUFFER_STORAGE))
@ -105,6 +103,7 @@ FFlatVertexBuffer::FFlatVertexBuffer()
{
map = NULL;
}
mIndex = mCurIndex = 0;
}
FFlatVertexBuffer::~FFlatVertexBuffer()
@ -296,7 +295,7 @@ void FFlatVertexBuffer::CreateVBO()
{
CreateFlatVBO();
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
mIndex = vbo_shadowdata.Size();
mCurIndex = mIndex = vbo_shadowdata.Size();
}
else if (sectors)
{

View file

@ -47,6 +47,8 @@ class FFlatVertexBuffer : public FVertexBuffer
void CheckPlanes(sector_t *sector);
const unsigned int BUFFER_SIZE = 2000000;
public:
int vbo_arg;
TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer
@ -68,6 +70,7 @@ public:
unsigned int diff = newofs - mCurIndex;
*poffset = mCurIndex;
mCurIndex = newofs;
if (mCurIndex >= BUFFER_SIZE) mCurIndex = mIndex;
return diff;
}
#ifdef __GL_PCH_H // we need the system includes for this but we cannot include them ourselves without creating #define clashes. The affected files wouldn't try to draw anyway.

View file

@ -53,6 +53,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_threads.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
@ -106,6 +107,7 @@ void FGLRenderer::Initialize()
gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch);
mVBO = new FFlatVertexBuffer;
gl_RenderState.SetVertexBuffer(mVBO);
mFBID = 0;
SetupLevel();
mShaderManager = new FShaderManager;
@ -278,20 +280,36 @@ void FGLRenderer::ClearBorders()
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
glBegin(GL_QUADS);
// upper quad
glVertex2i(0, borderHeight);
glVertex2i(0, 0);
glVertex2i(width, 0);
glVertex2i(width, borderHeight);
// lower quad
glVertex2i(0, trueHeight);
glVertex2i(0, trueHeight - borderHeight);
glVertex2i(width, trueHeight - borderHeight);
glVertex2i(width, trueHeight);
glEnd();
if (!gl_usevbo)
{
glBegin(GL_QUADS);
// upper quad
glVertex2i(0, borderHeight);
glVertex2i(0, 0);
glVertex2i(width, 0);
glVertex2i(width, borderHeight);
// lower quad
glVertex2i(0, trueHeight);
glVertex2i(0, trueHeight - borderHeight);
glVertex2i(width, trueHeight - borderHeight);
glVertex2i(width, trueHeight);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, borderHeight, 0, 0, 0); ptr++;
ptr->Set(0, 0, 0, 0, 0); ptr++;
ptr->Set(width, 0, 0, 0, 0); ptr++;
ptr->Set(width, borderHeight, 0, 0, 0); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
ptr->Set(0, trueHeight, 0, 0, 0); ptr++;
ptr->Set(0, trueHeight - borderHeight, 0, 0, 0); ptr++;
ptr->Set(width, trueHeight - borderHeight, 0, 0, 0); ptr++;
ptr->Set(width, trueHeight, 0, 0, 0); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
gl_RenderState.EnableTexture(true);
glViewport(0, (trueHeight - height) / 2, width, height);
@ -391,25 +409,8 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
gl_RenderState.SetColor(color);
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
glTexCoord2f(u1, v2);
glVertex2d(x, y + h);
glTexCoord2f(u2, v1);
glVertex2d(x + w, y);
glTexCoord2f(u2, v2);
glVertex2d(x + w, y + h);
glEnd();
if (parms.colorOverlay)
if (!gl_usevbo)
{
gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.SetColor(PalEntry(parms.colorOverlay));
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
@ -421,6 +422,47 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
glVertex2d(x + w, y + h);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x, y, 0, u1, v1); ptr++;
ptr->Set(x, y + h, 0, u1, v2); ptr++;
ptr->Set(x + w, y, 0, u2, v1); ptr++;
ptr->Set(x + w, y + h, 0, u2, v2); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
if (parms.colorOverlay)
{
gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.SetColor(PalEntry(parms.colorOverlay));
gl_RenderState.Apply();
if (!gl_usevbo)
{
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
glTexCoord2f(u1, v2);
glVertex2d(x, y + h);
glTexCoord2f(u2, v1);
glVertex2d(x + w, y);
glTexCoord2f(u2, v2);
glVertex2d(x + w, y + h);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x, y, 0, u1, v1); ptr++;
ptr->Set(x, y + h, 0, u1, v2); ptr++;
ptr->Set(x + w, y, 0, u2, v1); ptr++;
ptr->Set(x + w, y + h, 0, u2, v2); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
}
gl_RenderState.EnableAlphaTest(true);
@ -442,10 +484,20 @@ void FGLRenderer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32
gl_RenderState.EnableTexture(false);
gl_RenderState.SetColorAlpha(p, 1.f);
gl_RenderState.Apply();
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
if (!gl_usevbo)
{
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x1, y1, 0, 0, 0); ptr++;
ptr->Set(x2, y2, 0, 0, 0); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_LINES);
}
gl_RenderState.EnableTexture(true);
}
@ -460,9 +512,18 @@ void FGLRenderer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
gl_RenderState.EnableTexture(false);
gl_RenderState.SetColorAlpha(p, 1.f);
gl_RenderState.Apply();
glBegin(GL_POINTS);
glVertex2i(x1, y1);
glEnd();
if (!gl_usevbo)
{
glBegin(GL_POINTS);
glVertex2i(x1, y1);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x1, y1, 0, 0, 0); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_POINTS);
}
gl_RenderState.EnableTexture(true);
}
@ -480,13 +541,24 @@ void FGLRenderer::Dim(PalEntry color, float damount, int x1, int y1, int w, int
gl_RenderState.SetColorAlpha(color, damount);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glVertex2i(x1, y1);
glVertex2i(x1, y1 + h);
glVertex2i(x1 + w, y1 + h);
glVertex2i(x1 + w, y1);
glEnd();
if (!gl_usevbo)
{
glBegin(GL_TRIANGLE_FAN);
glVertex2i(x1, y1);
glVertex2i(x1, y1 + h);
glVertex2i(x1 + w, y1 + h);
glVertex2i(x1 + w, y1);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x1, y1, 0, 0, 0); ptr++;
ptr->Set(x1, y1+h, 0, 0, 0); ptr++;
ptr->Set(x1+w, y1+h, 0, 0, 0); ptr++;
ptr->Set(x1+w, y1, 0, 0, 0); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
}
gl_RenderState.EnableTexture(true);
}
@ -522,12 +594,24 @@ void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *
}
gl_RenderState.ResetColor();
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(fU1, fV1); glVertex2f(left, top);
glTexCoord2f(fU1, fV2); glVertex2f(left, bottom);
glTexCoord2f(fU2, fV1); glVertex2f(right, top);
glTexCoord2f(fU2, fV2); glVertex2f(right, bottom);
glEnd();
if (!gl_usevbo)
{
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(fU1, fV1); glVertex2f(left, top);
glTexCoord2f(fU1, fV2); glVertex2f(left, bottom);
glTexCoord2f(fU2, fV1); glVertex2f(right, top);
glTexCoord2f(fU2, fV2); glVertex2f(right, bottom);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(left, top, 0, fU1, fV1); ptr++;
ptr->Set(left, bottom, 0, fU1, fV2); ptr++;
ptr->Set(right, top, 0, fU2, fV1); ptr++;
ptr->Set(right, bottom, 0, fU2, fV2); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
}
//==========================================================================
@ -615,20 +699,41 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
float oy = float(originy);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
for (i = 0; i < npoints; ++i)
if (!gl_usevbo)
{
float u = points[i].X - 0.5f - ox;
float v = points[i].Y - 0.5f - oy;
if (dorotate)
glBegin(GL_TRIANGLE_FAN);
for (i = 0; i < npoints; ++i)
{
float t = u;
u = t * cosrot - v * sinrot;
v = v * cosrot + t * sinrot;
float u = points[i].X - 0.5f - ox;
float v = points[i].Y - 0.5f - oy;
if (dorotate)
{
float t = u;
u = t * cosrot - v * sinrot;
v = v * cosrot + t * sinrot;
}
glTexCoord2f(u * uscale, v * vscale);
glVertex3f(points[i].X, points[i].Y /* + yoffs */, 0);
}
glTexCoord2f(u * uscale, v * vscale);
glVertex3f(points[i].X, points[i].Y /* + yoffs */, 0);
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
for (i = 0; i < npoints; ++i)
{
float u = points[i].X - 0.5f - ox;
float v = points[i].Y - 0.5f - oy;
if (dorotate)
{
float t = u;
u = t * cosrot - v * sinrot;
v = v * cosrot + t * sinrot;
}
ptr->Set(points[i].X, points[i].Y, 0, u*uscale, v*vscale);
ptr++;
}
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
}
glEnd();
}