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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Fix render to texture
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parent
cef3fd53ab
commit
fdb93309fe
7 changed files with 43 additions and 23 deletions
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@ -97,6 +97,7 @@ void PolyFrameBuffer::CheckCanvas()
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{
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if (!mCanvas || mCanvas->GetWidth() != GetWidth() || mCanvas->GetHeight() != GetHeight())
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{
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FlushDrawCommands();
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DrawerThreads::WaitForWorkers();
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mCanvas.reset(new DCanvas(0, 0, true));
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@ -104,7 +105,7 @@ void PolyFrameBuffer::CheckCanvas()
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mDepthStencil.reset();
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mDepthStencil.reset(new PolyDepthStencil(GetWidth(), GetHeight()));
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mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil());
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mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil(), true);
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}
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}
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@ -342,7 +343,7 @@ void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint,
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int height = mat->TextureHeight();
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DCanvas *image = BaseLayer->GetImage(tex, 0, 0);
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PolyDepthStencil *depthStencil = BaseLayer->GetDepthStencil(tex);
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mRenderState->SetRenderTarget(image, depthStencil);
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mRenderState->SetRenderTarget(image, depthStencil, false);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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@ -352,8 +353,9 @@ void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint,
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FRenderViewpoint texvp;
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RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
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FlushDrawCommands();
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DrawerThreads::WaitForWorkers();
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mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil());
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mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil(), true);
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tex->SetUpdated(true);
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}
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@ -201,7 +201,7 @@ void PolyRenderState::Apply()
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if (mNeedApply)
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{
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mDrawCommands->SetViewport(mViewport.x, mViewport.y, mViewport.width, mViewport.height, mRenderTarget.Canvas, mRenderTarget.DepthStencil);
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mDrawCommands->SetViewport(mViewport.x, mViewport.y, mViewport.width, mViewport.height, mRenderTarget.Canvas, mRenderTarget.DepthStencil, mRenderTarget.TopDown);
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mDrawCommands->SetScissor(mScissor.x, mScissor.y, mScissor.width, mScissor.height);
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mDrawCommands->SetViewpointUniforms(mViewpointUniforms);
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mDrawCommands->SetDepthClamp(mDepthClamp);
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@ -282,7 +282,7 @@ void PolyRenderState::ApplyMaterial()
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if (base)
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{
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DCanvas *texcanvas = base->GetImage(mMaterial);
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mDrawCommands->SetTexture(0, texcanvas->GetPixels(), texcanvas->GetHeight(), texcanvas->GetWidth(), texcanvas->IsBgra());
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mDrawCommands->SetTexture(0, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
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int numLayers = mMaterial.mMaterial->GetLayers();
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for (int i = 1; i < numLayers; i++)
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@ -291,7 +291,7 @@ void PolyRenderState::ApplyMaterial()
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auto systex = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(i, 0, &layer));
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texcanvas = systex->GetImage(layer, 0, mMaterial.mMaterial->isExpanded() ? CTF_Expand : 0);
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mDrawCommands->SetTexture(i, texcanvas->GetPixels(), texcanvas->GetHeight(), texcanvas->GetWidth(), texcanvas->IsBgra());
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mDrawCommands->SetTexture(i, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
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}
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}
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@ -347,10 +347,11 @@ void PolyRenderState::ApplyMatrices()
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}
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}
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void PolyRenderState::SetRenderTarget(DCanvas *canvas, PolyDepthStencil *depthStencil)
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void PolyRenderState::SetRenderTarget(DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown)
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{
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mRenderTarget.Canvas = canvas;
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mRenderTarget.DepthStencil = depthStencil;
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mRenderTarget.TopDown = topdown;
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}
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void PolyRenderState::Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length)
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@ -40,7 +40,7 @@ public:
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void EnableLineSmooth(bool on) override;
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void EnableDrawBuffers(int count) override;
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void SetRenderTarget(DCanvas *canvas, PolyDepthStencil *depthStencil);
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void SetRenderTarget(DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown);
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void Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length);
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PolyVertexInputAssembly *GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs);
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void EndRenderPass();
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@ -69,6 +69,7 @@ private:
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{
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DCanvas *Canvas = nullptr;
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PolyDepthStencil *DepthStencil = nullptr;
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bool TopDown = true;
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} mRenderTarget;
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struct Rect
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@ -44,7 +44,7 @@ PolyCommandBuffer::PolyCommandBuffer(RenderMemory* frameMemory)
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mQueue = std::make_shared<DrawerCommandQueue>(frameMemory);
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}
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void PolyCommandBuffer::SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthstencil)
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void PolyCommandBuffer::SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthstencil, bool topdown)
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{
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uint8_t *dest = (uint8_t*)canvas->GetPixels();
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int dest_width = canvas->GetWidth();
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@ -52,7 +52,7 @@ void PolyCommandBuffer::SetViewport(int x, int y, int width, int height, DCanvas
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int dest_pitch = canvas->GetPitch();
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bool dest_bgra = canvas->IsBgra();
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mQueue->Push<PolySetViewportCommand>(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil);
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mQueue->Push<PolySetViewportCommand>(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil, topdown);
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}
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void PolyCommandBuffer::SetInputAssembly(PolyInputAssembly *input)
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@ -217,7 +217,7 @@ void PolyTriangleThreadData::ClearStencil(uint8_t value)
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}
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}
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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, PolyDepthStencil *new_depthstencil)
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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, PolyDepthStencil *new_depthstencil, bool new_topdown)
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{
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viewport_x = x;
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viewport_y = y;
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@ -229,6 +229,7 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
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dest_pitch = new_dest_pitch;
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dest_bgra = new_dest_bgra;
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depthstencil = new_depthstencil;
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topdown = new_topdown;
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UpdateClip();
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}
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@ -620,7 +621,10 @@ void PolyTriangleThreadData::DrawShadedLine(const ShadedTriVertex *const* vert)
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// Apply viewport scale to get screen coordinates:
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v.x = viewport_x + viewport_width * (1.0f + v.x) * 0.5f;
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v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f;
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if (topdown)
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v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f;
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else
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v.y = viewport_y + viewport_height * (1.0f + v.y) * 0.5f;
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}
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uint32_t vColorA = (int)(vert[0]->vColor.W * 255.0f + 0.5f);
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@ -714,8 +718,11 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *const* ve
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// Apply viewport scale to get screen coordinates:
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v.x = viewport_x + viewport_width * (1.0f + v.x) * 0.5f;
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v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f;
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}
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if (topdown)
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v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f;
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else
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v.y = viewport_y + viewport_height * (1.0f + v.y) * 0.5f;
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}
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#else
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// Map to 2D viewport:
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__m128 mviewport_x = _mm_set1_ps((float)viewport_x);
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@ -740,7 +747,10 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *const* ve
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// Apply viewport scale to get screen coordinates:
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vx = _mm_add_ps(mviewport_x, _mm_mul_ps(mviewport_halfwidth, _mm_add_ps(mone, vx)));
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vy = _mm_add_ps(mviewport_y, _mm_mul_ps(mviewport_halfheight, _mm_sub_ps(mone, vy)));
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if (topdown)
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vy = _mm_add_ps(mviewport_y, _mm_mul_ps(mviewport_halfheight, _mm_sub_ps(mone, vy)));
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else
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vy = _mm_add_ps(mviewport_y, _mm_mul_ps(mviewport_halfheight, _mm_add_ps(mone, vy)));
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_MM_TRANSPOSE4_PS(vx, vy, vz, vw);
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_mm_storeu_ps(&clippedvert[j].x, vx);
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@ -750,6 +760,8 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *const* ve
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}
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#endif
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if (!topdown) ccw = !ccw;
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TriDrawTriangleArgs args;
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if (twosided && numclipvert > 2)
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@ -49,7 +49,7 @@ class PolyCommandBuffer
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public:
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PolyCommandBuffer(RenderMemory* frameMemory);
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void SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthStencil);
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void SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown);
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void SetInputAssembly(PolyInputAssembly *input);
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void SetVertexBuffer(const void *vertices);
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void SetIndexBuffer(const void *elements);
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@ -137,7 +137,7 @@ public:
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void ClearDepth(float value);
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void ClearStencil(uint8_t value);
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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, PolyDepthStencil *depthstencil);
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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, PolyDepthStencil *depthstencil, bool topdown);
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void SetCullCCW(bool value) { ccw = value; }
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void SetTwoSided(bool value) { twosided = value; }
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@ -224,6 +224,7 @@ public:
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bool dest_bgra = false;
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uint8_t *dest = nullptr;
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PolyDepthStencil *depthstencil = nullptr;
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bool topdown = true;
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float depthbias = 0.0f;
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@ -504,9 +505,9 @@ private:
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class PolySetViewportCommand : public PolyDrawerCommand
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{
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public:
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PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, PolyDepthStencil *depthstencil)
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: 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), depthstencil(depthstencil) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil); }
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PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, PolyDepthStencil *depthstencil, bool topdown)
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: 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), depthstencil(depthstencil), topdown(topdown) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil, topdown); }
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private:
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int x;
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@ -519,6 +520,7 @@ private:
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int dest_pitch;
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bool dest_bgra;
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PolyDepthStencil *depthstencil;
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bool topdown;
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};
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class PolySetViewpointUniformsCommand : public PolyDrawerCommand
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@ -134,8 +134,6 @@ public:
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gl_ClipDistance[3] = 1.0f;
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gl_ClipDistance[4] = 1.0f;
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}
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std::swap(vTexCoord.X, vTexCoord.Y); // textures are transposed because the software renderer did them this way
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}
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private:
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@ -623,7 +623,7 @@ static uint32_t SampleTexture(uint32_t u, uint32_t v, const void* texPixels, int
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{
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int texelX = (u * texWidth) >> 16;
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int texelY = (v * texHeight) >> 16;
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int texelOffset = texelX * texHeight + texelY;
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int texelOffset = texelX + texelY * texWidth;
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if (texBgra)
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{
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return static_cast<const uint32_t*>(texPixels)[texelOffset];
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@ -648,6 +648,10 @@ static void RunShader(int x0, int x1, PolyTriangleThreadData* thread)
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/*float fogdist = pixelpos.w;
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float fogfactor = exp2(uFogDensity * fogdist);
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FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor);*/
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for (int x = x0; x < x1; x++)
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{
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fragcolor[x] = 0;
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}
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return;
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}
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else if (thread->SpecialEffect == EFF_BURN) // burn.fp
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