// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #ifndef __VERTEXBUFFER_H #define __VERTEXBUFFER_H #include "tarray.h" #include "gl/utility/gl_clock.h" #include "gl/system/gl_interface.h" struct vertex_t; struct secplane_t; struct subsector_t; struct sector_t; enum { VATTR_VERTEX_BIT, VATTR_TEXCOORD_BIT, VATTR_COLOR_BIT, VATTR_VERTEX2_BIT, VATTR_NORMAL_BIT }; class FVertexBuffer { protected: unsigned int vbo_id; public: FVertexBuffer(bool wantbuffer = true); virtual ~FVertexBuffer(); virtual void BindVBO() = 0; void EnableBufferArrays(int enable, int disable); }; struct FFlatVertex { float x,z,y; // world position float u,v; // texture coordinates void SetFlatVertex(vertex_t *vt, const secplane_t &plane); void Set(float xx, float zz, float yy, float uu, float vv) { x = xx; z = zz; y = yy; u = uu; v = vv; } }; struct FSimpleVertex { float x, z, y; // world position float u, v; // texture coordinates PalEntry color; void Set(float xx, float zz, float yy, float uu = 0, float vv = 0, PalEntry col = 0xffffffff) { x = xx; z = zz; y = yy; u = uu; v = vv; color = col; } }; #define VTO ((FFlatVertex*)NULL) #define VSiO ((FSimpleVertex*)NULL) class FSimpleVertexBuffer : public FVertexBuffer { TArray mBuffer; public: FSimpleVertexBuffer() { } void BindVBO(); void set(FSimpleVertex *verts, int count); void EnableColorArray(bool on); }; class FFlatVertexBuffer : public FVertexBuffer { FFlatVertex *map; unsigned int mIndex; unsigned int mCurIndex; unsigned int mNumReserved; void CheckPlanes(sector_t *sector); static const unsigned int BUFFER_SIZE = 2000000; static const unsigned int BUFFER_SIZE_TO_USE = 1999500; public: enum { QUAD_INDEX = 0, FULLSCREEN_INDEX = 4, PRESENT_INDEX = 8, STENCILTOP_INDEX = 12, STENCILBOTTOM_INDEX = 16, NUM_RESERVED = 20 }; TArray vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x FFlatVertexBuffer(int width, int height); ~FFlatVertexBuffer(); void OutputResized(int width, int height); void BindVBO(); void CreateVBO(); void CheckUpdate(sector_t *sector); FFlatVertex *GetBuffer() { return &map[mCurIndex]; } FFlatVertex *Alloc(int num, int *poffset) { FFlatVertex *p = GetBuffer(); *poffset = mCurIndex; mCurIndex += num; if (mCurIndex >= BUFFER_SIZE_TO_USE) mCurIndex = mIndex; return p; } unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset) { unsigned int newofs = (unsigned int)(newptr - map); unsigned int diff = newofs - mCurIndex; *poffset = mCurIndex; mCurIndex = newofs; if (mCurIndex >= BUFFER_SIZE_TO_USE) 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. void RenderArray(unsigned int primtype, unsigned int offset, unsigned int count) { drawcalls.Clock(); glDrawArrays(primtype, offset, count); drawcalls.Unclock(); } void RenderCurrent(FFlatVertex *newptr, unsigned int primtype, unsigned int *poffset = NULL, unsigned int *pcount = NULL) { unsigned int offset; unsigned int count = GetCount(newptr, &offset); RenderArray(primtype, offset, count); if (poffset) *poffset = offset; if (pcount) *pcount = count; } #endif void Reset() { mCurIndex = mIndex; } void Map(); void Unmap(); private: int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor); int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor); int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor); void CreateFlatVBO(); void UpdatePlaneVertices(sector_t *sec, int plane); }; struct FSkyVertex { float x, y, z, u, v; PalEntry color; void Set(float xx, float zz, float yy, float uu=0, float vv=0, PalEntry col=0xffffffff) { x = xx; z = zz; y = yy; u = uu; v = vv; color = col; } void SetXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0, PalEntry col = 0xffffffff) { x = xx; y = yy; z = zz; u = uu; v = vv; color = col; } }; class FSkyVertexBuffer : public FVertexBuffer { public: static const int SKYHEMI_UPPER = 1; static const int SKYHEMI_LOWER = 2; enum { SKYMODE_MAINLAYER = 0, SKYMODE_SECONDLAYER = 1, SKYMODE_FOGLAYER = 2 }; private: TArray mVertices; TArray mPrimStart; int mRows, mColumns; // indices for sky cubemap faces int mFaceStart[7]; int mSideStart; void SkyVertex(int r, int c, bool yflip); void CreateSkyHemisphere(int hemi); void CreateDome(); void RenderRow(int prim, int row); public: FSkyVertexBuffer(); virtual ~FSkyVertexBuffer(); void RenderDome(FMaterial *tex, int mode); void BindVBO(); int FaceStart(int i) { if (i >= 0 && i < 7) return mFaceStart[i]; else return mSideStart; } }; #define VSO ((FSkyVertex*)NULL) struct FModelVertex { float x, y, z; // world position float u, v; // texture coordinates unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV. void Set(float xx, float yy, float zz, float uu, float vv) { x = xx; y = yy; z = zz; u = uu; v = vv; } void SetNormal(float nx, float ny, float nz) { /* int inx = int(nx * 512); int iny = int(ny * 512); int inz = int(nz * 512); packedNormal = 0x40000000 | ((inx & 1023) << 20) | ((iny & 1023) << 10) | (inz & 1023); */ packedNormal = 0; // Per-pixel lighting for models isn't implemented yet so leave this at 0 for now. } }; class FModelVertexBuffer : public FVertexBuffer { int mIndexFrame[2]; FModelVertex *vbo_ptr; uint32_t ibo_id; public: FModelVertexBuffer(bool needindex, bool singleframe); ~FModelVertexBuffer(); FModelVertex *LockVertexBuffer(unsigned int size); void UnlockVertexBuffer(); unsigned int *LockIndexBuffer(unsigned int size); void UnlockIndexBuffer(); unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size); void BindVBO(); }; #define VMO ((FModelVertex*)NULL) #endif