mirror of
https://github.com/ZDoom/gzdoom-gles.git
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421 lines
No EOL
12 KiB
C++
421 lines
No EOL
12 KiB
C++
/*
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** glc_vertexbuffer.cpp
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** Vertex buffer handling.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "doomtype.h"
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#include "p_local.h"
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#include "m_argv.h"
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#include "c_cvars.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self < -1 || self > 2 || !(gl.flags&RFL_VBO))
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{
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self = 0;
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}
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else if (self == -1)
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{
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if (!(gl.flags & RFL_NVIDIA)) self = 0;
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else self = 2;
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}
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else if (GLRenderer != NULL && GLRenderer->mVBO != NULL && GLRenderer->mVBO->vbo_arg != self)
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{
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Printf("Vertex buffer use will be changed for the next level.\n");
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}
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}
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//==========================================================================
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//
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// Create / destroy the VBO
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//
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//==========================================================================
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FVertexBuffer::FVertexBuffer()
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{
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vbo_id = 0;
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if (gl.flags&RFL_VBO)
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{
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if (gl_usevbo == -1) gl_usevbo.Callback();
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glGenBuffers(1, &vbo_id);
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}
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}
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FVertexBuffer::~FVertexBuffer()
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{
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if (vbo_id != 0)
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{
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glDeleteBuffers(1, &vbo_id);
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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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FFlatVertexBuffer::FFlatVertexBuffer()
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: FVertexBuffer()
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{
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if (!(gl.flags&RFL_VBO))
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{
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vbo_arg = 0;
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}
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else
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{
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vbo_arg = gl_usevbo;
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}
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map = NULL;
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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{
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UnmapVBO();
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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 = vt->fx;
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y = vt->fy;
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z = plane.ZatPoint(vt->fx, vt->fy);
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u = vt->fx/64.f;
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v = -vt->fy/64.f;
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w = dc = df = 0;
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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) 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::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
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{
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int idx = vbo_shadowdata.Reserve(sub->numlines);
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for(unsigned int k=0; k<sub->numlines; k++, idx++)
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{
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vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane);
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if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f;
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}
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return idx;
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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::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor)
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{
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int rt = vbo_shadowdata.Size();
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// First calculate the vertices for the sector itself
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for(int j=0; j<sec->subsectorcount; j++)
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{
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subsector_t *sub = sec->subsectors[j];
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CreateSubsectorVertices(sub, plane, floor);
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}
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return 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::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor)
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{
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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->vboindex[h] = CreateSectorVertices(sec, plane, floor);
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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->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
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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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if (dotop) ffloor->top.vindex = vbo_shadowdata.Size();
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if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size();
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CreateSectorVertices(fsec, plane, false);
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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->vboindex[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::CreateFlatVBO()
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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(int i=0; i<numsectors;i++)
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{
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CreateVertices(h, §ors[i], sectors[i].GetSecPlane(h), h == sector_t::floor);
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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(int i=0; i<numsectors;i++)
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{
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for(unsigned j=0;j<sectors[i].e->XFloor.ffloors.Size(); j++)
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{
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F3DFloor *ff = sectors[i].e->XFloor.ffloors[j];
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if (ff->top.model == §ors[i])
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{
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ff->top.vindex = sectors[i].vboindex[ff->top.isceiling];
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}
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if (ff->bottom.model == §ors[i])
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{
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ff->bottom.vindex = sectors[i].vboindex[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::MapVBO()
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{
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if (map == NULL)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, vbo_shadowdata.Size() * sizeof(FFlatVertex),
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GL_MAP_WRITE_BIT|GL_MAP_FLUSH_EXPLICIT_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
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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::UnmapVBO()
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{
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if (map != NULL)
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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map = NULL;
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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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for(int i=0; i<countvt; i++, vt++)
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{
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vt->z = splane.ZatPoint(vt->x, vt->y);
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if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
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}
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if (gl.flags & RFL_MAP_BUFFER_RANGE)
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{
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MapVBO();
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if (map == NULL) return; // Error
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memcpy(&map[startvt], &vbo_shadowdata[startvt], countvt * sizeof(FFlatVertex));
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex));
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}
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else
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{
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glBufferSubData(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex), &vbo_shadowdata[startvt]);
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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::CreateVBO()
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{
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vbo_shadowdata.Clear();
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if (vbo_arg > 0)
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{
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CreateFlatVBO();
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, vbo_shadowdata.Size() * sizeof(FFlatVertex), &vbo_shadowdata[0], GL_DYNAMIC_DRAW);
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}
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else if (sectors)
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{
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// set all VBO info to invalid values so that we can save some checks in the rendering code
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for(int i=0;i<numsectors;i++)
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{
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sectors[i].vboindex[3] = sectors[i].vboindex[2] =
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sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1;
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sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
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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::BindVBO()
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{
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if (vbo_arg > 0)
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{
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UnmapVBO();
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
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glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_INDEX_ARRAY);
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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::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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if (sector->ceilingdata == NULL) // only update if there's no thinker attached
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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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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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if (sector->floordata == NULL) // only update if there's no thinker attached
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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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//
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// checks the validity of all planes attached to this sector
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// and updates them if possible. Anything moving will not be
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// updated unless it stops. This is to ensure that we never
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// have to synchronize with the rendering process.
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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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if (vbo_arg == 2)
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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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} |