- moved all rendering code into a common subdirectory.

No changes to the files themselves was made.
This commit is contained in:
Christoph Oelckers 2019-01-31 19:58:17 +01:00
parent c77487dab8
commit 89d607c9a6
256 changed files with 193 additions and 191 deletions

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//
//---------------------------------------------------------------------------
//
// 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_models.cpp
**
** hardware renderer model handling code
**
**/
#include "w_wad.h"
#include "g_game.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_state.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "i_time.h"
#include "cmdlib.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/data/buffers.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hw_models.h"
CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
{
VSMatrix objectToWorldMatrix;
di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix);
return objectToWorldMatrix;
}
void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
state.SetDepthFunc(DF_LEqual);
state.EnableTexture(true);
// [BB] In case the model should be rendered translucent, do back face culling.
// This solves a few of the problems caused by the lack of depth sorting.
// [Nash] Don't do back face culling if explicitly specified in MODELDEF
// TO-DO: Implement proper depth sorting.
if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
{
state.SetCulling((mirrored ^ screen->mPortalState->isMirrored()) ? Cull_CCW : Cull_CW);
}
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
}
void FGLModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
{
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
state.SetCulling(Cull_None);
}
void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
state.SetDepthFunc(DF_LEqual);
// [BB] In case the model should be rendered translucent, do back face culling.
// This solves a few of the problems caused by the lack of depth sorting.
// TO-DO: Implement proper depth sorting.
if (!(actor->RenderStyle == DefaultRenderStyle()))
{
state.SetCulling((mirrored ^ screen->mPortalState->isMirrored()) ? Cull_CW : Cull_CCW);
}
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
}
void FGLModelRenderer::EndDrawHUDModel(AActor *actor)
{
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
if (!(actor->RenderStyle == DefaultRenderStyle()))
state.SetCulling(Cull_None);
}
IModelVertexBuffer *FGLModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
{
return new FModelVertexBuffer(needindex, singleframe);
}
void FGLModelRenderer::SetInterpolation(double inter)
{
state.SetInterpolationFactor((float)inter);
}
void FGLModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
{
FMaterial * tex = FMaterial::ValidateTexture(skin, false);
state.SetMaterial(tex, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
state.SetLightIndex(modellightindex);
}
void FGLModelRenderer::DrawArrays(int start, int count)
{
state.Draw(DT_Triangles, start, count);
}
void FGLModelRenderer::DrawElements(int numIndices, size_t offset)
{
state.DrawIndexed(DT_Triangles, int(offset / sizeof(unsigned int)), numIndices);
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = needindex ? screen->CreateIndexBuffer() : nullptr;
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FModelVertex, u) },
{ 0, VATTR_NORMAL, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) },
{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
{ 1, VATTR_NORMAL2, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) }
};
mVertexBuffer->SetFormat(2, 5, sizeof(FModelVertex), format);
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertexBuffer::~FModelVertexBuffer()
{
if (mIndexBuffer) delete mIndexBuffer;
delete mVertexBuffer;
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
return static_cast<FModelVertex*>(mVertexBuffer->Lock(size * sizeof(FModelVertex)));
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::UnlockVertexBuffer()
{
mVertexBuffer->Unlock();
}
//===========================================================================
//
//
//
//===========================================================================
unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
{
if (mIndexBuffer) return static_cast<unsigned int*>(mIndexBuffer->Lock(size * sizeof(unsigned int)));
else return nullptr;
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::UnlockIndexBuffer()
{
if (mIndexBuffer) mIndexBuffer->Unlock();
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
{
auto &state = static_cast<FGLModelRenderer*>(renderer)->state;
state.SetVertexBuffer(mVertexBuffer, frame1, frame2);
if (mIndexBuffer) state.SetIndexBuffer(mIndexBuffer);
}

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//
//---------------------------------------------------------------------------
//
// 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/
//
//--------------------------------------------------------------------------
//
#pragma once
#include "tarray.h"
#include "p_pspr.h"
#include "r_data/voxels.h"
#include "r_data/models/models.h"
class GLSprite;
struct HWDrawInfo;
class FRenderState;
class FModelVertexBuffer : public IModelVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
FModelVertexBuffer(bool needindex, bool singleframe);
~FModelVertexBuffer();
FModelVertex *LockVertexBuffer(unsigned int size) override;
void UnlockVertexBuffer() override;
unsigned int *LockIndexBuffer(unsigned int size) override;
void UnlockIndexBuffer() override;
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
};
class FGLModelRenderer : public FModelRenderer
{
friend class FModelVertexBuffer;
int modellightindex = -1;
HWDrawInfo *di;
FRenderState &state;
public:
FGLModelRenderer(HWDrawInfo *d, FRenderState &st, int mli) : modellightindex(mli), di(d), state(st)
{}
ModelRendererType GetType() const override { return GLModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
VSMatrix GetViewToWorldMatrix() override;
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
void EndDrawHUDModel(AActor *actor) override;
void SetInterpolation(double interpolation) override;
void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
void DrawArrays(int start, int count) override;
void DrawElements(int numIndices, size_t offset) override;
};