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WIP
This commit is contained in:
parent
d7db00d92e
commit
950ed07ae6
4 changed files with 228 additions and 208 deletions
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@ -35,6 +35,13 @@
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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namespace VertexBuilder
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{
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TArray<VertexContainer> BuildVertices();
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}
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using VertexContainers = TArray<VertexContainer>;
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//==========================================================================
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//
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@ -158,54 +165,22 @@ static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FFlatVertexBuffer::FIndexGenerationInfo &gen)
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int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, VertexContainer &verts)
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{
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if (sub->numlines < 3) return -1;
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int idx = ibo_data.Reserve((sub->numlines - 2) * 3);
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int idxc = idx;
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int firstndx = gen.GetIndex(sub->firstline[0].v1);
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int secondndx = gen.GetIndex(sub->firstline[1].v1);
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for (unsigned int k = 2; k<sub->numlines; k++)
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{
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auto ndx = gen.GetIndex(sub->firstline[k].v1);
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ibo_data[idx++] = vi + firstndx;
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ibo_data[idx++] = vi + secondndx;
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ibo_data[idx++] = vi + ndx;
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secondndx = ndx;
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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::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, FFlatVertexBuffer::FIndexGenerationInfo &gen)
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{
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int rt = ibo_data.Size();
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int vi = vbo_shadowdata.Reserve(gen.vertices.Size());
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int vi = vbo_shadowdata.Reserve(verts.vertices.Size());
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float diff;
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// Create the actual vertices.
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if (sec->transdoor && floor) diff = -1.f;
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else diff = 0.f;
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for (unsigned i = 0; i < gen.vertices.Size(); i++)
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for (unsigned i = 0; i < verts.vertices.Size(); i++)
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{
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vbo_shadowdata[vi + i].SetFlatVertex(gen.vertices[i], plane);
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vbo_shadowdata[vi + i].SetFlatVertex(verts.vertices[i].vertex, plane);
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vbo_shadowdata[vi + i].z += diff;
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}
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// Create the indices for the subsectors
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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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CreateIndexedSubsectorVertices(sub, plane, floor, vi, gen);
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}
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sec->ibocount = ibo_data.Size() - rt;
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int rt = ibo_data.size();
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ibo_data.Append(verts.indices);
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return rt;
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}
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@ -215,19 +190,20 @@ int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, TArray<FFlatVertexBuffer::FIndexGenerationInfo> &gen)
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int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, VertexContainers &verts)
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{
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sec->vboindex[h] = vbo_shadowdata.Size();
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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->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, gen[sec->Index()]);
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sec->ibocount = verts.indices.Size();
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sec->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, verts[sec->Index()]);
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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->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, gen[fsec->Index()]);
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fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
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}
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// and finally all attached 3D floors
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@ -244,7 +220,7 @@ int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplan
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if (dotop || dobottom)
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{
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auto ndx = CreateIndexedSectorVertices(fsec, plane, false, gen[fsec->Index()]);
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auto ndx = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
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if (dotop) ffloor->top.vindex = ndx;
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if (dobottom) ffloor->bottom.vindex = ndx;
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}
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@ -263,26 +239,13 @@ int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplan
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void FFlatVertexBuffer::CreateIndexedFlatVertices()
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{
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TArray<FIndexGenerationInfo> gen;
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gen.Resize(level.sectors.Size());
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// This must be generated up front so that the following code knows how many vertices a sector contains.
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for (unsigned i = 0; i < level.sectors.Size(); i++)
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{
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for (int j = 0; j < level.sectors[i].subsectorcount; j++)
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{
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auto sub = level.sectors[i].subsectors[j];
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for (unsigned k = 0; k < sub->numlines; k++)
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{
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auto vert = sub->firstline[k].v1;
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gen[i].AddVertex(vert);
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}
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}
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}
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auto verts = VertexBuilder::BuildVertices();
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for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
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{
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for (auto &sec : level.sectors)
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{
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CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, gen);
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CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, verts);
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}
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}
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@ -62,31 +62,6 @@ class FFlatVertexBuffer
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static const unsigned int BUFFER_SIZE = 2000000;
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static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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// Temporary data for creating an indexed buffer
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struct FIndexGenerationInfo
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{
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TArray<vertex_t *> vertices;
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TMap<vertex_t*, uint32_t> vertexmap;
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uint32_t AddVertex(vertex_t *vert)
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{
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auto check = vertexmap.CheckKey(vert);
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if (check != nullptr) return *check;
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auto index = vertices.Push(vert);
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vertexmap[vert] = index;
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return index;
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}
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uint32_t GetIndex(vertex_t *vert)
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{
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auto check = vertexmap.CheckKey(vert);
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if (check != nullptr) return *check;
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return ~0;
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}
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};
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public:
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enum
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{
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@ -140,9 +115,9 @@ public:
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}
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private:
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int CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FIndexGenerationInfo &gen);
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int CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, FIndexGenerationInfo &gen);
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int CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, TArray<FIndexGenerationInfo> &gen);
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int CreateIndexedSectionVertices(subsector_t *sub, const secplane_t &plane, int floor, VertexContainer &cont);
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int CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, VertexContainer &cont);
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int CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, VertexContainers &cont);
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void CreateIndexedFlatVertices();
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void UpdatePlaneVertices(sector_t *sec, int plane);
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@ -40,7 +40,6 @@ using DoublePoint = std::pair<DVector2, DVector2>;
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template<> struct THashTraits<DoublePoint>
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{
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// Use all bits when hashing doubles instead of converting them to ints.
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hash_t Hash(const DoublePoint &key)
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{
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return (hash_t)SuperFastHash((const char*)(const void*)&key, sizeof(key));
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@ -48,6 +47,15 @@ template<> struct THashTraits<DoublePoint>
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int Compare(const DoublePoint &left, const DoublePoint &right) { return left != right; }
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};
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template<> struct THashTraits<FSectionVertex>
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{
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hash_t Hash(const FSectionVertex &key)
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{
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return (int)(((intptr_t)key.vertex) >> 4) ^ (key.qualifier << 16);
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}
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int Compare(const FSectionVertex &left, const FSectionVertex &right) { return left.vertex != right.vertex && left.qualifier != right.qualifier; }
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};
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struct WorkSectionLine
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{
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@ -613,112 +621,6 @@ public:
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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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// Temporary data for creating an indexed buffer
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struct VertexIndexGenerationInfo
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{
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TArray<vertex_t *> vertices;
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TMap<vertex_t*, uint32_t> vertexmap;
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TArray<uint32_t> indices;
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uint32_t AddVertex(vertex_t *vert)
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{
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auto check = vertexmap.CheckKey(vert);
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if (check != nullptr) return *check;
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auto index = vertices.Push(vert);
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vertexmap[vert] = index;
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return index;
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}
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uint32_t GetIndex(vertex_t *vert)
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{
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auto check = vertexmap.CheckKey(vert);
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if (check != nullptr) return *check;
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return ~0u;
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}
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uint32_t AddIndexForVertex(vertex_t *vert)
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{
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return indices.Push(GetIndex(vert));
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}
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uint32_t AddIndex(uint32_t indx)
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{
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return indices.Push(indx);
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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 CreateIndexedSubsectorVertices(subsector_t *sub, VertexIndexGenerationInfo &gen)
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{
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if (sub->numlines < 3) return;
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uint32_t startindex = gen.indices.Size();
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if ((sub->flags & SSECF_HOLE) && sub->numlines > 3)
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{
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// Hole filling "subsectors" are not necessarily convex so they require real triangulation.
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// These things are extremely rare so performance is secondary here.
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using Point = std::pair<double, double>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point> *curPoly;
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for (unsigned i = 0; i < sub->numlines; i++)
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{
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polygon.resize(1);
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curPoly = &polygon.back();
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curPoly->push_back({ sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() });
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}
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auto indices = mapbox::earcut(polygon);
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for (auto vti : indices)
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{
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gen.AddIndexForVertex(sub->firstline[vti].v1);
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}
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}
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else
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{
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int firstndx = gen.GetIndex(sub->firstline[0].v1);
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int secondndx = gen.GetIndex(sub->firstline[1].v1);
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for (unsigned int k = 2; k < sub->numlines; k++)
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{
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gen.AddIndex(firstndx);
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gen.AddIndex(secondndx);
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auto ndx = gen.GetIndex(sub->firstline[k].v1);
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gen.AddIndex(ndx);
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secondndx = ndx;
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}
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}
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}
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void CreateVerticesForSection(FSectionContainer &output, FSection §ion)
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{
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VertexIndexGenerationInfo gen;
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for (auto sub : section.subsectors)
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{
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CreateIndexedSubsectorVertices(sub, gen);
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}
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section.vertexindex = output.allVertices.Size();
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section.vertexcount = gen.vertices.Size();
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section.indexindex = output.allVertexIndices.Size();
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section.indexcount = gen.indices.Size();
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output.allVertices.Append(gen.vertices);
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output.allVertexIndices.Append(gen.indices);
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}
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//=============================================================================
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//
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@ -815,7 +717,7 @@ public:
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output.sectionForSubsectorPtr[ssi] = curgroup;
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}
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numsubsectors += group.subsectors.Size();
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CreateVerticesForSection(output, dest);
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CreateVerticesForSection(output, dest, true);
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curgroup++;
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}
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}
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@ -893,3 +795,185 @@ CCMD(printsections)
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{
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PrintSections(level.sections);
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}
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//=============================================================================
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//
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// One sector's vertex data.
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//
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//=============================================================================
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struct VertexContainer
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{
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TArray<FSectionVertex> vertices;
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TMap<FSectionVertex *, uint32_t> vertexmap;
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bool perSubsector = false;
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TArray<uint32_t> indices;
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uint32_t AddVertex(FSectionVertex *vert)
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{
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auto check = vertexmap.CheckKey(vert);
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if (check != nullptr) return *check;
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auto index = vertices.Push(*vert);
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vertexmap[vert] = index;
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return index;
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}
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uint32_t AddVertex(vertex_t *vert, int qualifier)
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{
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FSectionVertex vertx = { vert, qualifier};
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return AddVertex(&vertx);
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}
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uint32_t GetIndex(FSectionVertex *vert)
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{
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auto check = vertexmap.CheckKey(vert);
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if (check != nullptr) return *check;
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return ~0u;
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}
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uint32_t GetIndex(vertex_t *vert, int qualifier)
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{
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FSectionVertex vertx = { vert, qualifier};
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return GetIndex(&vertx);
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}
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uint32_t AddIndexForVertex(FSectionVertex *vert)
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{
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return indices.Push(GetIndex(vert));
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}
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uint32_t AddIndexForVertex(vertex_t *vert, int qualifier)
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{
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return indices.Push(GetIndex(vert, qualifier));
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}
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uint32_t AddIndex(uint32_t indx)
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{
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return indices.Push(indx);
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}
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};
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//=============================================================================
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//
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// Creates vertex meshes for sector planes
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//
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//=============================================================================
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namespace VertexBuilder
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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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static void CreateVerticesForSubsector(subsector_t *sub, VertexContainer &gen, int qualifier)
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{
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if (sub->numlines < 3) return;
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uint32_t startindex = gen.indices.Size();
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if ((sub->flags & SSECF_HOLE) && sub->numlines > 3)
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{
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// Hole filling "subsectors" are not necessarily convex so they require real triangulation.
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// These things are extremely rare so performance is secondary here.
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using Point = std::pair<double, double>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point> *curPoly;
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for (unsigned i = 0; i < sub->numlines; i++)
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{
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polygon.resize(1);
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curPoly = &polygon.back();
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curPoly->push_back({ sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() });
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}
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auto indices = mapbox::earcut(polygon);
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for (auto vti : indices)
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{
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gen.AddIndexForVertex(sub->firstline[vti].v1, qualifier);
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}
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}
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else
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{
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int firstndx = gen.GetIndex(sub->firstline[0].v1, qualifier);
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int secondndx = gen.GetIndex(sub->firstline[1].v1, qualifier);
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for (unsigned int k = 2; k < sub->numlines; k++)
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{
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gen.AddIndex(firstndx);
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gen.AddIndex(secondndx);
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auto ndx = gen.GetIndex(sub->firstline[k].v1, qualifier);
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gen.AddIndex(ndx);
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secondndx = ndx;
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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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static void TriangulateSection(FSection §, VertexContainer &gen, int qualifier)
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{
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if (sect.segments.Size() < 3) return;
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// todo
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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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static void CreateVerticesForSection(FSection §ion, VertexContainer &gen, bool useSubsectors)
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{
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section.vertexindex = gen.indices.Size();
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if (useSubsectors)
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{
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for (auto sub : section.subsectors)
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{
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CreateVerticesForSubsector(sub, gen, -1);
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}
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||||
}
|
||||
else
|
||||
{
|
||||
TriangulateSection(section, gen, -1);
|
||||
}
|
||||
section.vertexcount = gen.indices.Size() - section.vertexindex;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the vertices for one plane in one subsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void CreateVerticesForSector(sector_t *sec, VertexContainer gen)
|
||||
{
|
||||
auto sections = level.sections.SectionsForSector(sec);
|
||||
for (auto §ion :sections)
|
||||
{
|
||||
CreateVerticesForSection( section, gen, true);
|
||||
}
|
||||
}
|
||||
|
||||
TArray<VertexContainer> BuildVertices()
|
||||
{
|
||||
TArray<VertexContainer> verticesPerSector(level.sectors.Size(), true);
|
||||
for (unsigned i=0; i<level.sectors.Size(); i++)
|
||||
{
|
||||
CreateVerticesForSector(&level.sectors[i], verticesPerSector[i]);
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -76,6 +76,12 @@ struct FSectionLine
|
|||
side_t *sidedef;
|
||||
};
|
||||
|
||||
struct FSectionVertex
|
||||
{
|
||||
vertex_t *vertex; // index into vertex array
|
||||
int qualifier; // some index to prevent vertices in different groups from being merged together.
|
||||
};
|
||||
|
||||
struct FSection
|
||||
{
|
||||
// tbd: Do we need a list of subsectors here? Ideally the subsectors should not be used anywhere anymore except for finding out where a location is.
|
||||
|
@ -85,10 +91,8 @@ struct FSection
|
|||
sector_t *sector;
|
||||
FLightNode *lighthead; // Light nodes (blended and additive)
|
||||
BoundingRect bounds;
|
||||
int vertexindex;
|
||||
int vertexcount; // index and length of this section's entry in the allVertices array
|
||||
int indexindex;
|
||||
int indexcount; // index and length of this section's entry in the allVertices array
|
||||
int vertexindex; // This is relative to the start of the entire sector's vertex plane data because it needs to be used with different sources.
|
||||
int vertexcount;
|
||||
int validcount;
|
||||
short mapsection;
|
||||
char hacked; // 1: is part of a render hack
|
||||
|
@ -99,8 +103,6 @@ class FSectionContainer
|
|||
public:
|
||||
TArray<FSectionLine> allLines;
|
||||
TArray<FSection> allSections;
|
||||
TArray<vertex_t*> allVertices;
|
||||
TArray<uint32_t> allVertexIndices;
|
||||
TArray<side_t *> allSides;
|
||||
TArray<subsector_t *> allSubsectors;
|
||||
TArray<int> allIndices;
|
||||
|
@ -159,8 +161,6 @@ public:
|
|||
allLines.Clear();
|
||||
allSections.Clear();
|
||||
allIndices.Clear();
|
||||
allVertexIndices.Clear();
|
||||
allVertices.Clear();
|
||||
allSides.Clear();
|
||||
allSubsectors.Clear();
|
||||
}
|
||||
|
@ -170,8 +170,6 @@ public:
|
|||
allLines.ShrinkToFit();
|
||||
allSections.ShrinkToFit();
|
||||
allIndices.ShrinkToFit();
|
||||
allVertexIndices.ShrinkToFit();
|
||||
allVertices.ShrinkToFit();
|
||||
allSides.ShrinkToFit();
|
||||
allSubsectors.ShrinkToFit();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue