mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- create vertex buffer data for horizon portals in the constructor instead of in the draw function.
This was the last remaining place where the vertex buffer was accessed in the render pass.
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parent
597e10116f
commit
c9578ae72d
3 changed files with 68 additions and 62 deletions
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@ -200,7 +200,7 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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unsigned int vi[4];
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vi[0] = 0;
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for (unsigned int i = 1; i < sub->numlines; i += 2)
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for (unsigned int i = 1; i < sub->numlines-1; i += 2)
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{
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if (i < sub->numlines - 3)
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{
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@ -1070,6 +1070,66 @@ void GLLineToLinePortal::RenderAttached()
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local)
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: GLPortal(local)
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{
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origin = pt;
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// create the vertex data for this horizon portal.
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GLSectorPlane * sp = &origin->plane;
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const float vx = ViewPos.X;
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const float vy = ViewPos.Y;
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const float vz = ViewPos.Z;
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const float z = sp->Texheight;
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const float tz = (z - vz);
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// Draw to some far away boundary
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// This is not drawn as larger strips because it causes visual glitches.
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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for (float x = -32768 + vx; x<32768 + vx; x += 4096)
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{
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for (float y = -32768 + vy; y<32768 + vy; y += 4096)
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{
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ptr->Set(x, z, y, x / 64, -y / 64);
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ptr++;
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ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
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ptr++;
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ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
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ptr++;
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ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
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ptr++;
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}
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}
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// fill the gap between the polygon and the true horizon
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// Since I can't draw into infinity there can always be a
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// small gap
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ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
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ptr++;
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ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
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ptr++;
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ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
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ptr++;
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ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
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ptr++;
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ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
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ptr++;
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ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
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ptr++;
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vcount = GLRenderer->mVBO->GetCount(ptr, &voffset) - 10;
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}
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//-----------------------------------------------------------------------------
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//
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// GLHorizonPortal::DrawContents
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@ -1079,11 +1139,10 @@ void GLHorizonPortal::DrawContents()
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{
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PortalAll.Clock();
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GLSectorPlane * sp=&origin->plane;
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FMaterial * gltexture;
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PalEntry color;
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float z;
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player_t * player=&players[consoleplayer];
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GLSectorPlane * sp = &origin->plane;
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gltexture=FMaterial::ValidateTexture(sp->texture, false, true);
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if (!gltexture)
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@ -1095,9 +1154,6 @@ void GLHorizonPortal::DrawContents()
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gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
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z=sp->Texheight;
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if (gltexture && gltexture->tex->isFullbright())
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{
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// glowing textures are always drawn full bright without color
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@ -1120,58 +1176,11 @@ void GLHorizonPortal::DrawContents()
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gl_RenderState.Apply();
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float vx= ViewPos.X;
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float vy= ViewPos.Y;
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// Draw to some far away boundary
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// This is not drawn as larher strips because it causes visual glitches.
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for(float x=-32768+vx; x<32768+vx; x+=4096)
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for (unsigned i = 0; i < vcount; i += 4)
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{
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for(float y=-32768+vy; y<32768+vy;y+=4096)
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(x, z, y, x / 64, -y / 64);
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ptr++;
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ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
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ptr++;
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ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
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ptr++;
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ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, voffset + i, 4);
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}
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float vz= ViewPos.Z;
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float tz=(z-vz);///64.0f;
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// fill the gap between the polygon and the true horizon
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// Since I can't draw into infinity there can always be a
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// small gap
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
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ptr++;
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ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
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ptr++;
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ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
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ptr++;
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ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
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ptr++;
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ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
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ptr++;
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ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
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ptr++;
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ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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glDrawArrays(GL_TRIANGLE_STRIP, voffset + vcount, 10);
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gl_RenderState.EnableTextureMatrix(false);
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PortalAll.Unclock();
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@ -365,6 +365,8 @@ public:
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struct GLHorizonPortal : public GLPortal
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{
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GLHorizonInfo * origin;
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unsigned int voffset;
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unsigned int vcount;
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friend struct GLEEHorizonPortal;
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protected:
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@ -376,12 +378,7 @@ protected:
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public:
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GLHorizonPortal(GLHorizonInfo * pt, bool local = false)
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: GLPortal(local)
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{
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origin=pt;
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}
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GLHorizonPortal(GLHorizonInfo * pt, bool local = false);
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};
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struct GLEEHorizonPortal : public GLPortal
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