/* ** glc_vertexbuffer.cpp ** Vertex buffer handling. ** **--------------------------------------------------------------------------- ** Copyright 2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "doomtype.h" #include "p_local.h" #include "m_argv.h" #include "c_cvars.h" #include "gl/system/gl_interface.h" #include "gl/renderer/gl_renderer.h" #include "gl/shaders/gl_shader.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" //========================================================================== // // Create / destroy the VBO // //========================================================================== FVertexBuffer::FVertexBuffer() { vao_id = vbo_id = 0; glGenBuffers(1, &vbo_id); glGenVertexArrays(1, &vao_id); } FVertexBuffer::~FVertexBuffer() { if (vbo_id != 0) { glDeleteBuffers(1, &vbo_id); } if (vao_id != 0) { glDeleteVertexArrays(1, &vao_id); } } void FVertexBuffer::BindVBO() { glBindVertexArray(vao_id); } //========================================================================== // // // //========================================================================== FFlatVertexBuffer::FFlatVertexBuffer() : FVertexBuffer() { if (gl.flags & RFL_BUFFER_STORAGE) { unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex); glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); } else { vbo_shadowdata.Reserve(BUFFER_SIZE); map = &vbo_shadowdata[0]; FFlatVertex fill[20]; for (int i = 0; i < 20; i++) { fill[i].Set(0, 0, 0, 100001.f, i); } glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(FFlatVertex), fill, GL_STATIC_DRAW); } mIndex = mCurIndex = 0; glBindVertexArray(vao_id); glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x); glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindVertexArray(0); } FFlatVertexBuffer::~FFlatVertexBuffer() { glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); } //========================================================================== // // Renders the buffer's contents with immediate mode functions // This is here so that the immediate mode fallback does not need // to double all rendering code and can instead reuse the buffer-based version // //========================================================================== CVAR(Bool, gl_testbuffer, false, 0) void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count) { if (!gl_testbuffer) // todo: remove the immediate mode calls once the uniform array method has been tested. { glBegin(primtype); for (unsigned int i = 0; i < count; i++) { glTexCoord2fv(&map[offset + i].u); glVertex3fv(&map[offset + i].x); } glEnd(); } else { if (count > 20) { int start = offset; FFlatVertex ff = map[offset]; while (count > 20) { if (primtype == GL_TRIANGLE_FAN) { // split up the fan into multiple sub-fans map[offset] = map[start]; glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, 20 * 5, &map[offset].x); glDrawArrays(primtype, 0, 20); offset += 18; count -= 18; } else { // we only have triangle fans of this size so don't bother with strips and triangles here. break; } } map[offset] = map[start]; glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x); glDrawArrays(primtype, 0, count); map[offset] = ff; } else { glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x); glDrawArrays(primtype, 0, count); } } } //========================================================================== // // Initialize a single vertex // //========================================================================== void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane) { x = vt->fx; y = vt->fy; z = plane.ZatPoint(vt->fx, vt->fy); u = vt->fx/64.f; v = -vt->fy/64.f; } //========================================================================== // // Find a 3D floor // //========================================================================== static F3DFloor *Find3DFloor(sector_t *target, sector_t *model) { for(unsigned i=0; ie->XFloor.ffloors.Size(); i++) { F3DFloor *ffloor = target->e->XFloor.ffloors[i]; if (ffloor->model == model) return ffloor; } return NULL; } //========================================================================== // // Creates the vertices for one plane in one subsector // //========================================================================== int FFlatVertexBuffer::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor) { int idx = vbo_shadowdata.Reserve(sub->numlines); for(unsigned int k=0; knumlines; k++, idx++) { vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane); if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f; } return idx; } //========================================================================== // // Creates the vertices for one plane in one subsector // //========================================================================== int FFlatVertexBuffer::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor) { int rt = vbo_shadowdata.Size(); // First calculate the vertices for the sector itself for(int j=0; jsubsectorcount; j++) { subsector_t *sub = sec->subsectors[j]; CreateSubsectorVertices(sub, plane, floor); } return rt; } //========================================================================== // // // //========================================================================== int FFlatVertexBuffer::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor) { // First calculate the vertices for the sector itself sec->vboheight[h] = sec->GetPlaneTexZ(h); sec->vboindex[h] = CreateSectorVertices(sec, plane, floor); // Next are all sectors using this one as heightsec TArray &fakes = sec->e->FakeFloor.Sectors; for (unsigned g=0; gvboindex[2+h] = CreateSectorVertices(fsec, plane, false); } // and finally all attached 3D floors TArray &xf = sec->e->XFloor.attached; for (unsigned g=0; gflags & FF_RENDERPLANES) { bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h); bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h); if (dotop || dobottom) { if (dotop) ffloor->top.vindex = vbo_shadowdata.Size(); if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size(); CreateSectorVertices(fsec, plane, false); } } } sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h]; return sec->vboindex[h]; } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::CreateFlatVBO() { for (int h = sector_t::floor; h <= sector_t::ceiling; h++) { for(int i=0; iXFloor.ffloors.Size(); j++) { F3DFloor *ff = sectors[i].e->XFloor.ffloors[j]; if (ff->top.model == §ors[i]) { ff->top.vindex = sectors[i].vboindex[ff->top.isceiling]; } if (ff->bottom.model == §ors[i]) { ff->bottom.vindex = sectors[i].vboindex[ff->top.isceiling]; } } } } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane) { int startvt = sec->vboindex[plane]; int countvt = sec->vbocount[plane]; secplane_t &splane = sec->GetSecPlane(plane); FFlatVertex *vt = &vbo_shadowdata[startvt]; FFlatVertex *mapvt = &map[startvt]; for(int i=0; iz = splane.ZatPoint(vt->x, vt->y); if (plane == sector_t::floor && sec->transdoor) vt->z -= 1; mapvt->z = vt->z; } } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::CreateVBO() { vbo_shadowdata.Clear(); if (gl.flags & RFL_BUFFER_STORAGE) { CreateFlatVBO(); memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex)); mCurIndex = mIndex = vbo_shadowdata.Size(); } else if (sectors) { // set all VBO info to invalid values so that we can save some checks in the rendering code for(int i=0;iGetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling]) { //if (sector->ceilingdata == NULL) // only update if there's no thinker attached { UpdatePlaneVertices(sector, sector_t::ceiling); sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling); } } if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor]) { //if (sector->floordata == NULL) // only update if there's no thinker attached { UpdatePlaneVertices(sector, sector_t::floor); sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor); } } } } //========================================================================== // // checks the validity of all planes attached to this sector // and updates them if possible. Anything moving will not be // updated unless it stops. This is to ensure that we never // have to synchronize with the rendering process. // //========================================================================== void FFlatVertexBuffer::CheckUpdate(sector_t *sector) { if (gl.flags & RFL_BUFFER_STORAGE) { CheckPlanes(sector); sector_t *hs = sector->GetHeightSec(); if (hs != NULL) CheckPlanes(hs); for(unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++) CheckPlanes(sector->e->XFloor.ffloors[i]->model); } }