/* ** 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/renderer/gl_renderer.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self < -1 || self > 2 || !(gl.flags&RFL_VBO)) { self = 0; } else if (self == -1) { if (!(gl.flags & RFL_NVIDIA)) self = 0; else self = 2; } else if (GLRenderer != NULL && GLRenderer->mVBO != NULL && GLRenderer->mVBO->vbo_arg != self) { Printf("Vertex buffer use will be changed for the next level.\n"); } } //========================================================================== // // Create / destroy the VBO // //========================================================================== FVertexBuffer::FVertexBuffer() { vbo_id = 0; if (gl.flags&RFL_VBO) { if (gl_usevbo == -1) gl_usevbo.Callback(); gl.GenBuffers(1, &vbo_id); } } FVertexBuffer::~FVertexBuffer() { if (vbo_id != 0) { gl.DeleteBuffers(1, &vbo_id); } } //========================================================================== // // // //========================================================================== FFlatVertexBuffer::FFlatVertexBuffer() : FVertexBuffer() { if (!(gl.flags&RFL_VBO)) { vbo_arg = 0; } else { vbo_arg = gl_usevbo; } map = NULL; } FFlatVertexBuffer::~FFlatVertexBuffer() { UnmapVBO(); } //========================================================================== // // 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; w = dc = df = 0; } //========================================================================== // // 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::MapVBO() { if (map == NULL) { gl.BindBuffer(GL_ARRAY_BUFFER, vbo_id); map = (FFlatVertex*)gl.MapBufferRange(GL_ARRAY_BUFFER, 0, vbo_shadowdata.Size() * sizeof(FFlatVertex), GL_MAP_WRITE_BIT|GL_MAP_FLUSH_EXPLICIT_BIT|GL_MAP_UNSYNCHRONIZED_BIT); } } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::UnmapVBO() { if (map != NULL) { gl.UnmapBuffer(GL_ARRAY_BUFFER); map = NULL; } } //========================================================================== // // // //========================================================================== 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]; for(int i=0; iz = splane.ZatPoint(vt->x, vt->y); if (plane == sector_t::floor && sec->transdoor) vt->z -= 1; } if (gl.flags & RFL_MAP_BUFFER_RANGE) { MapVBO(); if (map == NULL) return; // Error memcpy(&map[startvt], &vbo_shadowdata[startvt], countvt * sizeof(FFlatVertex)); gl.FlushMappedBufferRange(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex)); } else { gl.BufferSubData(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex), &vbo_shadowdata[startvt]); } } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::CreateVBO() { vbo_shadowdata.Clear(); if (vbo_arg > 0) { CreateFlatVBO(); gl.BindBuffer(GL_ARRAY_BUFFER, vbo_id); gl.BufferData(GL_ARRAY_BUFFER, vbo_shadowdata.Size() * sizeof(FFlatVertex), &vbo_shadowdata[0], GL_DYNAMIC_DRAW); } 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;i 0) { UnmapVBO(); gl.BindBuffer(GL_ARRAY_BUFFER, vbo_id); gl.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x); glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u); gl.EnableClientState(GL_VERTEX_ARRAY); gl.EnableClientState(GL_TEXTURE_COORD_ARRAY); gl.DisableClientState(GL_INDEX_ARRAY); } } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::CheckPlanes(sector_t *sector) { if (sector->GetPlaneTexZ(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 (vbo_arg == 2) { 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); } }