mirror of
https://github.com/ZDoom/gzdoom.git
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This reverts commit 8b26b6dd1e
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This was causing problems with light mode 2 because some edge cases were no longer handled properly.
175 lines
4.7 KiB
C++
175 lines
4.7 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_viewpointbuffer.cpp
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** Buffer data maintenance for per viewpoint uniform data
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**
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**/
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "gl_viewpointbuffer.h"
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static const int INITIAL_BUFFER_SIZE = 100; // 100 viewpoints per frame should nearly always be enough
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GLViewpointBuffer::GLViewpointBuffer()
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{
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mBufferSize = INITIAL_BUFFER_SIZE;
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mBlockAlign = ((sizeof(HWViewpointUniforms) / gl.uniformblockalignment) + 1) * gl.uniformblockalignment;
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mByteSize = mBufferSize * mBlockAlign;
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Allocate();
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Clear();
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mLastMappedIndex = UINT_MAX;
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mClipPlaneInfo.Push(0);
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}
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GLViewpointBuffer::~GLViewpointBuffer()
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{
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glDeleteBuffers(1, &mBufferId);
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}
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void GLViewpointBuffer::Allocate()
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{
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glGenBuffers(1, &mBufferId);
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glBindBufferBase(GL_UNIFORM_BUFFER, VIEWPOINT_BINDINGPOINT, mBufferId);
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBufferStorage(GL_UNIFORM_BUFFER, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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mBufferPointer = glMapBufferRange(GL_UNIFORM_BUFFER, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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}
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else
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{
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glBufferData(GL_UNIFORM_BUFFER, mByteSize, NULL, GL_STATIC_DRAW);
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mBufferPointer = NULL;
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}
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}
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void GLViewpointBuffer::CheckSize()
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{
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if (mUploadIndex >= mBufferSize)
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{
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// reallocate the buffer with twice the size
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unsigned int oldbuffer = mBufferId;
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mBufferSize *= 2;
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mByteSize *= 2;
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// first unmap the old buffer
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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Allocate();
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glBindBuffer(GL_COPY_READ_BUFFER, oldbuffer);
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_UNIFORM_BUFFER, 0, 0, mByteSize / 2); // old size is half of the current one.
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &oldbuffer);
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}
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}
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void GLViewpointBuffer::Map()
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{
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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mBufferPointer = (float*)glMapBufferRange(GL_UNIFORM_BUFFER, 0, mByteSize, GL_MAP_WRITE_BIT);
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}
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}
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void GLViewpointBuffer::Unmap()
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{
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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mBufferPointer = nullptr;
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}
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else
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{
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glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
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}
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}
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int GLViewpointBuffer::Bind(unsigned int index)
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{
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if (index != mLastMappedIndex)
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{
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mLastMappedIndex = index;
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glBindBufferRange(GL_UNIFORM_BUFFER, VIEWPOINT_BINDINGPOINT, mBufferId, index * mBlockAlign, mBlockAlign);
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// Update the viewpoint-related clip plane setting.
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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if (mClipPlaneInfo[index])
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{
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glEnable(GL_CLIP_DISTANCE0);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE0);
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}
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}
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}
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return index;
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}
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void GLViewpointBuffer::Set2D(int width, int height)
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{
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if (width != m2DWidth || height != m2DHeight)
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{
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HWViewpointUniforms matrices;
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matrices.SetDefaults();
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matrices.mProjectionMatrix.ortho(0, width, height, 0, -1.0f, 1.0f);
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matrices.CalcDependencies();
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Map();
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memcpy(mBufferPointer, &matrices, sizeof(matrices));
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Unmap();
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m2DWidth = width;
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m2DHeight = height;
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mLastMappedIndex = -1;
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}
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Bind(0);
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}
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int GLViewpointBuffer::SetViewpoint(HWViewpointUniforms *vp)
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{
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CheckSize();
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Map();
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memcpy(((char*)mBufferPointer) + mUploadIndex * mBlockAlign, vp, sizeof(*vp));
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Unmap();
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mClipPlaneInfo.Push(vp->mClipHeightDirection != 0.f || vp->mClipLine.X > -10000000.0f);
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return Bind(mUploadIndex++);
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}
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void GLViewpointBuffer::Clear()
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{
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// Index 0 is reserved for the 2D projection.
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mUploadIndex = 1;
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mClipPlaneInfo.Resize(1);
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}
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