- 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.
This commit is contained in:
Christoph Oelckers 2016-08-26 18:18:50 +02:00
parent 597e10116f
commit c9578ae72d
3 changed files with 68 additions and 62 deletions

View file

@ -200,7 +200,7 @@ void GLFlat::DrawSubsector(subsector_t * sub)
unsigned int vi[4];
vi[0] = 0;
for (unsigned int i = 1; i < sub->numlines; i += 2)
for (unsigned int i = 1; i < sub->numlines-1; i += 2)
{
if (i < sub->numlines - 3)
{

View file

@ -1070,6 +1070,66 @@ void GLLineToLinePortal::RenderAttached()
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local)
: GLPortal(local)
{
origin = pt;
// create the vertex data for this horizon portal.
GLSectorPlane * sp = &origin->plane;
const float vx = ViewPos.X;
const float vy = ViewPos.Y;
const float vz = ViewPos.Z;
const float z = sp->Texheight;
const float tz = (z - vz);
// Draw to some far away boundary
// This is not drawn as larger strips because it causes visual glitches.
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
for (float x = -32768 + vx; x<32768 + vx; x += 4096)
{
for (float y = -32768 + vy; y<32768 + vy; y += 4096)
{
ptr->Set(x, z, y, x / 64, -y / 64);
ptr++;
ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
ptr++;
ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
ptr++;
ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
ptr++;
}
}
// fill the gap between the polygon and the true horizon
// Since I can't draw into infinity there can always be a
// small gap
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
vcount = GLRenderer->mVBO->GetCount(ptr, &voffset) - 10;
}
//-----------------------------------------------------------------------------
//
// GLHorizonPortal::DrawContents
@ -1079,11 +1139,10 @@ void GLHorizonPortal::DrawContents()
{
PortalAll.Clock();
GLSectorPlane * sp=&origin->plane;
FMaterial * gltexture;
PalEntry color;
float z;
player_t * player=&players[consoleplayer];
GLSectorPlane * sp = &origin->plane;
gltexture=FMaterial::ValidateTexture(sp->texture, false, true);
if (!gltexture)
@ -1095,9 +1154,6 @@ void GLHorizonPortal::DrawContents()
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
z=sp->Texheight;
if (gltexture && gltexture->tex->isFullbright())
{
// glowing textures are always drawn full bright without color
@ -1120,58 +1176,11 @@ void GLHorizonPortal::DrawContents()
gl_RenderState.Apply();
float vx= ViewPos.X;
float vy= ViewPos.Y;
// Draw to some far away boundary
// This is not drawn as larher strips because it causes visual glitches.
for(float x=-32768+vx; x<32768+vx; x+=4096)
for (unsigned i = 0; i < vcount; i += 4)
{
for(float y=-32768+vy; y<32768+vy;y+=4096)
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x, z, y, x / 64, -y / 64);
ptr++;
ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
ptr++;
ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
ptr++;
ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
glDrawArrays(GL_TRIANGLE_STRIP, voffset + i, 4);
}
}
float vz= ViewPos.Z;
float tz=(z-vz);///64.0f;
// fill the gap between the polygon and the true horizon
// Since I can't draw into infinity there can always be a
// small gap
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
glDrawArrays(GL_TRIANGLE_STRIP, voffset + vcount, 10);
gl_RenderState.EnableTextureMatrix(false);
PortalAll.Unclock();

View file

@ -365,6 +365,8 @@ public:
struct GLHorizonPortal : public GLPortal
{
GLHorizonInfo * origin;
unsigned int voffset;
unsigned int vcount;
friend struct GLEEHorizonPortal;
protected:
@ -376,12 +378,7 @@ protected:
public:
GLHorizonPortal(GLHorizonInfo * pt, bool local = false)
: GLPortal(local)
{
origin=pt;
}
GLHorizonPortal(GLHorizonInfo * pt, bool local = false);
};
struct GLEEHorizonPortal : public GLPortal