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https://github.com/ZDoom/qzdoom-gpl.git
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There was one issue preventing the previous 2.0 betas from running under GL 3.x: The lack of persistently mapped buffers. For the dynamic light buffer today's changes take care of that problem. For the vertex buffer there is no good workaround but we can use immediate mode render calls instead which have been reinstated. To handle the current setup, the engine first tries to get a core profile context and checks for presence of GL 4.4 or the GL_ARB_buffer_storage extension. If this fails the context is deleted again and a compatibility context retrieved which is then used for 'old style' rendering which does work on older GL versions. This new version does not support GL 3.2 or lower, meaning that Intel GMA 3000 or lower is not supported. The reason for this is that the engine uses a few GL 3.3 features which are not present in the latest Intel driver. In general the Intel GMA 3000 is far too weak, though, to run the demanding shader of GZDoom 2.x, so this is no real loss. Performance would be far from satisfying. A command line option '-gl3' exists to force the fallback render path. On my Geforce 550Ti there's approx. 10% performance loss on this path.
383 lines
No EOL
12 KiB
C++
383 lines
No EOL
12 KiB
C++
/*
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** glc_vertexbuffer.cpp
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** Vertex buffer handling.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "doomtype.h"
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#include "p_local.h"
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#include "m_argv.h"
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#include "c_cvars.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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//==========================================================================
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//
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// Create / destroy the VBO
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//
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//==========================================================================
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FVertexBuffer::FVertexBuffer()
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{
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vao_id = vbo_id = 0;
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glGenBuffers(1, &vbo_id);
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glGenVertexArrays(1, &vao_id);
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}
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FVertexBuffer::~FVertexBuffer()
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{
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if (vbo_id != 0)
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{
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glDeleteBuffers(1, &vbo_id);
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}
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if (vao_id != 0)
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{
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glDeleteVertexArrays(1, &vao_id);
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}
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}
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void FVertexBuffer::BindVBO()
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{
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glBindVertexArray(vao_id);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFlatVertexBuffer::FFlatVertexBuffer()
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: FVertexBuffer()
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexAttribPointer(VATTR_VERTEX, 3,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glBindVertexArray(0);
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}
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else
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{
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vbo_shadowdata.Reserve(BUFFER_SIZE);
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map = &vbo_shadowdata[0];
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}
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mNumReserved = mIndex = mCurIndex = 0;
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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//==========================================================================
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//
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// immediate mode fallback for drivers without GL_ARB_buffer_storage
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//
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// No single core method is performant enough to handle this adequately
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// so we have to resort to immediate mode instead...
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//
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//==========================================================================
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void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
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{
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// this will only get called if we can't acquire a persistently mapped buffer.
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#ifndef CORE_PROFILE
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glBegin(primtype);
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for (unsigned int i = 0; i < count; i++)
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{
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glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u);
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glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x);
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}
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glEnd();
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#endif
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}
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//==========================================================================
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//
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// Initialize a single vertex
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//
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//==========================================================================
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void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
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{
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x = vt->fx;
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y = vt->fy;
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z = plane.ZatPoint(vt->fx, vt->fy);
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u = vt->fx/64.f;
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v = -vt->fy/64.f;
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}
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//==========================================================================
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//
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// Find a 3D floor
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//
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//==========================================================================
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static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
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{
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for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *ffloor = target->e->XFloor.ffloors[i];
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if (ffloor->model == model) return ffloor;
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}
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return NULL;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
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{
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int idx = vbo_shadowdata.Reserve(sub->numlines);
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for(unsigned int k=0; k<sub->numlines; k++, idx++)
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{
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vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane);
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if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f;
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}
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return idx;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor)
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{
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int rt = vbo_shadowdata.Size();
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// First calculate the vertices for the sector itself
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for(int j=0; j<sec->subsectorcount; j++)
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{
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subsector_t *sub = sec->subsectors[j];
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CreateSubsectorVertices(sub, plane, floor);
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}
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return rt;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor)
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{
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// First calculate the vertices for the sector itself
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sec->vboheight[h] = sec->GetPlaneTexZ(h);
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sec->vboindex[h] = CreateSectorVertices(sec, plane, floor);
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// Next are all sectors using this one as heightsec
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TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
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for (unsigned g=0; g<fakes.Size(); g++)
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{
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sector_t *fsec = fakes[g];
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fsec->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
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}
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// and finally all attached 3D floors
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TArray<sector_t *> &xf = sec->e->XFloor.attached;
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for (unsigned g=0; g<xf.Size(); g++)
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{
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sector_t *fsec = xf[g];
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F3DFloor *ffloor = Find3DFloor(fsec, sec);
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if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
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{
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bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
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bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
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if (dotop || dobottom)
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{
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if (dotop) ffloor->top.vindex = vbo_shadowdata.Size();
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if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size();
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CreateSectorVertices(fsec, plane, false);
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}
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}
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}
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sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
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return sec->vboindex[h];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateFlatVBO()
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{
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for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
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{
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for(int i=0; i<numsectors;i++)
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{
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CreateVertices(h, §ors[i], sectors[i].GetSecPlane(h), h == sector_t::floor);
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}
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}
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// We need to do a final check for Vavoom water and FF_FIX sectors.
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// No new vertices are needed here. The planes come from the actual sector
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for(int i=0; i<numsectors;i++)
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{
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for(unsigned j=0;j<sectors[i].e->XFloor.ffloors.Size(); j++)
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{
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F3DFloor *ff = sectors[i].e->XFloor.ffloors[j];
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if (ff->top.model == §ors[i])
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{
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ff->top.vindex = sectors[i].vboindex[ff->top.isceiling];
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}
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if (ff->bottom.model == §ors[i])
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{
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ff->bottom.vindex = sectors[i].vboindex[ff->top.isceiling];
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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{
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int startvt = sec->vboindex[plane];
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int countvt = sec->vbocount[plane];
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secplane_t &splane = sec->GetSecPlane(plane);
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FFlatVertex *vt = &vbo_shadowdata[startvt];
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FFlatVertex *mapvt = &map[startvt];
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for(int i=0; i<countvt; i++, vt++, mapvt++)
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{
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vt->z = splane.ZatPoint(vt->x, vt->y);
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if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
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mapvt->z = vt->z;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateVBO()
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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vbo_shadowdata.Resize(mNumReserved);
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CreateFlatVBO();
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mCurIndex = mIndex = vbo_shadowdata.Size();
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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}
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else if (sectors)
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{
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// set all VBO info to invalid values so that we can save some checks in the rendering code
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for(int i=0;i<numsectors;i++)
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{
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sectors[i].vboindex[3] = sectors[i].vboindex[2] =
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sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1;
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sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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{
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if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
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{
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UpdatePlaneVertices(sector, sector_t::ceiling);
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sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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UpdatePlaneVertices(sector, sector_t::floor);
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sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
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}
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}
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//==========================================================================
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//
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// checks the validity of all planes attached to this sector
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// and updates them if possible.
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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if (hs != NULL) CheckPlanes(hs);
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for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
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CheckPlanes(sector->e->XFloor.ffloors[i]->model);
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}
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} |