mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-02-21 11:21:04 +00:00
- moved hardware independent part of flat vertex data out of GL folder.
This commit is contained in:
parent
ba4cc1a6ca
commit
0affc119fd
7 changed files with 398 additions and 271 deletions
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@ -1082,6 +1082,7 @@ set (PCH_SOURCES
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gl/textures/gl_texture.cpp
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gl/textures/gl_texture.cpp
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gl/textures/gl_material.cpp
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gl/textures/gl_material.cpp
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gl/textures/gl_samplers.cpp
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gl/textures/gl_samplers.cpp
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hwrenderer/data/flatvertices.cpp
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hwrenderer/dynlights/hw_aabbtree.cpp
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hwrenderer/dynlights/hw_aabbtree.cpp
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menu/joystickmenu.cpp
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menu/joystickmenu.cpp
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@ -126,7 +126,7 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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//==========================================================================
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//==========================================================================
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FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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: FVertexBuffer(!gl.legacyMode)
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: FVertexBuffer(!gl.legacyMode), FFlatVertexGenerator(width, height)
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{
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{
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switch (gl.buffermethod)
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switch (gl.buffermethod)
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{
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{
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@ -159,36 +159,6 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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}
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}
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mIndex = mCurIndex = 0;
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mIndex = mCurIndex = 0;
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mNumReserved = NUM_RESERVED;
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mNumReserved = NUM_RESERVED;
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vbo_shadowdata.Resize(mNumReserved);
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// the first quad is reserved for handling coordinates through uniforms.
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vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
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vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
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vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
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vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
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// and the second one for the fullscreen quad used for blend overlays.
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vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
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vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
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vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
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vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
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// and this is for the postprocessing copy operation
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vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
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vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
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vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
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vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
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// The next two are the stencil caps.
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vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
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vbo_shadowdata[13].Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
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vbo_shadowdata[14].Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
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vbo_shadowdata[15].Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
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vbo_shadowdata[16].Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
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vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
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vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
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vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
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if (gl.buffermethod == BM_DEFERRED)
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if (gl.buffermethod == BM_DEFERRED)
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{
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{
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@ -216,11 +186,7 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
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void FFlatVertexBuffer::OutputResized(int width, int height)
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void FFlatVertexBuffer::OutputResized(int width, int height)
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{
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{
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vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
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FFlatVertexGenerator::OutputResized(width, height);
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vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
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vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
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vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
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Map();
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Map();
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memcpy(&map[4], &vbo_shadowdata[4], 4 * sizeof(FFlatVertex));
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memcpy(&map[4], &vbo_shadowdata[4], 4 * sizeof(FFlatVertex));
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Unmap();
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Unmap();
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@ -272,173 +238,6 @@ void FFlatVertexBuffer::Unmap()
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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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// 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);
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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 && !(ffloor->flags & FF_THISINSIDE)) 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(auto &sec : level.sectors)
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{
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CreateVertices(h, &sec, sec.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 (auto &sec : level.sectors)
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{
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for(auto ff : sec.e->XFloor.ffloors)
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{
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if (ff->top.model == &sec)
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{
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ff->top.vindex = sec.vboindex[ff->top.isceiling];
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}
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if (ff->bottom.model == &sec)
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{
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ff->bottom.vindex = sec.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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//
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void FFlatVertexBuffer::CreateVBO()
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void FFlatVertexBuffer::CreateVBO()
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{
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{
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vbo_shadowdata.Resize(mNumReserved);
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vbo_shadowdata.Resize(mNumReserved);
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CreateFlatVBO();
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FFlatVertexGenerator::CreateVertices();
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mCurIndex = mIndex = vbo_shadowdata.Size();
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mCurIndex = mIndex = vbo_shadowdata.Size();
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Map();
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Map();
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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Unmap();
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Unmap();
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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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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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@ -27,6 +27,7 @@
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_interface.h"
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#include "r_data/models/models.h"
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#include "r_data/models/models.h"
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#include "hwrenderer/data/flatvertices.h"
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struct vertex_t;
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struct vertex_t;
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struct secplane_t;
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struct secplane_t;
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@ -56,22 +57,6 @@ public:
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void EnableBufferArrays(int enable, int disable);
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void EnableBufferArrays(int enable, int disable);
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};
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};
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struct FFlatVertex
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{
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float x,z,y; // world position
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float u,v; // texture coordinates
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void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
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void Set(float xx, float zz, float yy, float uu, float vv)
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{
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x = xx;
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z = zz;
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y = yy;
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u = uu;
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v = vv;
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}
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};
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struct FSimpleVertex
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struct FSimpleVertex
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{
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{
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float x, z, y; // world position
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float x, z, y; // world position
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@ -104,14 +89,13 @@ public:
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void EnableColorArray(bool on);
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void EnableColorArray(bool on);
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};
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};
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class FFlatVertexBuffer : public FVertexBuffer
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class FFlatVertexBuffer : public FVertexBuffer, public FFlatVertexGenerator
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{
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{
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FFlatVertex *map;
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FFlatVertex *map;
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unsigned int mIndex;
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unsigned int mIndex;
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unsigned int mCurIndex;
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unsigned int mCurIndex;
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unsigned int mNumReserved;
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unsigned int mNumReserved;
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void CheckPlanes(sector_t *sector);
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static const unsigned int BUFFER_SIZE = 2000000;
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static const unsigned int BUFFER_SIZE = 2000000;
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static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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@ -128,8 +112,6 @@ public:
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NUM_RESERVED = 20
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NUM_RESERVED = 20
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};
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};
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TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x
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FFlatVertexBuffer(int width, int height);
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FFlatVertexBuffer(int width, int height);
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~FFlatVertexBuffer();
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~FFlatVertexBuffer();
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@ -138,7 +120,6 @@ public:
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void BindVBO();
|
void BindVBO();
|
||||||
|
|
||||||
void CreateVBO();
|
void CreateVBO();
|
||||||
void CheckUpdate(sector_t *sector);
|
|
||||||
|
|
||||||
FFlatVertex *GetBuffer()
|
FFlatVertex *GetBuffer()
|
||||||
{
|
{
|
||||||
|
@ -180,6 +161,17 @@ public:
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
void CheckPlanes(sector_t *sector)
|
||||||
|
{
|
||||||
|
FFlatVertexGenerator::CheckPlanes(sector, map);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CheckUpdate(sector_t *sector)
|
||||||
|
{
|
||||||
|
FFlatVertexGenerator::CheckUpdate(sector, map);
|
||||||
|
}
|
||||||
|
|
||||||
void Reset()
|
void Reset()
|
||||||
{
|
{
|
||||||
mCurIndex = mIndex;
|
mCurIndex = mIndex;
|
||||||
|
@ -187,14 +179,6 @@ public:
|
||||||
|
|
||||||
void Map();
|
void Map();
|
||||||
void Unmap();
|
void Unmap();
|
||||||
|
|
||||||
private:
|
|
||||||
int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
|
|
||||||
int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
|
|
||||||
int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
|
|
||||||
void CreateFlatVBO();
|
|
||||||
void UpdatePlaneVertices(sector_t *sec, int plane);
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -623,7 +623,7 @@ SortNode * GLDrawList::SortSpriteList(SortNode * head)
|
||||||
|
|
||||||
sortspritelist.Clear();
|
sortspritelist.Clear();
|
||||||
for(count=0,n=head;n;n=n->next) sortspritelist.Push(n);
|
for(count=0,n=head;n;n=n->next) sortspritelist.Push(n);
|
||||||
std::sort(sortspritelist.begin(), sortspritelist.end(), [=](SortNode *a, SortNode *b)
|
std::stable_sort(sortspritelist.begin(), sortspritelist.end(), [=](SortNode *a, SortNode *b)
|
||||||
{
|
{
|
||||||
return CompareSprites(a, b) < 0;
|
return CompareSprites(a, b) < 0;
|
||||||
});
|
});
|
||||||
|
|
298
src/hwrenderer/data/flatvertices.cpp
Normal file
298
src/hwrenderer/data/flatvertices.cpp
Normal file
|
@ -0,0 +1,298 @@
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
// Copyright(C) 2005-2016 Christoph Oelckers
|
||||||
|
// All rights reserved.
|
||||||
|
//
|
||||||
|
// This program is free software: you can redistribute it and/or modify
|
||||||
|
// it under the terms of the GNU Lesser General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
|
||||||
|
//
|
||||||
|
// This program is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
// GNU Lesser General Public License for more details.
|
||||||
|
//
|
||||||
|
// You should have received a copy of the GNU Lesser General Public License
|
||||||
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||||
|
//
|
||||||
|
//--------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
/*
|
||||||
|
** hw_flatvertices.cpp
|
||||||
|
** Creates flat vertex data for hardware rendering.
|
||||||
|
**
|
||||||
|
**/
|
||||||
|
|
||||||
|
#include "doomtype.h"
|
||||||
|
#include "p_local.h"
|
||||||
|
#include "r_state.h"
|
||||||
|
#include "m_argv.h"
|
||||||
|
#include "c_cvars.h"
|
||||||
|
#include "g_levellocals.h"
|
||||||
|
#include "flatvertices.h"
|
||||||
|
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
FFlatVertexGenerator::FFlatVertexGenerator(int width, int height)
|
||||||
|
{
|
||||||
|
vbo_shadowdata.Resize(NUM_RESERVED);
|
||||||
|
|
||||||
|
// the first quad is reserved for handling coordinates through uniforms.
|
||||||
|
vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
|
||||||
|
vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
|
||||||
|
vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
|
||||||
|
vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
|
||||||
|
|
||||||
|
// and the second one for the fullscreen quad used for blend overlays.
|
||||||
|
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||||
|
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||||
|
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||||
|
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||||
|
|
||||||
|
// and this is for the postprocessing copy operation
|
||||||
|
vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
|
||||||
|
vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
|
||||||
|
vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
|
||||||
|
vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
|
||||||
|
|
||||||
|
// The next two are the stencil caps.
|
||||||
|
vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||||
|
vbo_shadowdata[13].Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||||
|
vbo_shadowdata[14].Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||||
|
vbo_shadowdata[15].Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||||
|
|
||||||
|
vbo_shadowdata[16].Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||||
|
vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||||
|
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||||
|
vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FFlatVertexGenerator::OutputResized(int width, int height)
|
||||||
|
{
|
||||||
|
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||||
|
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||||
|
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||||
|
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// Initialize a single vertex
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
|
||||||
|
{
|
||||||
|
x = vt->fX();
|
||||||
|
y = vt->fY();
|
||||||
|
z = plane.ZatPoint(vt);
|
||||||
|
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; i<target->e->XFloor.ffloors.Size(); i++)
|
||||||
|
{
|
||||||
|
F3DFloor *ffloor = target->e->XFloor.ffloors[i];
|
||||||
|
if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor;
|
||||||
|
}
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// Creates the vertices for one plane in one subsector
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
int FFlatVertexGenerator::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
|
||||||
|
{
|
||||||
|
int idx = vbo_shadowdata.Reserve(sub->numlines);
|
||||||
|
for(unsigned int k=0; k<sub->numlines; 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 FFlatVertexGenerator::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; j<sec->subsectorcount; j++)
|
||||||
|
{
|
||||||
|
subsector_t *sub = sec->subsectors[j];
|
||||||
|
CreateSubsectorVertices(sub, plane, floor);
|
||||||
|
}
|
||||||
|
return rt;
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
int FFlatVertexGenerator::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<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
|
||||||
|
for (unsigned g=0; g<fakes.Size(); g++)
|
||||||
|
{
|
||||||
|
sector_t *fsec = fakes[g];
|
||||||
|
fsec->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// and finally all attached 3D floors
|
||||||
|
TArray<sector_t *> &xf = sec->e->XFloor.attached;
|
||||||
|
for (unsigned g=0; g<xf.Size(); g++)
|
||||||
|
{
|
||||||
|
sector_t *fsec = xf[g];
|
||||||
|
F3DFloor *ffloor = Find3DFloor(fsec, sec);
|
||||||
|
|
||||||
|
if (ffloor != NULL && ffloor->flags & 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 FFlatVertexGenerator::CreateFlatVertices()
|
||||||
|
{
|
||||||
|
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
|
||||||
|
{
|
||||||
|
for(auto &sec : level.sectors)
|
||||||
|
{
|
||||||
|
CreateVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// We need to do a final check for Vavoom water and FF_FIX sectors.
|
||||||
|
// No new vertices are needed here. The planes come from the actual sector
|
||||||
|
for (auto &sec : level.sectors)
|
||||||
|
{
|
||||||
|
for(auto ff : sec.e->XFloor.ffloors)
|
||||||
|
{
|
||||||
|
if (ff->top.model == &sec)
|
||||||
|
{
|
||||||
|
ff->top.vindex = sec.vboindex[ff->top.isceiling];
|
||||||
|
}
|
||||||
|
if (ff->bottom.model == &sec)
|
||||||
|
{
|
||||||
|
ff->bottom.vindex = sec.vboindex[ff->top.isceiling];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
void FFlatVertexGenerator::UpdatePlaneVertices(sector_t *sec, int plane, FFlatVertex *map)
|
||||||
|
{
|
||||||
|
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; i<countvt; i++, vt++, mapvt++)
|
||||||
|
{
|
||||||
|
vt->z = splane.ZatPoint(vt->x, vt->y);
|
||||||
|
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
|
||||||
|
mapvt->z = vt->z;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
void FFlatVertexGenerator::CreateVertices()
|
||||||
|
{
|
||||||
|
vbo_shadowdata.Resize(NUM_RESERVED);
|
||||||
|
CreateFlatVertices();
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
void FFlatVertexGenerator::CheckPlanes(sector_t *sector, FFlatVertex *map)
|
||||||
|
{
|
||||||
|
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
|
||||||
|
{
|
||||||
|
UpdatePlaneVertices(sector, sector_t::ceiling, map);
|
||||||
|
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
|
||||||
|
}
|
||||||
|
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
|
||||||
|
{
|
||||||
|
UpdatePlaneVertices(sector, sector_t::floor, map);
|
||||||
|
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.
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
void FFlatVertexGenerator::CheckUpdate(sector_t *sector, FFlatVertex *map)
|
||||||
|
{
|
||||||
|
CheckPlanes(sector, map);
|
||||||
|
sector_t *hs = sector->GetHeightSec();
|
||||||
|
if (hs != NULL) CheckPlanes(hs, map);
|
||||||
|
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
||||||
|
CheckPlanes(sector->e->XFloor.ffloors[i]->model, map);
|
||||||
|
}
|
81
src/hwrenderer/data/flatvertices.h
Normal file
81
src/hwrenderer/data/flatvertices.h
Normal file
|
@ -0,0 +1,81 @@
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
// Copyright(C) 2005-2016 Christoph Oelckers
|
||||||
|
// All rights reserved.
|
||||||
|
//
|
||||||
|
// This program is free software: you can redistribute it and/or modify
|
||||||
|
// it under the terms of the GNU Lesser General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
|
||||||
|
//
|
||||||
|
// This program is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
// GNU Lesser General Public License for more details.
|
||||||
|
//
|
||||||
|
// You should have received a copy of the GNU Lesser General Public License
|
||||||
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||||
|
//
|
||||||
|
//--------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef _HW__VERTEXBUFFER_H
|
||||||
|
#define _HW__VERTEXBUFFER_H
|
||||||
|
|
||||||
|
#include "tarray.h"
|
||||||
|
|
||||||
|
struct FFlatVertex
|
||||||
|
{
|
||||||
|
float x, z, y; // world position
|
||||||
|
float u, v; // texture coordinates
|
||||||
|
|
||||||
|
void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
|
||||||
|
void Set(float xx, float zz, float yy, float uu, float vv)
|
||||||
|
{
|
||||||
|
x = xx;
|
||||||
|
z = zz;
|
||||||
|
y = yy;
|
||||||
|
u = uu;
|
||||||
|
v = vv;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class FFlatVertexGenerator
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
TArray<FFlatVertex> vbo_shadowdata;
|
||||||
|
|
||||||
|
|
||||||
|
void CheckPlanes(sector_t *sector);
|
||||||
|
|
||||||
|
public:
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
QUAD_INDEX = 0,
|
||||||
|
FULLSCREEN_INDEX = 4,
|
||||||
|
PRESENT_INDEX = 8,
|
||||||
|
STENCILTOP_INDEX = 12,
|
||||||
|
STENCILBOTTOM_INDEX = 16,
|
||||||
|
|
||||||
|
NUM_RESERVED = 20
|
||||||
|
};
|
||||||
|
|
||||||
|
FFlatVertexGenerator(int width, int height);
|
||||||
|
|
||||||
|
void OutputResized(int width, int height);
|
||||||
|
|
||||||
|
private:
|
||||||
|
int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
|
||||||
|
int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
|
||||||
|
int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
|
||||||
|
void CreateFlatVertices();
|
||||||
|
void UpdatePlaneVertices(sector_t *sec, int plane, FFlatVertex *map);
|
||||||
|
protected:
|
||||||
|
void CreateVertices();
|
||||||
|
void CheckPlanes(sector_t *sector, FFlatVertex *map);
|
||||||
|
void CheckUpdate(sector_t *sector, FFlatVertex *map);
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -226,5 +226,5 @@ int FRawPageTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate,
|
||||||
}
|
}
|
||||||
bmp->CopyPixelData(x, y, source, 320, 200, 1, 320, 0, paldata, inf);
|
bmp->CopyPixelData(x, y, source, 320, 200, 1, 320, 0, paldata, inf);
|
||||||
}
|
}
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue