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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
- make the vertex buffer accessible from the hwrenderer code.
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parent
226e8f84da
commit
2514753afb
10 changed files with 29 additions and 32 deletions
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@ -157,6 +157,7 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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mIndex = mCurIndex = 0;
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mNumReserved = NUM_RESERVED;
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mMap = map;
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Map();
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memcpy(map, &vbo_shadowdata[0], mNumReserved * sizeof(FFlatVertex));
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Unmap();
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@ -215,7 +216,7 @@ void FFlatVertexBuffer::Map()
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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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gl_RenderState.ResetVertexBuffer();
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
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mMap = map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
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}
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}
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@ -227,7 +228,7 @@ void FFlatVertexBuffer::Unmap()
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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gl_RenderState.ResetVertexBuffer();
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glUnmapBuffer(GL_ARRAY_BUFFER);
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map = nullptr;
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mMap = map = nullptr;
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}
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}
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@ -177,16 +177,6 @@ public:
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#endif
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void CheckPlanes(sector_t *sector)
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{
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FFlatVertexGenerator::CheckPlanes(sector, map);
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}
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void CheckUpdate(sector_t *sector)
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{
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FFlatVertexGenerator::CheckUpdate(sector, map);
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}
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void Reset()
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{
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mCurIndex = mIndex;
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@ -37,6 +37,7 @@
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/data/flatvertices.h"
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EXTERN_CVAR(Bool, gl_render_segs)
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@ -452,7 +453,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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if (sector->validcount != validcount)
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{
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GLRenderer->mVBO->CheckUpdate(sector);
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mVBO->CheckUpdate(sector);
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}
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// [RH] Add particles
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@ -199,6 +199,7 @@ FDrawInfo *FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer)
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{
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FDrawInfo *di=di_list.GetNew();
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di->mDrawer = drawer;
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di->mVBO = GLRenderer->mVBO;
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di->mClipper = &staticClipper;
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staticClipper.Clear();
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di->FixedColormap = drawer->FixedColormap;
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@ -425,11 +425,11 @@ void GLPortal::End(bool usestencil)
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//-----------------------------------------------------------------------------
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void GLPortal::StartFrame()
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{
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GLPortal * p=NULL;
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GLPortal * p = nullptr;
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portals.Push(p);
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if (renderdepth==0)
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if (renderdepth == 0)
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{
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inskybox=false;
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inskybox = false;
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screen->instack[sector_t::floor] = screen->instack[sector_t::ceiling] = 0;
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}
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renderdepth++;
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@ -557,6 +557,7 @@ void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen)
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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di->CurrentMapSections.Set(mapsection);
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GLRenderer->mCurrentPortal = nullptr;
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DrawScene(di, toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
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}
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@ -233,13 +233,13 @@ void FFlatVertexGenerator::CreateFlatVertices()
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//
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//==========================================================================
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void FFlatVertexGenerator::UpdatePlaneVertices(sector_t *sec, int plane, FFlatVertex *map)
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void FFlatVertexGenerator::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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FFlatVertex *mapvt = &mMap[startvt];
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for(int i=0; i<countvt; i++, vt++, mapvt++)
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{
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vt->z = (float)splane.ZatPoint(vt->x, vt->y);
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@ -266,16 +266,16 @@ void FFlatVertexGenerator::CreateVertices()
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//
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//==========================================================================
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void FFlatVertexGenerator::CheckPlanes(sector_t *sector, FFlatVertex *map)
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void FFlatVertexGenerator::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, map);
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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, map);
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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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@ -287,11 +287,11 @@ void FFlatVertexGenerator::CheckPlanes(sector_t *sector, FFlatVertex *map)
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//
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//==========================================================================
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void FFlatVertexGenerator::CheckUpdate(sector_t *sector, FFlatVertex *map)
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void FFlatVertexGenerator::CheckUpdate(sector_t *sector)
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{
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CheckPlanes(sector, map);
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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if (hs != NULL) CheckPlanes(hs, map);
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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, map);
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CheckPlanes(sector->e->XFloor.ffloors[i]->model);
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}
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@ -45,10 +45,9 @@ class FFlatVertexGenerator
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{
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protected:
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TArray<FFlatVertex> vbo_shadowdata;
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FFlatVertex *mMap;
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void CheckPlanes(sector_t *sector);
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public:
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enum
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{
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@ -70,12 +69,12 @@ private:
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int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
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int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
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void CreateFlatVertices();
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void UpdatePlaneVertices(sector_t *sec, int plane, FFlatVertex *map);
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void UpdatePlaneVertices(sector_t *sec, int plane);
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protected:
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void CreateVertices();
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void CheckPlanes(sector_t *sector, FFlatVertex *map);
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void CheckUpdate(sector_t *sector, FFlatVertex *map);
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void CheckPlanes(sector_t *sector);
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public:
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void CheckUpdate(sector_t *sector);
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};
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#endif
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@ -3,6 +3,7 @@
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#include <atomic>
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#include "r_defs.h"
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struct FSectorPortalGroup;
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struct FLinePortalSpan;
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struct FFlatVertex;
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@ -16,6 +17,7 @@ struct FDynLightData;
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struct HUDSprite;
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class Clipper;
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class IPortal;
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class FFlatVertexGenerator;
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//==========================================================================
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//
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@ -107,9 +109,11 @@ struct HWDrawInfo
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TArray<uint8_t> ss_renderflags;
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TArray<uint8_t> no_renderflags;
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// This is needed by the BSP traverser.
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BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
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area_t in_area;
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fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
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FFlatVertexGenerator *mVBO; // this class needs access because the sector vertex updating is part of BSP traversal.
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private:
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@ -36,7 +36,7 @@ struct GLHorizonInfo
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class IPortal
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{
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public:
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virtual ~IPortal();
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virtual ~IPortal() {}
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virtual int ClipSeg(seg_t *seg) { return PClip_Inside; }
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virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
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virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
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