Modify Shape2D so that it manages its own vertex buffer rather than using the draw list (#1249)

* - modify Shape2D so that it manages its own vertex buffer

* - fix the last commit failing on Shape2Ds that were modified after AddShape was called

* - make buffers an array of F2DVertexBuffers instead of an array of pointers

* - fix AddShape with the same VBO but different transformation crashing the game

* - formatting fixes
This commit is contained in:
Gutawer 2021-01-02 12:41:32 +00:00 committed by GitHub
parent 8b9125fcc6
commit 276cdde112
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3 changed files with 185 additions and 98 deletions

View file

@ -34,6 +34,8 @@
#include <stdarg.h>
#include "templates.h"
#include "v_2ddrawer.h"
#include "vectors.h"
#include "vm.h"
#include "c_cvars.h"
#include "v_draw.h"
@ -107,7 +109,6 @@ IMPLEMENT_CLASS(DShape2D, false, false)
static void Shape2D_SetTransform(DShape2D* self, DShape2DTransform *transform)
{
self->transform = transform->transform;
self->dirty = true;
}
DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
@ -120,13 +121,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
static void Shape2D_Clear(DShape2D* self, int which)
{
if (which & C_Verts)
{
self->mVertices.Clear();
self->dirty = true;
}
if (which & C_Verts) self->mVertices.Clear();
if (which & C_Coords) self->mCoords.Clear();
if (which & C_Indices) self->mIndices.Clear();
self->needsVertexUpload = true;
}
DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
@ -140,7 +138,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
static void Shape2D_PushVertex(DShape2D* self, double x, double y)
{
self->mVertices.Push(DVector2(x, y));
self->dirty = true;
self->needsVertexUpload = true;
}
DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
@ -155,6 +153,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
static void Shape2D_PushCoord(DShape2D* self, double u, double v)
{
self->mCoords.Push(DVector2(u, v));
self->needsVertexUpload = true;
}
DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushCoord, Shape2D_PushCoord)
@ -171,6 +170,7 @@ static void Shape2D_PushTriangle(DShape2D* self, int a, int b, int c)
self->mIndices.Push(a);
self->mIndices.Push(b);
self->mIndices.Push(c);
self->needsVertexUpload = true;
}
DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushTriangle, Shape2D_PushTriangle)
@ -556,26 +556,33 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
if (!img->isHardwareCanvas() && parms.TranslationId != -1)
dg.mTranslationId = parms.TranslationId;
if (shape->dirty) {
if (shape->mVertices.Size() != shape->mTransformedVertices.Size())
shape->mTransformedVertices.Resize(shape->mVertices.Size());
for (int i = 0; i < dg.mVertCount; i++) {
shape->mTransformedVertices[i] = (shape->transform * DVector3(shape->mVertices[i], 1.0)).XY();
}
shape->dirty = false;
}
auto osave = offset;
if (parms.nooffset) offset = { 0,0 };
double minx = 16383, miny = 16383, maxx = -16384, maxy = -16384;
if (shape->needsVertexUpload)
{
shape->minx = 16383;
shape->miny = 16383;
shape->maxx = -16384;
shape->maxy = -16384;
for ( int i=0; i<dg.mVertCount; i++ )
{
if ( shape->mTransformedVertices[i].X < minx ) minx = shape->mTransformedVertices[i].X;
if ( shape->mTransformedVertices[i].Y < miny ) miny = shape->mTransformedVertices[i].Y;
if ( shape->mTransformedVertices[i].X > maxx ) maxx = shape->mTransformedVertices[i].X;
if ( shape->mTransformedVertices[i].Y > maxy ) maxy = shape->mTransformedVertices[i].Y;
if ( shape->mVertices[i].X < shape->minx ) shape->minx = shape->mVertices[i].X;
if ( shape->mVertices[i].Y < shape->miny ) shape->miny = shape->mVertices[i].Y;
if ( shape->mVertices[i].X > shape->maxx ) shape->maxx = shape->mVertices[i].X;
if ( shape->mVertices[i].Y > shape->maxy ) shape->maxy = shape->mVertices[i].Y;
}
}
auto tCorners = {
(shape->transform * DVector3(shape->minx, shape->miny, 1.0)).XY(),
(shape->transform * DVector3(shape->minx, shape->maxy, 1.0)).XY(),
(shape->transform * DVector3(shape->maxx, shape->miny, 1.0)).XY(),
(shape->transform * DVector3(shape->maxx, shape->maxy, 1.0)).XY()
};
double minx = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X;
double maxx = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X;
double miny = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y;
double maxy = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y;
if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip)
{
dg.mScissor[0] = parms.lclip + int(offset.X);
@ -587,12 +594,23 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
else
memset(dg.mScissor, 0, sizeof(dg.mScissor));
dg.mVertIndex = (int)mVertices.Reserve(dg.mVertCount);
TwoDVertex *ptr = &mVertices[dg.mVertIndex];
dg.useTransform = true;
dg.transform = shape->transform;
dg.transform.Cells[0][2] += offset.X;
dg.transform.Cells[1][2] += offset.Y;
dg.shape2D = shape;
dg.shape2DIndexCount = shape->mIndices.Size();
if (shape->needsVertexUpload)
{
shape->bufIndex += 1;
shape->buffers.Reserve(1);
auto buf = &shape->buffers[shape->bufIndex];
auto verts = TArray<TwoDVertex>(dg.mVertCount, true);
for ( int i=0; i<dg.mVertCount; i++ )
Set(&ptr[i], shape->mTransformedVertices[i].X, shape->mTransformedVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
dg.mIndexIndex = mIndices.Size();
dg.mIndexCount += shape->mIndices.Size();
verts[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
{
// [MK] bail out if any indices are out of bounds
@ -603,8 +621,12 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
if ( shape->mIndices[i+j] >= dg.mVertCount )
ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u: %u, max: %u\n", i/3, j, shape->mIndices[i+j], dg.mVertCount-1);
}
AddIndices(dg.mVertIndex, 3, shape->mIndices[i], shape->mIndices[i+1], shape->mIndices[i+2]);
}
buf->UploadData(&verts[0], dg.mVertCount, &shape->mIndices[0], shape->mIndices.Size());
shape->needsVertexUpload = false;
}
dg.shape2DBufIndex = shape->bufIndex;
AddCommand(&dg);
offset = osave;
}
@ -1014,3 +1036,16 @@ void F2DDrawer::Clear()
}
screenFade = 1.f;
}
F2DVertexBuffer::F2DVertexBuffer()
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
};
mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
}

View file

@ -1,6 +1,7 @@
#ifndef __2DDRAWER_H
#define __2DDRAWER_H
#include "buffers.h"
#include "tarray.h"
#include "vectors.h"
#include "textures.h"
@ -31,6 +32,8 @@ enum EClearWhich
C_Indices = 4,
};
class F2DVertexBuffer;
class DShape2D : public DObject
{
@ -45,12 +48,16 @@ public:
TArray<DVector2> mVertices;
TArray<DVector2> mCoords;
double minx = 0.0;
double maxx = 0.0;
double miny = 0.0;
double maxy = 0.0;
DMatrix3x3 transform;
// dirty stores whether we need to re-apply the transformation
// otherwise it uses the cached values
bool dirty = true;
TArray<DVector2> mTransformedVertices;
TArray<F2DVertexBuffer> buffers;
bool needsVertexUpload = true;
int bufIndex = -1;
};
struct F2DPolygons
@ -67,6 +74,7 @@ struct F2DPolygons
};
class F2DDrawer
{
public:
@ -136,6 +144,13 @@ public:
uint8_t mLightLevel;
uint8_t mFlags;
bool useTransform;
DMatrix3x3 transform;
DShape2D* shape2D;
int shape2DBufIndex;
int shape2DIndexCount;
RenderCommand()
{
memset(this, 0, sizeof(*this));
@ -144,6 +159,7 @@ public:
// If these fields match, two draw commands can be batched.
bool isCompatible(const RenderCommand &other) const
{
if (shape2D != nullptr || other.shape2D != nullptr) return false;
return mTexture == other.mTexture &&
mType == other.mType &&
mTranslationId == other.mTranslationId &&
@ -155,8 +171,16 @@ public:
mDrawMode == other.mDrawMode &&
mFlags == other.mFlags &&
mLightLevel == other.mLightLevel &&
mColor1.d == other.mColor1.d;
mColor1.d == other.mColor1.d &&
useTransform == other.useTransform &&
(
!useTransform ||
(
transform[0] == other.transform[0] &&
transform[1] == other.transform[1] &&
transform[2] == other.transform[2]
)
);
}
};
@ -238,5 +262,39 @@ public:
bool mIsFirstPass = true;
};
//===========================================================================
//
// Vertex buffer for 2D drawer
//
//===========================================================================
class F2DVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
F2DVertexBuffer();
~F2DVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
}
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
{
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
}
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, mIndexBuffer);
}
};
#endif

View file

@ -43,51 +43,6 @@
#include "r_videoscale.h"
#include "v_draw.h"
//===========================================================================
//
// Vertex buffer for 2D drawer
//
//===========================================================================
class F2DVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
F2DVertexBuffer()
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
};
mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
}
~F2DVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
}
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
{
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
}
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, mIndexBuffer);
}
};
//===========================================================================
//
// Draws the 2D stuff. This is the version for OpenGL 3 and later.
@ -174,6 +129,29 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
state.AlphaFunc(Alpha_GEqual, 0.f);
if (cmd.useTransform)
{
FLOATTYPE m[16] = {
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
for (size_t i = 0; i < 2; i++)
{
for (size_t j = 0; j < 2; j++)
{
m[4 * j + i] = (FLOATTYPE) cmd.transform.Cells[i][j];
}
}
for (size_t i = 0; i < 2; i++)
{
m[4 * 3 + i] = (FLOATTYPE) cmd.transform.Cells[i][2];
}
state.mModelMatrix.loadMatrix(m);
state.EnableModelMatrix(true);
}
if (cmd.mTexture != nullptr && cmd.mTexture->isValid())
{
auto flags = cmd.mTexture->GetUseType() >= ETextureType::Special? UF_None : cmd.mTexture->GetUseType() == ETextureType::FontChar? UF_Font : UF_Texture;
@ -200,6 +178,20 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
state.EnableTexture(false);
}
if (cmd.shape2D != nullptr)
{
state.SetVertexBuffer(&cmd.shape2D->buffers[cmd.shape2DBufIndex]);
state.DrawIndexed(DT_Triangles, 0, cmd.shape2DIndexCount);
state.SetVertexBuffer(&vb);
if (cmd.shape2D->bufIndex > 0 && cmd.shape2DBufIndex == cmd.shape2D->bufIndex)
{
cmd.shape2D->needsVertexUpload = true;
cmd.shape2D->buffers.Clear();
cmd.shape2D->bufIndex = -1;
}
}
else
{
switch (cmd.mType)
{
default:
@ -216,10 +208,12 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
break;
}
}
state.SetObjectColor(0xffffffff);
state.SetObjectColor2(0);
state.SetAddColor(0);
state.EnableTextureMatrix(false);
state.EnableModelMatrix(false);
state.SetEffect(EFF_NONE);
}