- add support for using FModelVertex as input to the softpoly vertex shader

This commit is contained in:
Magnus Norddahl 2018-06-10 15:29:31 +02:00
parent c9fd52340e
commit 9ba26a5ece
8 changed files with 104 additions and 116 deletions

View File

@ -140,7 +140,7 @@ void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
}
}
void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, int vcount, PolyDrawMode mode)
void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode)
{
mVertices = vertices;
mVertexCount = vcount;
@ -149,7 +149,7 @@ void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex
queue->Push<DrawPolyTrianglesCommand>(*this);
}
void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
{
mVertices = vertices;
mElements = elements;

View File

@ -80,12 +80,12 @@ public:
void SetColor(uint32_t bgra, uint8_t palindex);
void SetLights(PolyLight *lights, int numLights) { mLights = lights; mNumLights = numLights; }
void SetDynLightColor(uint32_t color) { mDynLightColor = color; }
void DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawElements(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }
const TriVertex *Vertices() const { return mVertices; }
const void *Vertices() const { return mVertices; }
int VertexCount() const { return mVertexCount; }
const unsigned int *Elements() const { return mElements; }
PolyDrawMode DrawMode() const { return mDrawMode; }
@ -134,7 +134,7 @@ public:
void SetNormal(const FVector3 &normal) { mNormal = normal; }
private:
const TriVertex *mVertices = nullptr;
const void *mVertices = nullptr;
int mVertexCount = 0;
const unsigned int *mElements = nullptr;
PolyDrawMode mDrawMode = PolyDrawMode::Triangles;

View File

@ -31,6 +31,7 @@
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "r_data/models/models.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "poly_triangle.h"
@ -102,6 +103,11 @@ void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool
queue->Push<PolySetWeaponSceneCommand>(enable);
}
void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor)
{
queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
}
/////////////////////////////////////////////////////////////////////////////
void PolyTriangleThreadData::ClearStencil(uint8_t value)
@ -156,7 +162,6 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
args.zbuffer = PolyZBuffer::Instance()->Values();
args.depthOffset = weaponScene ? 1.0f : 0.0f;
const TriVertex *vinput = drawargs.Vertices();
const unsigned int *elements = drawargs.Elements();
int vcount = drawargs.VertexCount();
@ -166,17 +171,17 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[j] = ShadeVertex(drawargs, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[1] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[0] = ShadeVertex(drawargs, *(elements++));
vert[1] = ShadeVertex(drawargs, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[2] = ShadeVertex(drawargs, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -184,11 +189,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[1] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[0] = ShadeVertex(drawargs, *(elements++));
vert[1] = ShadeVertex(drawargs, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vinput[*(elements++)]);
vert[2] = ShadeVertex(drawargs, *(elements++));
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -213,7 +218,7 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
args.zbuffer = PolyZBuffer::Instance()->Values();
args.depthOffset = weaponScene ? 1.0f : 0.0f;
const TriVertex *vinput = drawargs.Vertices();
int vinput = 0;
int vcount = drawargs.VertexCount();
ShadedTriVertex vert[3];
@ -222,17 +227,17 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, *(vinput++));
vert[j] = ShadeVertex(drawargs, vinput++);
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, *(vinput++));
vert[1] = ShadeVertex(drawargs, *(vinput++));
vert[0] = ShadeVertex(drawargs, vinput++);
vert[1] = ShadeVertex(drawargs, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, *(vinput++));
vert[2] = ShadeVertex(drawargs, vinput++);
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -240,11 +245,11 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, *(vinput++));
vert[1] = ShadeVertex(drawargs, *(vinput++));
vert[0] = ShadeVertex(drawargs, vinput++);
vert[1] = ShadeVertex(drawargs, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, *(vinput++));
vert[2] = ShadeVertex(drawargs, vinput++);
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -253,25 +258,51 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
}
}
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, int index)
{
ShadedTriVertex sv;
Vec4f objpos;
if (modelFrame1 == -1)
{
const TriVertex &v = ((TriVertex*)drawargs.Vertices())[index];
objpos = Vec4f(v.x, v.y, v.z, v.w);
sv.u = v.u;
sv.v = v.v;
}
else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
{
const FModelVertex &v = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
objpos = Vec4f(v.x, v.y, v.z, 1.0f);
sv.u = v.u;
sv.v = v.v;
}
else
{
const FModelVertex &v1 = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
const FModelVertex &v2 = ((FModelVertex*)drawargs.Vertices())[modelFrame2 + index];
float frac = modelInterpolationFactor;
float inv_frac = 1.0f - frac;
objpos = Vec4f(v1.x * inv_frac + v2.x * frac, v1.y * inv_frac + v2.y * frac, v1.z * inv_frac + v2.z * frac, 1.0f);
sv.u = v1.u;
sv.v = v1.v;
}
// Apply transform to get clip coordinates:
Vec4f objpos = Vec4f(v.x, v.y, v.z, v.w);
Vec4f clippos = (*objectToClip) * objpos;
ShadedTriVertex sv;
sv.x = clippos.X;
sv.y = clippos.Y;
sv.z = clippos.Z;
sv.w = clippos.W;
sv.u = v.u;
sv.v = v.v;
if (!objectToWorld) // Identity matrix
{
sv.worldX = v.x;
sv.worldY = v.y;
sv.worldZ = v.z;
sv.worldX = objpos.X;
sv.worldY = objpos.Y;
sv.worldZ = objpos.Z;
}
else
{
@ -285,7 +316,7 @@ ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs
for (int i = 0; i < 3; i++)
{
const auto &clipPlane = drawargs.ClipPlane(i);
sv.clipDistance[i] = v.x * clipPlane.A + v.y * clipPlane.B + v.z * clipPlane.C + v.w * clipPlane.D;
sv.clipDistance[i] = objpos.X * clipPlane.A + objpos.Y * clipPlane.B + objpos.Z * clipPlane.C + objpos.W * clipPlane.D;
}
return sv;
@ -653,6 +684,17 @@ void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
PolySetModelVertexShaderCommand::PolySetModelVertexShaderCommand(int frame1, int frame2, float interpolationFactor) : frame1(frame1), frame2(frame2), interpolationFactor(interpolationFactor)
{
}
void PolySetModelVertexShaderCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetModelVertexShader(frame1, frame2, interpolationFactor);
}
/////////////////////////////////////////////////////////////////////////////
PolyClearStencilCommand::PolyClearStencilCommand(uint8_t value) : value(value)
{
}

View File

@ -38,6 +38,7 @@ public:
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
static void SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor);
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
static bool IsBgra();
@ -54,6 +55,7 @@ public:
void SetCullCCW(bool value) { ccw = value; }
void SetTwoSided(bool value) { twosided = value; }
void SetWeaponScene(bool value) { weaponScene = value; }
void SetModelVertexShader(int frame1, int frame2, float interpolationFactor) { modelFrame1 = frame1; modelFrame2 = frame2; modelInterpolationFactor = interpolationFactor; }
void DrawElements(const PolyDrawArgs &args);
void DrawArrays(const PolyDrawArgs &args);
@ -71,7 +73,7 @@ public:
static PolyTriangleThreadData *Get(DrawerThread *thread);
private:
ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v);
ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, int index);
void DrawShadedTriangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args);
static bool IsDegenerate(const ShadedTriVertex *vertices);
static bool IsFrontfacing(TriDrawTriangleArgs *args);
@ -91,6 +93,9 @@ private:
bool weaponScene = false;
const Mat4f *objectToClip = nullptr;
const Mat4f *objectToWorld = nullptr;
int modelFrame1 = -1;
int modelFrame2 = -1;
float modelInterpolationFactor = 0.0f;
enum { max_additional_vertices = 16 };
};
@ -140,6 +145,19 @@ private:
bool value;
};
class PolySetModelVertexShaderCommand : public DrawerCommand
{
public:
PolySetModelVertexShaderCommand(int frame1, int frame2, float interpolationFactor);
void Execute(DrawerThread *thread) override;
private:
int frame1;
int frame2;
float interpolationFactor;
};
class PolyClearStencilCommand : public DrawerCommand
{
public:

View File

@ -38,12 +38,14 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
{
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
renderer.RenderHUDModel(psp, ofsx, ofsy);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
/////////////////////////////////////////////////////////////////////////////
@ -288,44 +290,7 @@ void PolyModelVertexBuffer::UnlockIndexBuffer()
void PolyModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
{
PolyModelRenderer *polyrenderer = (PolyModelRenderer *)renderer;
if (frame1 == frame2 || size == 0 || polyrenderer->InterpolationFactor == 0.f)
{
TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
for (unsigned int i = 0; i < size; i++)
{
vertices[i] =
{
mVertexBuffer[frame1 + i].x,
mVertexBuffer[frame1 + i].y,
mVertexBuffer[frame1 + i].z,
1.0f,
mVertexBuffer[frame1 + i].u,
mVertexBuffer[frame1 + i].v
};
}
polyrenderer->VertexBuffer = vertices;
polyrenderer->IndexBuffer = &mIndexBuffer[0];
}
else
{
TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
float frac = polyrenderer->InterpolationFactor;
float inv_frac = 1.0f - frac;
for (unsigned int i = 0; i < size; i++)
{
vertices[i].x = mVertexBuffer[frame1 + i].x * inv_frac + mVertexBuffer[frame2 + i].x * frac;
vertices[i].y = mVertexBuffer[frame1 + i].y * inv_frac + mVertexBuffer[frame2 + i].y * frac;
vertices[i].z = mVertexBuffer[frame1 + i].z * inv_frac + mVertexBuffer[frame2 + i].z * frac;
vertices[i].w = 1.0f;
vertices[i].u = mVertexBuffer[frame1 + i].u;
vertices[i].v = mVertexBuffer[frame1 + i].v;
}
polyrenderer->VertexBuffer = vertices;
polyrenderer->IndexBuffer = &mIndexBuffer[0];
}
polyrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
polyrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
PolyTriangleDrawer::SetModelVertexShader(polyrenderer->Thread->DrawQueue, frame1, frame2, polyrenderer->InterpolationFactor);
}

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@ -61,7 +61,7 @@ public:
Mat4f ObjectToWorld;
FTexture *SkinTexture = nullptr;
unsigned int *IndexBuffer = nullptr;
TriVertex *VertexBuffer = nullptr;
FModelVertex *VertexBuffer = nullptr;
float InterpolationFactor = 0.0;
PolyLight *Lights = nullptr;
int NumLights = 0;
@ -82,7 +82,6 @@ public:
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
private:
int mIndexFrame[2];
TArray<FModelVertex> mVertexBuffer;
TArray<unsigned int> mIndexBuffer;
};

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@ -77,6 +77,7 @@ namespace swrenderer
SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
/////////////////////////////////////////////////////////////////////////////
@ -85,6 +86,7 @@ namespace swrenderer
{
SWModelRenderer renderer(thread, Fake3DTranslucent(), &thread->Viewport->WorldToClip, false);
renderer.RenderHUDModel(psp, ofsx, ofsy);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
/////////////////////////////////////////////////////////////////////////////
@ -390,45 +392,8 @@ namespace swrenderer
void SWModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
{
SWModelRenderer *swrenderer = (SWModelRenderer *)renderer;
if (frame1 == frame2 || size == 0 || swrenderer->InterpolationFactor == 0.f)
{
TriVertex *vertices = swrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
for (unsigned int i = 0; i < size; i++)
{
vertices[i] =
{
mVertexBuffer[frame1 + i].x,
mVertexBuffer[frame1 + i].y,
mVertexBuffer[frame1 + i].z,
1.0f,
mVertexBuffer[frame1 + i].u,
mVertexBuffer[frame1 + i].v
};
}
swrenderer->VertexBuffer = vertices;
swrenderer->IndexBuffer = &mIndexBuffer[0];
}
else
{
TriVertex *vertices = swrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
float frac = swrenderer->InterpolationFactor;
float inv_frac = 1.0f - frac;
for (unsigned int i = 0; i < size; i++)
{
vertices[i].x = mVertexBuffer[frame1 + i].x * inv_frac + mVertexBuffer[frame2 + i].x * frac;
vertices[i].y = mVertexBuffer[frame1 + i].y * inv_frac + mVertexBuffer[frame2 + i].y * frac;
vertices[i].z = mVertexBuffer[frame1 + i].z * inv_frac + mVertexBuffer[frame2 + i].z * frac;
vertices[i].w = 1.0f;
vertices[i].u = mVertexBuffer[frame1 + i].u;
vertices[i].v = mVertexBuffer[frame1 + i].v;
}
swrenderer->VertexBuffer = vertices;
swrenderer->IndexBuffer = &mIndexBuffer[0];
}
swrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
swrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
PolyTriangleDrawer::SetModelVertexShader(swrenderer->Thread->DrawQueue, frame1, frame2, swrenderer->InterpolationFactor);
}
}

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@ -85,7 +85,7 @@ namespace swrenderer
PolyClipPlane ClipTop, ClipBottom;
FTexture *SkinTexture = nullptr;
unsigned int *IndexBuffer = nullptr;
TriVertex *VertexBuffer = nullptr;
FModelVertex *VertexBuffer = nullptr;
float InterpolationFactor = 0.0;
Mat4f *WorldToClip = nullptr;
bool MirrorWorldToClip = false;
@ -108,7 +108,6 @@ namespace swrenderer
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
private:
int mIndexFrame[2];
TArray<FModelVertex> mVertexBuffer;
TArray<unsigned int> mIndexBuffer;
};