mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-02 17:02:49 +00:00
- adjust PolyTriangleDrawer to closer match what PolyRenderState receives as input
This commit is contained in:
parent
4fd4bfa092
commit
b453e15929
10 changed files with 247 additions and 119 deletions
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@ -18,6 +18,10 @@ PolyBuffer::~PolyBuffer()
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if (Next) Next->Prev = Prev;
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if (Prev) Prev->Next = Next;
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else First = Next;
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auto fb = GetPolyFrameBuffer();
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if (fb && !mData.empty())
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fb->FrameDeleteList.Buffers.push_back(std::move(mData));
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}
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void PolyBuffer::ResetAll()
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@ -79,43 +83,29 @@ void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t
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mStride = stride;
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}
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void PolyVertexBuffer::CopyVertices(TriVertex *dst, int count, int index)
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ShadedTriVertex PolyVertexBuffer::Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index)
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{
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size_t stride = mStride;
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size_t offsetVertex = mOffsets[VATTR_VERTEX];
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size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
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uint8_t *vertex = static_cast<uint8_t*>(map) + stride * index;
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const uint8_t *vertex = static_cast<const uint8_t*>(vertices) + mStride * index;
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const float *attrVertex = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_VERTEX]);
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const float *attrTexcoord = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_TEXCOORD]);
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for (int i = 0; i < count; i++)
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{
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dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
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dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
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dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
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dst[i].w = 1.0f;
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dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
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dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
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vertex += stride;
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}
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}
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Vec4f objpos = Vec4f(attrVertex[0], attrVertex[1], attrVertex[2], 1.0f);
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Vec4f clippos = (*thread->objectToClip) * objpos;
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void PolyVertexBuffer::CopyIndexed(TriVertex *dst, uint32_t *elements, int count, int index)
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{
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size_t stride = mStride;
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size_t offsetVertex = mOffsets[VATTR_VERTEX];
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size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
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uint8_t *vertices = static_cast<uint8_t*>(map);
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elements += index;
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for (int i = 0; i < count; i++)
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{
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uint8_t *vertex = vertices + stride * elements[i];
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dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
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dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
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dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
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dst[i].w = 1.0f;
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dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
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dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
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}
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ShadedTriVertex sv;
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sv.u = attrTexcoord[1];
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sv.v = attrTexcoord[0];
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sv.x = clippos.X;
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sv.y = clippos.Y;
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sv.z = clippos.Z;
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sv.w = clippos.W;
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sv.worldX = objpos.X;
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sv.worldY = objpos.Y;
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sv.worldZ = objpos.Z;
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sv.clipDistance[0] = 1.0f;
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sv.clipDistance[1] = 1.0f;
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sv.clipDistance[2] = 1.0f;
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return sv;
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -1,6 +1,7 @@
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#pragma once
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#include "hwrenderer/data/buffers.h"
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#include "polyrenderer/drawers/poly_triangle.h"
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#include "utility/tarray.h"
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#include <vector>
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@ -38,14 +39,13 @@ private:
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std::vector<uint32_t> mData;
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};
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class PolyVertexBuffer : public IVertexBuffer, public PolyBuffer
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class PolyVertexBuffer : public IVertexBuffer, public PolyBuffer, public PolyVertexShader
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{
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public:
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PolyVertexBuffer() { }
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void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) override;
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void CopyVertices(TriVertex *dst, int count, int index);
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void CopyIndexed(TriVertex *dst, uint32_t *elements, int count, int index);
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ShadedTriVertex Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index) override;
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private:
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size_t mOffsets[VATTR_MAX] = {};
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@ -141,6 +141,7 @@ void PolyFrameBuffer::Update()
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FlushDrawCommands();
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DrawerThreads::WaitForWorkers();
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mFrameMemory.Clear();
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FrameDeleteList.Buffers.clear();
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if (mCanvas)
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{
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@ -59,6 +59,11 @@ public:
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void SetVSync(bool vsync) override;
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void Draw2D() override;
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struct DeleteList
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{
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std::vector<std::vector<uint32_t>> Buffers;
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} FrameDeleteList;
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private:
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sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
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@ -41,10 +41,7 @@ void PolyRenderState::Draw(int dt, int index, int count, bool apply)
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if (apply)
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Apply();
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auto fb = GetPolyFrameBuffer();
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TriVertex *vertices = fb->GetFrameMemory()->AllocMemory<TriVertex>(count);
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static_cast<PolyVertexBuffer*>(mVertexBuffer)->CopyVertices(vertices, count, index);
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PolyTriangleDrawer::DrawArray(fb->GetDrawCommands(), args, vertices, count, dtToDrawMode[dt]);
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PolyTriangleDrawer::Draw(GetPolyFrameBuffer()->GetDrawCommands(), index, count, dtToDrawMode[dt]);
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}
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void PolyRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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@ -52,10 +49,7 @@ void PolyRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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if (apply)
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Apply();
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auto fb = GetPolyFrameBuffer();
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TriVertex *vertices = fb->GetFrameMemory()->AllocMemory<TriVertex>(count);
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static_cast<PolyVertexBuffer*>(mVertexBuffer)->CopyIndexed(vertices, (uint32_t *)mIndexBuffer->Memory(), count, index);
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PolyTriangleDrawer::DrawArray(fb->GetDrawCommands(), args, vertices, count, dtToDrawMode[dt]);
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PolyTriangleDrawer::DrawIndexed(GetPolyFrameBuffer()->GetDrawCommands(), index, count, dtToDrawMode[dt]);
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}
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bool PolyRenderState::SetDepthClamp(bool on)
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@ -179,7 +173,11 @@ void PolyRenderState::Apply()
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}
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auto fb = GetPolyFrameBuffer();
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if (mVertexBuffer) PolyTriangleDrawer::SetVertexBuffer(fb->GetDrawCommands(), mVertexBuffer->Memory());
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if (mIndexBuffer) PolyTriangleDrawer::SetIndexBuffer(fb->GetDrawCommands(), mIndexBuffer->Memory());
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PolyTriangleDrawer::SetVertexShader(fb->GetDrawCommands(), static_cast<PolyVertexBuffer*>(mVertexBuffer));
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PolyTriangleDrawer::SetTwoSided(fb->GetDrawCommands(), true);
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PolyTriangleDrawer::PushConstants(fb->GetDrawCommands(), args);
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drawcalls.Unclock();
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}
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@ -24,8 +24,6 @@
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#include <vector>
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struct TriVertex;
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class PolyZBuffer
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{
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public:
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@ -86,6 +86,11 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
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queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
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}
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void PolyTriangleDrawer::SetVertexShader(const DrawerCommandQueuePtr &queue, PolyVertexShader *shader)
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{
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queue->Push<PolySetVertexShaderCommand>(shader);
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}
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void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld)
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{
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queue->Push<PolySetTransformCommand>(objectToClip, objectToWorld);
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@ -111,14 +116,29 @@ void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue
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queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
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}
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void PolyTriangleDrawer::DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode)
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void PolyTriangleDrawer::SetVertexBuffer(const DrawerCommandQueuePtr &queue, const void *vertices)
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{
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queue->Push<DrawPolyTrianglesCommand>(args, vertices, nullptr, vcount, mode);
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queue->Push<PolySetVertexBufferCommand>(vertices);
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}
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void PolyTriangleDrawer::DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
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void PolyTriangleDrawer::SetIndexBuffer(const DrawerCommandQueuePtr &queue, const void *elements)
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{
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queue->Push<DrawPolyTrianglesCommand>(args, vertices, elements, count, mode);
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queue->Push<PolySetIndexBufferCommand>(elements);
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}
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void PolyTriangleDrawer::PushConstants(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args)
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{
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queue->Push<PolyPushConstantsCommand>(args);
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}
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void PolyTriangleDrawer::Draw(const DrawerCommandQueuePtr &queue, int index, int vcount, PolyDrawMode mode)
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{
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queue->Push<PolyDrawCommand>(index, vcount, mode);
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}
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void PolyTriangleDrawer::DrawIndexed(const DrawerCommandQueuePtr &queue, int index, int count, PolyDrawMode mode)
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{
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queue->Push<PolyDrawIndexedCommand>(index, count, mode);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -181,11 +201,18 @@ void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Ma
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objectToWorld = newObjectToWorld;
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}
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void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const void *vertices, const unsigned int *elements, int vcount, PolyDrawMode drawmode)
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void PolyTriangleThreadData::PushConstants(const PolyDrawArgs &args)
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{
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drawargs = args;
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}
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void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode drawmode)
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{
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if (vcount < 3)
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return;
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elements += index;
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TriDrawTriangleArgs args;
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args.uniforms = &drawargs;
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@ -195,17 +222,17 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[j] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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DrawShadedTriangle(vert, ccw, &args);
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}
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}
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else if (drawmode == PolyDrawMode::TriangleFan)
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{
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vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[0] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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vert[1] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[2] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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DrawShadedTriangle(vert, ccw, &args);
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vert[1] = vert[2];
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}
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@ -213,11 +240,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
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else // TriangleDrawMode::TriangleStrip
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{
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bool toggleccw = ccw;
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vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[0] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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vert[1] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[2] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
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DrawShadedTriangle(vert, toggleccw, &args);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -226,7 +253,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
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}
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}
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void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void *vertices, int vcount, PolyDrawMode drawmode)
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void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
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{
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if (vcount < 3)
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return;
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@ -234,7 +261,7 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
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TriDrawTriangleArgs args;
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args.uniforms = &drawargs;
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int vinput = 0;
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int vinput = index;
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ShadedTriVertex vert[3];
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if (drawmode == PolyDrawMode::Triangles)
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = ShadeVertex(drawargs, vertices, vinput++);
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vert[j] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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DrawShadedTriangle(vert, ccw, &args);
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}
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}
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else if (drawmode == PolyDrawMode::TriangleFan)
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{
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vert[0] = ShadeVertex(drawargs, vertices, vinput++);
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vert[1] = ShadeVertex(drawargs, vertices, vinput++);
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vert[0] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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vert[1] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vertices, vinput++);
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vert[2] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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DrawShadedTriangle(vert, ccw, &args);
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vert[1] = vert[2];
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}
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@ -260,11 +287,11 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
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else // TriangleDrawMode::TriangleStrip
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{
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bool toggleccw = ccw;
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vert[0] = ShadeVertex(drawargs, vertices, vinput++);
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vert[1] = ShadeVertex(drawargs, vertices, vinput++);
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vert[0] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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vert[1] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vertices, vinput++);
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vert[2] = vertexShader->Shade(this, drawargs, vertices, vinput++);
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DrawShadedTriangle(vert, toggleccw, &args);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -273,31 +300,31 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
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}
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}
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index)
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ShadedTriVertex PolyTriVertexShader::Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index)
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{
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ShadedTriVertex sv;
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Vec4f objpos;
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if (modelFrame1 == -1)
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if (thread->modelFrame1 == -1)
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{
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const TriVertex &v = static_cast<const TriVertex*>(vertices)[index];
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objpos = Vec4f(v.x, v.y, v.z, v.w);
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sv.u = v.u;
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sv.v = v.v;
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}
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else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
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else if (thread->modelFrame1 == thread->modelFrame2 || thread->modelInterpolationFactor == 0.f)
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{
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const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
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const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[thread->modelFrame1 + index];
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objpos = Vec4f(v.x, v.y, v.z, 1.0f);
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sv.u = v.u;
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sv.v = v.v;
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}
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else
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{
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const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
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const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[modelFrame2 + index];
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const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[thread->modelFrame1 + index];
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const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[thread->modelFrame2 + index];
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float frac = modelInterpolationFactor;
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float frac = thread->modelInterpolationFactor;
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float inv_frac = 1.0f - frac;
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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);
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@ -306,14 +333,14 @@ ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs
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}
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// Apply transform to get clip coordinates:
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Vec4f clippos = (*objectToClip) * objpos;
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Vec4f clippos = (*thread->objectToClip) * objpos;
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sv.x = clippos.X;
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sv.y = clippos.Y;
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sv.z = clippos.Z;
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sv.w = clippos.W;
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if (!objectToWorld) // Identity matrix
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if (!thread->objectToWorld) // Identity matrix
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{
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sv.worldX = objpos.X;
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sv.worldY = objpos.Y;
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@ -321,7 +348,7 @@ ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs
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}
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else
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{
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Vec4f worldpos = (*objectToWorld) * objpos;
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Vec4f worldpos = (*thread->objectToWorld) * objpos;
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sv.worldX = worldpos.X;
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sv.worldY = worldpos.Y;
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sv.worldZ = worldpos.Z;
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|
@ -655,6 +682,39 @@ PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread)
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolySetVertexBufferCommand::PolySetVertexBufferCommand(const void *vertices) : vertices(vertices)
|
||||
{
|
||||
}
|
||||
|
||||
void PolySetVertexBufferCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
PolyTriangleThreadData::Get(thread)->SetVertexBuffer(vertices);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolySetIndexBufferCommand::PolySetIndexBufferCommand(const void *indices) : indices(indices)
|
||||
{
|
||||
}
|
||||
|
||||
void PolySetIndexBufferCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
PolyTriangleThreadData::Get(thread)->SetIndexBuffer(indices);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolySetVertexShaderCommand::PolySetVertexShaderCommand(PolyVertexShader *shader) : shader(shader)
|
||||
{
|
||||
}
|
||||
|
||||
void PolySetVertexShaderCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
PolyTriangleThreadData::Get(thread)->SetVertexShader(shader);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld) : objectToClip(objectToClip), objectToWorld(objectToWorld)
|
||||
{
|
||||
}
|
||||
|
@ -744,32 +804,33 @@ void PolySetViewportCommand::Execute(DrawerThread *thread)
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode) : args(args), vertices(vertices), elements(elements), count(count), mode(mode)
|
||||
PolyPushConstantsCommand::PolyPushConstantsCommand(const PolyDrawArgs &args) : args(args)
|
||||
{
|
||||
}
|
||||
|
||||
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
|
||||
void PolyPushConstantsCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
if (!elements)
|
||||
PolyTriangleThreadData::Get(thread)->DrawArray(args, vertices, count, mode);
|
||||
else
|
||||
PolyTriangleThreadData::Get(thread)->DrawElements(args, vertices, elements, count, mode);
|
||||
PolyTriangleThreadData::Get(thread)->PushConstants(args);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#if 0
|
||||
void DrawRectCommand::Execute(DrawerThread *thread)
|
||||
PolyDrawCommand::PolyDrawCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode)
|
||||
{
|
||||
auto renderTarget = PolyRenderer::Instance()->RenderTarget;
|
||||
const void *destOrg = renderTarget->GetPixels();
|
||||
int destWidth = renderTarget->GetWidth();
|
||||
int destHeight = renderTarget->GetHeight();
|
||||
int destPitch = renderTarget->GetPitch();
|
||||
int blendmode = (int)args.BlendMode();
|
||||
if (renderTarget->IsBgra())
|
||||
ScreenTriangle::RectDrawers32[blendmode](destOrg, destWidth, destHeight, destPitch, &args, PolyTriangleThreadData::Get(thread));
|
||||
else
|
||||
ScreenTriangle::RectDrawers8[blendmode](destOrg, destWidth, destHeight, destPitch, &args, PolyTriangleThreadData::Get(thread));
|
||||
}
|
||||
#endif
|
||||
|
||||
void PolyDrawCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
PolyTriangleThreadData::Get(thread)->Draw(index, count, mode);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolyDrawIndexedCommand::PolyDrawIndexedCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode)
|
||||
{
|
||||
}
|
||||
|
||||
void PolyDrawIndexedCommand::Execute(DrawerThread *thread)
|
||||
{
|
||||
PolyTriangleThreadData::Get(thread)->DrawIndexed(index, count, mode);
|
||||
}
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
|
||||
class DCanvas;
|
||||
class PolyDrawerCommand;
|
||||
class PolyVertexShader;
|
||||
|
||||
class PolyTriangleDrawer
|
||||
{
|
||||
|
@ -39,16 +40,32 @@ public:
|
|||
static void ClearDepth(const DrawerCommandQueuePtr &queue, float value);
|
||||
static void ClearStencil(const DrawerCommandQueuePtr &queue, uint8_t value);
|
||||
static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas);
|
||||
static void SetVertexShader(const DrawerCommandQueuePtr &queue, PolyVertexShader *shader);
|
||||
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 void DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
|
||||
static void DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
|
||||
static void SetVertexBuffer(const DrawerCommandQueuePtr &queue, const void *vertices);
|
||||
static void SetIndexBuffer(const DrawerCommandQueuePtr &queue, const void *elements);
|
||||
static void PushConstants(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args);
|
||||
static void Draw(const DrawerCommandQueuePtr &queue, int index, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
|
||||
static void DrawIndexed(const DrawerCommandQueuePtr &queue, int index, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
|
||||
static bool IsBgra();
|
||||
};
|
||||
|
||||
class PolyVertexShader
|
||||
{
|
||||
public:
|
||||
virtual ShadedTriVertex Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index) = 0;
|
||||
};
|
||||
|
||||
class PolyTriVertexShader : public PolyVertexShader
|
||||
{
|
||||
public:
|
||||
ShadedTriVertex Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index) override;
|
||||
};
|
||||
|
||||
class PolyTriangleThreadData
|
||||
{
|
||||
public:
|
||||
|
@ -62,9 +79,13 @@ public:
|
|||
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 SetVertexShader(PolyVertexShader *shader) { vertexShader = shader; }
|
||||
void SetVertexBuffer(const void *data) { vertices = data; }
|
||||
void SetIndexBuffer(const void *data) { elements = (const unsigned int *)data; }
|
||||
|
||||
void DrawElements(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode);
|
||||
void DrawArray(const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode);
|
||||
void PushConstants(const PolyDrawArgs &args);
|
||||
void DrawIndexed(int index, int count, PolyDrawMode mode);
|
||||
void Draw(int index, int vcount, PolyDrawMode mode);
|
||||
|
||||
int32_t core;
|
||||
int32_t num_cores;
|
||||
|
@ -113,8 +134,12 @@ public:
|
|||
|
||||
int viewport_y = 0;
|
||||
|
||||
PolyDrawArgs drawargs;
|
||||
|
||||
const void *vertices = nullptr;
|
||||
const unsigned int *elements = nullptr;
|
||||
|
||||
private:
|
||||
ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index);
|
||||
void DrawShadedTriangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args);
|
||||
static bool IsDegenerate(const ShadedTriVertex *vertices);
|
||||
static bool IsFrontfacing(TriDrawTriangleArgs *args);
|
||||
|
@ -125,13 +150,18 @@ private:
|
|||
int viewport_height = 0;
|
||||
bool ccw = true;
|
||||
bool twosided = false;
|
||||
public:
|
||||
const Mat4f *objectToClip = nullptr;
|
||||
const Mat4f *objectToWorld = nullptr;
|
||||
private:
|
||||
int modelFrame1 = -1;
|
||||
int modelFrame2 = -1;
|
||||
float modelInterpolationFactor = 0.0f;
|
||||
PolyVertexShader *vertexShader = nullptr;
|
||||
|
||||
enum { max_additional_vertices = 16 };
|
||||
|
||||
friend class PolyTriVertexShader;
|
||||
};
|
||||
|
||||
class PolyDrawerCommand : public DrawerCommand
|
||||
|
@ -139,6 +169,36 @@ class PolyDrawerCommand : public DrawerCommand
|
|||
public:
|
||||
};
|
||||
|
||||
class PolySetVertexBufferCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
PolySetVertexBufferCommand(const void *vertices);
|
||||
void Execute(DrawerThread *thread) override;
|
||||
|
||||
private:
|
||||
const void *vertices;
|
||||
};
|
||||
|
||||
class PolySetIndexBufferCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
PolySetIndexBufferCommand(const void *indices);
|
||||
void Execute(DrawerThread *thread) override;
|
||||
|
||||
private:
|
||||
const void *indices;
|
||||
};
|
||||
|
||||
class PolySetVertexShaderCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
PolySetVertexShaderCommand(PolyVertexShader *shader);
|
||||
void Execute(DrawerThread *thread) override;
|
||||
|
||||
private:
|
||||
PolyVertexShader *shader;
|
||||
};
|
||||
|
||||
class PolySetTransformCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
|
@ -238,30 +298,39 @@ private:
|
|||
bool dest_bgra;
|
||||
};
|
||||
|
||||
class DrawPolyTrianglesCommand : public PolyDrawerCommand
|
||||
class PolyPushConstantsCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode);
|
||||
PolyPushConstantsCommand(const PolyDrawArgs &args);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
|
||||
private:
|
||||
PolyDrawArgs args;
|
||||
const void *vertices;
|
||||
const unsigned int *elements;
|
||||
int count;
|
||||
PolyDrawMode mode;
|
||||
};
|
||||
|
||||
#if 0
|
||||
class DrawRectCommand : public PolyDrawerCommand
|
||||
class PolyDrawCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
DrawRectCommand(const RectDrawArgs &args) : args(args) { }
|
||||
PolyDrawCommand(int index, int count, PolyDrawMode mode);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
|
||||
private:
|
||||
RectDrawArgs args;
|
||||
int index;
|
||||
int count;
|
||||
PolyDrawMode mode;
|
||||
};
|
||||
|
||||
class PolyDrawIndexedCommand : public PolyDrawerCommand
|
||||
{
|
||||
public:
|
||||
PolyDrawIndexedCommand(int index, int count, PolyDrawMode mode);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
|
||||
private:
|
||||
int index;
|
||||
int count;
|
||||
PolyDrawMode mode;
|
||||
};
|
||||
#endif
|
||||
|
|
|
@ -148,6 +148,8 @@ namespace swrenderer
|
|||
SWModelRenderer::SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor, Mat4f *worldToClip, bool mirrorWorldToClip)
|
||||
: Thread(thread), Clip3DFloor(clip3DFloor), WorldToClip(worldToClip), MirrorWorldToClip(mirrorWorldToClip)
|
||||
{
|
||||
static PolyTriVertexShader shader;
|
||||
PolyTriangleDrawer::SetVertexShader(thread->DrawQueue, &shader);
|
||||
}
|
||||
|
||||
void SWModelRenderer::AddLights(AActor *actor)
|
||||
|
@ -365,7 +367,8 @@ namespace swrenderer
|
|||
args.SetClipPlane(1, ClipTop);
|
||||
args.SetClipPlane(2, ClipBottom);
|
||||
|
||||
PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
|
||||
PolyTriangleDrawer::PushConstants(Thread->DrawQueue, args);
|
||||
PolyTriangleDrawer::Draw(Thread->DrawQueue, start, count);
|
||||
}
|
||||
|
||||
void SWModelRenderer::DrawElements(int numIndices, size_t offset)
|
||||
|
@ -383,7 +386,8 @@ namespace swrenderer
|
|||
args.SetClipPlane(1, ClipTop);
|
||||
args.SetClipPlane(2, ClipBottom);
|
||||
|
||||
PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
|
||||
PolyTriangleDrawer::PushConstants(Thread->DrawQueue, args);
|
||||
PolyTriangleDrawer::DrawIndexed(Thread->DrawQueue, static_cast<int>(offset / sizeof(unsigned int)), numIndices);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -419,8 +423,12 @@ namespace swrenderer
|
|||
void SWModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
|
||||
{
|
||||
SWModelRenderer *swrenderer = (SWModelRenderer *)renderer;
|
||||
swrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
|
||||
swrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
|
||||
|
||||
if (mVertexBuffer.Size() > 0)
|
||||
PolyTriangleDrawer::SetVertexBuffer(swrenderer->Thread->DrawQueue, &mVertexBuffer[0]);
|
||||
if (mIndexBuffer.Size() > 0)
|
||||
PolyTriangleDrawer::SetIndexBuffer(swrenderer->Thread->DrawQueue, &mIndexBuffer[0]);
|
||||
|
||||
PolyTriangleDrawer::SetModelVertexShader(swrenderer->Thread->DrawQueue, frame1, frame2, swrenderer->InterpolationFactor);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -90,8 +90,6 @@ namespace swrenderer
|
|||
Mat4f ObjectToWorld;
|
||||
PolyClipPlane ClipTop, ClipBottom;
|
||||
FTexture *SkinTexture = nullptr;
|
||||
unsigned int *IndexBuffer = nullptr;
|
||||
FModelVertex *VertexBuffer = nullptr;
|
||||
float InterpolationFactor = 0.0;
|
||||
Mat4f *WorldToClip = nullptr;
|
||||
bool MirrorWorldToClip = false;
|
||||
|
|
Loading…
Reference in a new issue