mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
Merge remote-tracking branch 'gzdoom/master' into swmodels
This commit is contained in:
commit
c3bd93a85c
25 changed files with 546 additions and 393 deletions
|
@ -1082,6 +1082,7 @@ set (PCH_SOURCES
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gl/textures/gl_texture.cpp
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gl/textures/gl_material.cpp
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gl/textures/gl_samplers.cpp
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hwrenderer/data/flatvertices.cpp
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hwrenderer/dynlights/hw_aabbtree.cpp
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menu/joystickmenu.cpp
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|
|
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@ -404,16 +404,16 @@ void E_WorldThingDestroyed(AActor* actor)
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handler->WorldThingDestroyed(actor);
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}
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void E_WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate)
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void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldLinePreActivated(line, actor, shouldactivate);
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handler->WorldLinePreActivated(line, actor, activationType, shouldactivate);
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}
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void E_WorldLineActivated(line_t* line, AActor* actor)
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void E_WorldLineActivated(line_t* line, AActor* actor, int activationType)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldLineActivated(line, actor);
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handler->WorldLineActivated(line, actor, activationType);
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}
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void E_PlayerEntered(int num, bool fromhub)
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@ -545,6 +545,7 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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@ -795,7 +796,7 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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}
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}
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void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate)
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void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLinePreActivated)
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{
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@ -805,6 +806,7 @@ void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, boo
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FWorldEvent e = E_SetupWorldEvent();
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e.Thing = actor;
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e.ActivatedLine = line;
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e.ActivationType = activationType;
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e.ShouldActivate = *shouldactivate;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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@ -812,7 +814,7 @@ void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, boo
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}
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}
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void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor)
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void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int activationType)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLineActivated)
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{
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@ -822,6 +824,7 @@ void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor)
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FWorldEvent e = E_SetupWorldEvent();
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e.Thing = actor;
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e.ActivatedLine = line;
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e.ActivationType = activationType;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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}
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|
|
19
src/events.h
19
src/events.h
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@ -41,9 +41,9 @@ void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int d
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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
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void E_WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate);
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void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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// called in P_ActivateLine after successful special execution.
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void E_WorldLineActivated(line_t* line, AActor* actor);
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void E_WorldLineActivated(line_t* line, AActor* actor, int activationType);
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// same as ACS SCRIPT_Lightning
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void E_WorldLightning();
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// this executes on every tick, before everything, only when in valid level and not paused
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@ -138,13 +138,13 @@ public:
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//
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void WorldLoaded();
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void WorldUnloaded();
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void WorldThingSpawned(AActor*);
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void WorldThingDied(AActor*, AActor*);
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void WorldThingRevived(AActor*);
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void WorldThingDamaged(AActor*, AActor*, AActor*, int, FName, int, DAngle);
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void WorldThingDestroyed(AActor*);
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void WorldLinePreActivated(line_t*, AActor*, bool*);
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void WorldLineActivated(line_t*, AActor*);
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void WorldThingSpawned(AActor* actor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingRevived(AActor* actor);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDestroyed(AActor* actor);
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void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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void WorldLineActivated(line_t* line, AActor* actor, int activationType);
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void WorldLightning();
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void WorldTick();
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@ -203,6 +203,7 @@ struct FWorldEvent
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DAngle DamageAngle;
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// for line(pre)activated
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line_t* ActivatedLine = nullptr;
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int ActivationType = 0;
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bool ShouldActivate = true;
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||||
};
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|
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|
|
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@ -534,32 +534,32 @@ static bool gl_CheckFog(FColormap *cm, int lightlevel)
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//
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//==========================================================================
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bool GLWall::PutWallCompat(int passflag)
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bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
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{
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static int list_indices[2][2] =
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{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
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|
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// are lights possible?
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if (mDrawer->FixedColormap != CM_DEFAULT || !gl_lights || seg->sidedef == nullptr || type == RENDERWALL_M2SNF || !gltexture) return false;
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if (mDrawer->FixedColormap != CM_DEFAULT || !gl_lights || wall->seg->sidedef == nullptr || wall->type == RENDERWALL_M2SNF || !wall->gltexture) return false;
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|
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// multipassing these is problematic.
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if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) return false;
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if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S)) return false;
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|
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// Any lights affecting this wall?
|
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if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
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if (!(wall->seg->sidedef->Flags & WALLF_POLYOBJ))
|
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{
|
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if (seg->sidedef->lighthead == nullptr) return false;
|
||||
if (wall->seg->sidedef->lighthead == nullptr) return false;
|
||||
}
|
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else if (sub)
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else if (wall->sub)
|
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{
|
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if (sub->lighthead == nullptr) return false;
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||||
if (wall->sub->lighthead == nullptr) return false;
|
||||
}
|
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|
||||
bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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bool masked = passflag == 2 && gltexture->isMasked();
|
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bool foggy = gl_CheckFog(&wall->Colormap, wall->lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
|
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bool masked = passflag == 2 && wall->gltexture->isMasked();
|
||||
|
||||
int list = list_indices[masked][foggy];
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gl_drawinfo->dldrawlists[list].AddWall(this);
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dldrawlists[list].AddWall(wall);
|
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return true;
|
||||
|
||||
}
|
||||
|
|
|
@ -126,7 +126,7 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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|||
//==========================================================================
|
||||
|
||||
FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
|
||||
: FVertexBuffer(!gl.legacyMode)
|
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: FVertexBuffer(!gl.legacyMode), FFlatVertexGenerator(width, height)
|
||||
{
|
||||
switch (gl.buffermethod)
|
||||
{
|
||||
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@ -159,36 +159,6 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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}
|
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mIndex = mCurIndex = 0;
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mNumReserved = NUM_RESERVED;
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vbo_shadowdata.Resize(mNumReserved);
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// the first quad is reserved for handling coordinates through uniforms.
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vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
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vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
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vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
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vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
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|
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// and the second one for the fullscreen quad used for blend overlays.
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vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
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vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
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vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
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vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
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|
||||
// and this is for the postprocessing copy operation
|
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vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
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vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
|
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vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
|
||||
vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
|
||||
|
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// The next two are the stencil caps.
|
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vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
|
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vbo_shadowdata[13].Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[14].Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[15].Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||
|
||||
vbo_shadowdata[16].Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
|
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vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
|
@ -216,11 +186,7 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
|
|||
|
||||
void FFlatVertexBuffer::OutputResized(int width, int height)
|
||||
{
|
||||
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||
|
||||
FFlatVertexGenerator::OutputResized(width, height);
|
||||
Map();
|
||||
memcpy(&map[4], &vbo_shadowdata[4], 4 * sizeof(FFlatVertex));
|
||||
Unmap();
|
||||
|
@ -272,173 +238,6 @@ void FFlatVertexBuffer::Unmap()
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Initialize a single vertex
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
|
||||
{
|
||||
x = vt->fX();
|
||||
y = vt->fY();
|
||||
z = plane.ZatPoint(vt);
|
||||
u = vt->fX()/64.f;
|
||||
v = -vt->fY()/64.f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Find a 3D floor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
|
||||
{
|
||||
for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor *ffloor = target->e->XFloor.ffloors[i];
|
||||
if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the vertices for one plane in one subsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FFlatVertexBuffer::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
|
||||
{
|
||||
int idx = vbo_shadowdata.Reserve(sub->numlines);
|
||||
for(unsigned int k=0; k<sub->numlines; k++, idx++)
|
||||
{
|
||||
vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane);
|
||||
if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f;
|
||||
}
|
||||
return idx;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the vertices for one plane in one subsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FFlatVertexBuffer::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor)
|
||||
{
|
||||
int rt = vbo_shadowdata.Size();
|
||||
// First calculate the vertices for the sector itself
|
||||
for(int j=0; j<sec->subsectorcount; j++)
|
||||
{
|
||||
subsector_t *sub = sec->subsectors[j];
|
||||
CreateSubsectorVertices(sub, plane, floor);
|
||||
}
|
||||
return rt;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FFlatVertexBuffer::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor)
|
||||
{
|
||||
// First calculate the vertices for the sector itself
|
||||
sec->vboheight[h] = sec->GetPlaneTexZ(h);
|
||||
sec->vboindex[h] = CreateSectorVertices(sec, plane, floor);
|
||||
|
||||
// Next are all sectors using this one as heightsec
|
||||
TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
|
||||
for (unsigned g=0; g<fakes.Size(); g++)
|
||||
{
|
||||
sector_t *fsec = fakes[g];
|
||||
fsec->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
|
||||
}
|
||||
|
||||
// and finally all attached 3D floors
|
||||
TArray<sector_t *> &xf = sec->e->XFloor.attached;
|
||||
for (unsigned g=0; g<xf.Size(); g++)
|
||||
{
|
||||
sector_t *fsec = xf[g];
|
||||
F3DFloor *ffloor = Find3DFloor(fsec, sec);
|
||||
|
||||
if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
|
||||
{
|
||||
bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
|
||||
bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
|
||||
|
||||
if (dotop || dobottom)
|
||||
{
|
||||
if (dotop) ffloor->top.vindex = vbo_shadowdata.Size();
|
||||
if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size();
|
||||
|
||||
CreateSectorVertices(fsec, plane, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
|
||||
return sec->vboindex[h];
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexBuffer::CreateFlatVBO()
|
||||
{
|
||||
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
|
||||
{
|
||||
for(auto &sec : level.sectors)
|
||||
{
|
||||
CreateVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor);
|
||||
}
|
||||
}
|
||||
|
||||
// We need to do a final check for Vavoom water and FF_FIX sectors.
|
||||
// No new vertices are needed here. The planes come from the actual sector
|
||||
for (auto &sec : level.sectors)
|
||||
{
|
||||
for(auto ff : sec.e->XFloor.ffloors)
|
||||
{
|
||||
if (ff->top.model == &sec)
|
||||
{
|
||||
ff->top.vindex = sec.vboindex[ff->top.isceiling];
|
||||
}
|
||||
if (ff->bottom.model == &sec)
|
||||
{
|
||||
ff->bottom.vindex = sec.vboindex[ff->top.isceiling];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
|
||||
{
|
||||
int startvt = sec->vboindex[plane];
|
||||
int countvt = sec->vbocount[plane];
|
||||
secplane_t &splane = sec->GetSecPlane(plane);
|
||||
FFlatVertex *vt = &vbo_shadowdata[startvt];
|
||||
FFlatVertex *mapvt = &map[startvt];
|
||||
for(int i=0; i<countvt; i++, vt++, mapvt++)
|
||||
{
|
||||
vt->z = splane.ZatPoint(vt->x, vt->y);
|
||||
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
|
||||
mapvt->z = vt->z;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -448,45 +247,9 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
|
|||
void FFlatVertexBuffer::CreateVBO()
|
||||
{
|
||||
vbo_shadowdata.Resize(mNumReserved);
|
||||
CreateFlatVBO();
|
||||
FFlatVertexGenerator::CreateVertices();
|
||||
mCurIndex = mIndex = vbo_shadowdata.Size();
|
||||
Map();
|
||||
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
|
||||
Unmap();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
|
||||
{
|
||||
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
|
||||
{
|
||||
UpdatePlaneVertices(sector, sector_t::ceiling);
|
||||
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
|
||||
}
|
||||
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
|
||||
{
|
||||
UpdatePlaneVertices(sector, sector_t::floor);
|
||||
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// checks the validity of all planes attached to this sector
|
||||
// and updates them if possible.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
|
||||
{
|
||||
CheckPlanes(sector);
|
||||
sector_t *hs = sector->GetHeightSec();
|
||||
if (hs != NULL) CheckPlanes(hs);
|
||||
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
||||
CheckPlanes(sector->e->XFloor.ffloors[i]->model);
|
||||
}
|
|
@ -27,6 +27,7 @@
|
|||
#include "gl/utility/gl_clock.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "r_data/models/models.h"
|
||||
#include "hwrenderer/data/flatvertices.h"
|
||||
|
||||
struct vertex_t;
|
||||
struct secplane_t;
|
||||
|
@ -56,22 +57,6 @@ public:
|
|||
void EnableBufferArrays(int enable, int disable);
|
||||
};
|
||||
|
||||
struct FFlatVertex
|
||||
{
|
||||
float x,z,y; // world position
|
||||
float u,v; // texture coordinates
|
||||
|
||||
void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
|
||||
void Set(float xx, float zz, float yy, float uu, float vv)
|
||||
{
|
||||
x = xx;
|
||||
z = zz;
|
||||
y = yy;
|
||||
u = uu;
|
||||
v = vv;
|
||||
}
|
||||
};
|
||||
|
||||
struct FSimpleVertex
|
||||
{
|
||||
float x, z, y; // world position
|
||||
|
@ -104,14 +89,13 @@ public:
|
|||
void EnableColorArray(bool on);
|
||||
};
|
||||
|
||||
class FFlatVertexBuffer : public FVertexBuffer
|
||||
class FFlatVertexBuffer : public FVertexBuffer, public FFlatVertexGenerator
|
||||
{
|
||||
FFlatVertex *map;
|
||||
unsigned int mIndex;
|
||||
unsigned int mCurIndex;
|
||||
unsigned int mNumReserved;
|
||||
|
||||
void CheckPlanes(sector_t *sector);
|
||||
|
||||
static const unsigned int BUFFER_SIZE = 2000000;
|
||||
static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
|
||||
|
@ -128,8 +112,6 @@ public:
|
|||
NUM_RESERVED = 20
|
||||
};
|
||||
|
||||
TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x
|
||||
|
||||
FFlatVertexBuffer(int width, int height);
|
||||
~FFlatVertexBuffer();
|
||||
|
||||
|
@ -138,7 +120,6 @@ public:
|
|||
void BindVBO();
|
||||
|
||||
void CreateVBO();
|
||||
void CheckUpdate(sector_t *sector);
|
||||
|
||||
FFlatVertex *GetBuffer()
|
||||
{
|
||||
|
@ -180,6 +161,17 @@ public:
|
|||
}
|
||||
|
||||
#endif
|
||||
|
||||
void CheckPlanes(sector_t *sector)
|
||||
{
|
||||
FFlatVertexGenerator::CheckPlanes(sector, map);
|
||||
}
|
||||
|
||||
void CheckUpdate(sector_t *sector)
|
||||
{
|
||||
FFlatVertexGenerator::CheckUpdate(sector, map);
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
mCurIndex = mIndex;
|
||||
|
@ -187,14 +179,6 @@ public:
|
|||
|
||||
void Map();
|
||||
void Unmap();
|
||||
|
||||
private:
|
||||
int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
|
||||
int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
|
||||
int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
|
||||
void CreateFlatVBO();
|
||||
void UpdatePlaneVertices(sector_t *sec, int plane);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -428,8 +428,8 @@ void FGLRenderBuffers::CreateExposureLevels(int width, int height)
|
|||
FGLExposureTextureLevel level;
|
||||
level.Width = width;
|
||||
level.Height = height;
|
||||
level.Texture = Create2DTexture(textureName, GL_R32F, level.Width, level.Height);
|
||||
level.Framebuffer = CreateFrameBuffer(fbName, level.Texture);
|
||||
level.Texture = Create2DTexture(textureName.GetChars(), GL_R32F, level.Width, level.Height);
|
||||
level.Framebuffer = CreateFrameBuffer(fbName.GetChars(), level.Texture);
|
||||
ExposureLevels.Push(level);
|
||||
} while (width > 1 || height > 1);
|
||||
|
||||
|
@ -474,7 +474,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
|
||||
GLuint FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenTextures(1, &handle);
|
||||
|
@ -508,7 +508,7 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
|
||||
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenTextures(1, &handle);
|
||||
|
@ -525,7 +525,7 @@ GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height)
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenRenderbuffers(1, &handle);
|
||||
|
@ -535,7 +535,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples)
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
|
||||
{
|
||||
if (samples <= 1)
|
||||
return CreateRenderBuffer(name, format, width, height);
|
||||
|
@ -554,7 +554,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer)
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
|
@ -566,7 +566,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
|
@ -582,7 +582,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
|
|
|
@ -97,13 +97,14 @@ private:
|
|||
void CreateEyeBuffers(int eye);
|
||||
void CreateShadowMap();
|
||||
void CreateAmbientOcclusion(int width, int height);
|
||||
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
|
||||
GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
|
||||
|
||||
GLuint Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
|
||||
GLuint Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
|
||||
GLuint CreateRenderBuffer(const char *name, GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
|
||||
GLuint CreateFrameBuffer(const char *name, GLuint colorbuffer);
|
||||
GLuint CreateFrameBuffer(const char *name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
||||
GLuint CreateFrameBuffer(const char *name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
void DeleteTexture(GLuint &handle);
|
||||
|
|
|
@ -623,7 +623,7 @@ SortNode * GLDrawList::SortSpriteList(SortNode * head)
|
|||
|
||||
sortspritelist.Clear();
|
||||
for(count=0,n=head;n;n=n->next) sortspritelist.Push(n);
|
||||
std::sort(sortspritelist.begin(), sortspritelist.end(), [=](SortNode *a, SortNode *b)
|
||||
std::stable_sort(sortspritelist.begin(), sortspritelist.end(), [=](SortNode *a, SortNode *b)
|
||||
{
|
||||
return CompareSprites(a, b) < 0;
|
||||
});
|
||||
|
|
|
@ -236,6 +236,9 @@ struct FDrawInfo
|
|||
~FDrawInfo();
|
||||
void ClearBuffers();
|
||||
|
||||
void AddWall(GLWall *wall);
|
||||
bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
|
||||
|
||||
bool DoOneSectorUpper(subsector_t * subsec, float planez);
|
||||
bool DoOneSectorLower(subsector_t * subsec, float planez);
|
||||
bool DoFakeBridge(subsector_t * subsec, float planez);
|
||||
|
|
|
@ -106,10 +106,13 @@ struct GLSectorPlane
|
|||
}
|
||||
};
|
||||
|
||||
class FDrawInfo;
|
||||
|
||||
class GLWall
|
||||
{
|
||||
friend class FDrawInfo;
|
||||
public:
|
||||
static const char passflag[];
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -120,6 +123,7 @@ public:
|
|||
GLWF_NOSPLITUPPER=16,
|
||||
GLWF_NOSPLITLOWER=32,
|
||||
GLWF_NOSPLIT=64,
|
||||
GLWF_TRANSLUCENT = 128
|
||||
};
|
||||
|
||||
enum
|
||||
|
@ -142,19 +146,20 @@ public:
|
|||
friend class GLPortal;
|
||||
|
||||
GLSceneDrawer *mDrawer;
|
||||
GLSeg glseg;
|
||||
vertex_t * vertexes[2]; // required for polygon splitting
|
||||
FMaterial *gltexture;
|
||||
TArray<lightlist_t> *lightlist;
|
||||
|
||||
GLSeg glseg;
|
||||
float ztop[2],zbottom[2];
|
||||
texcoord tcs[4];
|
||||
float alpha;
|
||||
FMaterial *gltexture;
|
||||
|
||||
FColormap Colormap;
|
||||
ERenderStyle RenderStyle;
|
||||
|
||||
float ViewDistance;
|
||||
|
||||
TArray<lightlist_t> *lightlist;
|
||||
int lightlevel;
|
||||
uint8_t type;
|
||||
uint8_t flags;
|
||||
|
|
|
@ -46,6 +46,56 @@
|
|||
#include "gl/shaders/gl_shader.h"
|
||||
|
||||
|
||||
void FDrawInfo::AddWall(GLWall *wall)
|
||||
{
|
||||
bool translucent = !!(wall->flags & GLWall::GLWF_TRANSLUCENT);
|
||||
int list;
|
||||
|
||||
if (translucent) // translucent walls
|
||||
{
|
||||
wall->ViewDistance = (r_viewpoint.Pos - (wall->seg->linedef->v1->fPos() + wall->seg->linedef->Delta() / 2)).XY().LengthSquared();
|
||||
if (gl.buffermethod == BM_DEFERRED) wall->MakeVertices(true);
|
||||
drawlists[GLDL_TRANSLUCENT].AddWall(wall);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
if (PutWallCompat(wall, GLWall::passflag[wall->type])) return;
|
||||
}
|
||||
|
||||
bool masked;
|
||||
|
||||
masked = GLWall::passflag[wall->type] == 1 ? false : (wall->gltexture && wall->gltexture->isMasked());
|
||||
|
||||
if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S))
|
||||
{
|
||||
list = GLDL_MASKEDWALLSOFS;
|
||||
}
|
||||
else
|
||||
{
|
||||
list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
|
||||
}
|
||||
if (gl.buffermethod == BM_DEFERRED) wall->MakeVertices(false);
|
||||
drawlists[list].AddWall(wall);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const char GLWall::passflag[] = {
|
||||
0, //RENDERWALL_NONE,
|
||||
1, //RENDERWALL_TOP, // unmasked
|
||||
1, //RENDERWALL_M1S, // unmasked
|
||||
2, //RENDERWALL_M2S, // depends on render and texture settings
|
||||
1, //RENDERWALL_BOTTOM, // unmasked
|
||||
3, //RENDERWALL_FOGBOUNDARY, // translucent
|
||||
1, //RENDERWALL_MIRRORSURFACE, // only created from PORTALTYPE_MIRROR
|
||||
2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary.
|
||||
3, //RENDERWALL_COLOR, // translucent
|
||||
2, //RENDERWALL_FFBLOCK // depends on render and texture settings
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -53,26 +103,11 @@
|
|||
//==========================================================================
|
||||
void GLWall::PutWall(bool translucent)
|
||||
{
|
||||
int list;
|
||||
|
||||
static char passflag[] = {
|
||||
0, //RENDERWALL_NONE,
|
||||
1, //RENDERWALL_TOP, // unmasked
|
||||
1, //RENDERWALL_M1S, // unmasked
|
||||
2, //RENDERWALL_M2S, // depends on render and texture settings
|
||||
1, //RENDERWALL_BOTTOM, // unmasked
|
||||
3, //RENDERWALL_FOGBOUNDARY, // translucent
|
||||
1, //RENDERWALL_MIRRORSURFACE, // only created from PORTALTYPE_MIRROR
|
||||
2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary.
|
||||
3, //RENDERWALL_COLOR, // translucent
|
||||
2, //RENDERWALL_FFBLOCK // depends on render and texture settings
|
||||
};
|
||||
|
||||
|
||||
if (gltexture && gltexture->tex->GetTranslucency() && passflag[type] == 2)
|
||||
{
|
||||
translucent = true;
|
||||
}
|
||||
if (translucent) flags |= GLWF_TRANSLUCENT;
|
||||
|
||||
if (mDrawer->FixedColormap)
|
||||
{
|
||||
|
@ -81,36 +116,7 @@ void GLWall::PutWall(bool translucent)
|
|||
Colormap.Clear();
|
||||
}
|
||||
if (mDrawer->isFullbright(Colormap.LightColor, lightlevel)) flags &= ~GLWF_GLOW;
|
||||
|
||||
if (translucent) // translucent walls
|
||||
{
|
||||
ViewDistance = (r_viewpoint.Pos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared();
|
||||
if (gl.buffermethod == BM_DEFERRED) MakeVertices(true);
|
||||
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gl.legacyMode && !translucent)
|
||||
{
|
||||
if (PutWallCompat(passflag[type])) return;
|
||||
}
|
||||
|
||||
bool masked;
|
||||
|
||||
masked = passflag[type] == 1 ? false : (gltexture && gltexture->isMasked());
|
||||
|
||||
if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S))
|
||||
{
|
||||
list = GLDL_MASKEDWALLSOFS;
|
||||
}
|
||||
else
|
||||
{
|
||||
list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
|
||||
}
|
||||
if (gl.buffermethod == BM_DEFERRED) MakeVertices(false);
|
||||
gl_drawinfo->drawlists[list].AddWall(this);
|
||||
|
||||
}
|
||||
gl_drawinfo->AddWall(this);
|
||||
lightlist = NULL;
|
||||
vertcount = 0; // make sure that following parts of the same linedef do not get this one's vertex info.
|
||||
}
|
||||
|
|
|
@ -101,19 +101,19 @@ void FGLDebug::Update()
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLDebug::LabelObject(GLenum type, GLuint handle, const FString &name)
|
||||
void FGLDebug::LabelObject(GLenum type, GLuint handle, const char *name)
|
||||
{
|
||||
if (HasDebugApi() && gl_debug_level != 0)
|
||||
{
|
||||
glObjectLabel(type, handle, (GLsizei)name.Len(), name.GetChars());
|
||||
glObjectLabel(type, handle, -1, name);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLDebug::LabelObjectPtr(void *ptr, const FString &name)
|
||||
void FGLDebug::LabelObjectPtr(void *ptr, const char *name)
|
||||
{
|
||||
if (HasDebugApi() && gl_debug_level != 0)
|
||||
{
|
||||
glObjectPtrLabel(ptr, (GLsizei)name.Len(), name.GetChars());
|
||||
glObjectPtrLabel(ptr, -1, name);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -11,8 +11,8 @@ class FGLDebug
|
|||
public:
|
||||
void Update();
|
||||
|
||||
static void LabelObject(GLenum type, GLuint handle, const FString &name);
|
||||
static void LabelObjectPtr(void *ptr, const FString &name);
|
||||
static void LabelObject(GLenum type, GLuint handle, const char *name);
|
||||
static void LabelObjectPtr(void *ptr, const char *name);
|
||||
|
||||
static void PushGroup(const FString &name);
|
||||
static void PopGroup();
|
||||
|
|
|
@ -160,7 +160,7 @@ void FHardwareTexture::Resize(int swidth, int sheight, int width, int height, un
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name)
|
||||
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name)
|
||||
{
|
||||
int rh,rw;
|
||||
int texformat=TexFormat[gl_texture_format];
|
||||
|
@ -207,8 +207,6 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
|
|||
}
|
||||
}
|
||||
// store the physical size.
|
||||
texwidth = rw;
|
||||
texheight = rh;
|
||||
|
||||
int sourcetype;
|
||||
if (glTextureBytes > 0)
|
||||
|
@ -467,14 +465,14 @@ void FHardwareTexture::UnbindAll()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
int FHardwareTexture::GetDepthBuffer()
|
||||
int FHardwareTexture::GetDepthBuffer(int width, int height)
|
||||
{
|
||||
if (glDepthID == 0)
|
||||
{
|
||||
glGenRenderbuffers(1, &glDepthID);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
|
||||
GetTexDimension(texwidth), GetTexDimension(texheight));
|
||||
GetTexDimension(width), GetTexDimension(height));
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
return glDepthID;
|
||||
|
@ -487,10 +485,12 @@ int FHardwareTexture::GetDepthBuffer()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FHardwareTexture::BindToFrameBuffer()
|
||||
void FHardwareTexture::BindToFrameBuffer(int width, int height)
|
||||
{
|
||||
width = GetTexDimension(width);
|
||||
height = GetTexDimension(height);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTex.glTexID, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
|
||||
}
|
||||
|
||||
|
|
|
@ -60,7 +60,6 @@ public:
|
|||
|
||||
private:
|
||||
|
||||
short texwidth = 0, texheight = 0;
|
||||
bool forcenocompression;
|
||||
|
||||
TranslatedTexture glDefTex;
|
||||
|
@ -71,7 +70,7 @@ private:
|
|||
|
||||
TranslatedTexture * GetTexID(int translation);
|
||||
|
||||
int GetDepthBuffer();
|
||||
int GetDepthBuffer(int w, int h);
|
||||
void Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data);
|
||||
|
||||
public:
|
||||
|
@ -81,13 +80,14 @@ public:
|
|||
static void Unbind(int texunit);
|
||||
static void UnbindAll();
|
||||
|
||||
void BindToFrameBuffer();
|
||||
void BindToFrameBuffer(int w, int h);
|
||||
|
||||
unsigned int Bind(int texunit, int translation, bool needmipmap);
|
||||
void AllocateBuffer(int w, int h, int texelsize);
|
||||
uint8_t *MapBuffer();
|
||||
|
||||
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name);
|
||||
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name) = delete;
|
||||
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name);
|
||||
unsigned int GetTextureHandle(int translation);
|
||||
|
||||
void Clean(bool all);
|
||||
|
|
|
@ -157,7 +157,7 @@ FHardwareTexture *FGLTexture::CreateHwTexture()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, int flags)
|
||||
bool FGLTexture::Bind(int texunit, int clampmode, int translation, int flags)
|
||||
{
|
||||
int usebright = false;
|
||||
|
||||
|
@ -207,11 +207,16 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
wt->GenTime[0] = screen->FrameTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
w = tex->GetWidth();
|
||||
h = tex->GetHeight();
|
||||
}
|
||||
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
|
||||
{
|
||||
// could not create texture
|
||||
delete[] buffer;
|
||||
return NULL;
|
||||
return false;
|
||||
}
|
||||
delete[] buffer;
|
||||
}
|
||||
|
@ -220,9 +225,9 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
if (lastSampler != clampmode)
|
||||
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
|
||||
lastTranslation = translation;
|
||||
return hwtex;
|
||||
return true;
|
||||
}
|
||||
return NULL;
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -631,8 +636,7 @@ void FMaterial::Bind(int clampmode, int translation)
|
|||
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
||||
int flags = mExpanded? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY)? CTF_CheckHires : 0;
|
||||
|
||||
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, flags);
|
||||
if (gltexture != NULL)
|
||||
if (mBaseLayer->Bind(0, clampmode, translation, flags))
|
||||
{
|
||||
for(unsigned i=0;i<mTextureLayers.Size();i++)
|
||||
{
|
||||
|
@ -762,7 +766,7 @@ void FMaterial::BindToFrameBuffer()
|
|||
FHardwareTexture::Unbind(0);
|
||||
ClearLastTexture();
|
||||
}
|
||||
mBaseLayer->mHwTexture->BindToFrameBuffer();
|
||||
mBaseLayer->mHwTexture->BindToFrameBuffer(mWidth, mHeight);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -64,7 +64,7 @@ private:
|
|||
|
||||
FHardwareTexture *CreateHwTexture();
|
||||
|
||||
const FHardwareTexture *Bind(int texunit, int clamp, int translation, int flags);
|
||||
bool Bind(int texunit, int clamp, int translation, int flags);
|
||||
|
||||
public:
|
||||
FGLTexture(FTexture * tx, bool expandpatches);
|
||||
|
|
|
@ -58,7 +58,7 @@ FSamplerManager::FSamplerManager()
|
|||
{
|
||||
FString name;
|
||||
name.Format("mSamplers[%d]", i);
|
||||
FGLDebug::LabelObject(GL_SAMPLER, mSamplers[i], name);
|
||||
FGLDebug::LabelObject(GL_SAMPLER, mSamplers[i], name.GetChars());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
298
src/hwrenderer/data/flatvertices.cpp
Normal file
298
src/hwrenderer/data/flatvertices.cpp
Normal file
|
@ -0,0 +1,298 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2005-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** hw_flatvertices.cpp
|
||||
** Creates flat vertex data for hardware rendering.
|
||||
**
|
||||
**/
|
||||
|
||||
#include "doomtype.h"
|
||||
#include "p_local.h"
|
||||
#include "r_state.h"
|
||||
#include "m_argv.h"
|
||||
#include "c_cvars.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "flatvertices.h"
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FFlatVertexGenerator::FFlatVertexGenerator(int width, int height)
|
||||
{
|
||||
vbo_shadowdata.Resize(NUM_RESERVED);
|
||||
|
||||
// the first quad is reserved for handling coordinates through uniforms.
|
||||
vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
|
||||
vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
|
||||
vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
|
||||
|
||||
// and the second one for the fullscreen quad used for blend overlays.
|
||||
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||
|
||||
// and this is for the postprocessing copy operation
|
||||
vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
|
||||
vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
|
||||
vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
|
||||
vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
|
||||
|
||||
// The next two are the stencil caps.
|
||||
vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||
vbo_shadowdata[13].Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[14].Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[15].Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||
|
||||
vbo_shadowdata[16].Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
}
|
||||
|
||||
void FFlatVertexGenerator::OutputResized(int width, int height)
|
||||
{
|
||||
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Initialize a single vertex
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
|
||||
{
|
||||
x = (float)vt->fX();
|
||||
y = (float)vt->fY();
|
||||
z = (float)plane.ZatPoint(vt);
|
||||
u = (float)vt->fX()/64.f;
|
||||
v = -(float)vt->fY()/64.f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Find a 3D floor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
|
||||
{
|
||||
for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor *ffloor = target->e->XFloor.ffloors[i];
|
||||
if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the vertices for one plane in one subsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FFlatVertexGenerator::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
|
||||
{
|
||||
int idx = vbo_shadowdata.Reserve(sub->numlines);
|
||||
for(unsigned int k=0; k<sub->numlines; k++, idx++)
|
||||
{
|
||||
vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane);
|
||||
if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f;
|
||||
}
|
||||
return idx;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the vertices for one plane in one subsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FFlatVertexGenerator::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor)
|
||||
{
|
||||
int rt = vbo_shadowdata.Size();
|
||||
// First calculate the vertices for the sector itself
|
||||
for(int j=0; j<sec->subsectorcount; j++)
|
||||
{
|
||||
subsector_t *sub = sec->subsectors[j];
|
||||
CreateSubsectorVertices(sub, plane, floor);
|
||||
}
|
||||
return rt;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FFlatVertexGenerator::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor)
|
||||
{
|
||||
// First calculate the vertices for the sector itself
|
||||
sec->vboheight[h] = sec->GetPlaneTexZ(h);
|
||||
sec->vboindex[h] = CreateSectorVertices(sec, plane, floor);
|
||||
|
||||
// Next are all sectors using this one as heightsec
|
||||
TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
|
||||
for (unsigned g=0; g<fakes.Size(); g++)
|
||||
{
|
||||
sector_t *fsec = fakes[g];
|
||||
fsec->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
|
||||
}
|
||||
|
||||
// and finally all attached 3D floors
|
||||
TArray<sector_t *> &xf = sec->e->XFloor.attached;
|
||||
for (unsigned g=0; g<xf.Size(); g++)
|
||||
{
|
||||
sector_t *fsec = xf[g];
|
||||
F3DFloor *ffloor = Find3DFloor(fsec, sec);
|
||||
|
||||
if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
|
||||
{
|
||||
bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
|
||||
bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
|
||||
|
||||
if (dotop || dobottom)
|
||||
{
|
||||
if (dotop) ffloor->top.vindex = vbo_shadowdata.Size();
|
||||
if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size();
|
||||
|
||||
CreateSectorVertices(fsec, plane, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
|
||||
return sec->vboindex[h];
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexGenerator::CreateFlatVertices()
|
||||
{
|
||||
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
|
||||
{
|
||||
for(auto &sec : level.sectors)
|
||||
{
|
||||
CreateVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor);
|
||||
}
|
||||
}
|
||||
|
||||
// We need to do a final check for Vavoom water and FF_FIX sectors.
|
||||
// No new vertices are needed here. The planes come from the actual sector
|
||||
for (auto &sec : level.sectors)
|
||||
{
|
||||
for(auto ff : sec.e->XFloor.ffloors)
|
||||
{
|
||||
if (ff->top.model == &sec)
|
||||
{
|
||||
ff->top.vindex = sec.vboindex[ff->top.isceiling];
|
||||
}
|
||||
if (ff->bottom.model == &sec)
|
||||
{
|
||||
ff->bottom.vindex = sec.vboindex[ff->top.isceiling];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexGenerator::UpdatePlaneVertices(sector_t *sec, int plane, FFlatVertex *map)
|
||||
{
|
||||
int startvt = sec->vboindex[plane];
|
||||
int countvt = sec->vbocount[plane];
|
||||
secplane_t &splane = sec->GetSecPlane(plane);
|
||||
FFlatVertex *vt = &vbo_shadowdata[startvt];
|
||||
FFlatVertex *mapvt = &map[startvt];
|
||||
for(int i=0; i<countvt; i++, vt++, mapvt++)
|
||||
{
|
||||
vt->z = (float)splane.ZatPoint(vt->x, vt->y);
|
||||
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
|
||||
mapvt->z = vt->z;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexGenerator::CreateVertices()
|
||||
{
|
||||
vbo_shadowdata.Resize(NUM_RESERVED);
|
||||
CreateFlatVertices();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexGenerator::CheckPlanes(sector_t *sector, FFlatVertex *map)
|
||||
{
|
||||
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
|
||||
{
|
||||
UpdatePlaneVertices(sector, sector_t::ceiling, map);
|
||||
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
|
||||
}
|
||||
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
|
||||
{
|
||||
UpdatePlaneVertices(sector, sector_t::floor, map);
|
||||
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// checks the validity of all planes attached to this sector
|
||||
// and updates them if possible.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexGenerator::CheckUpdate(sector_t *sector, FFlatVertex *map)
|
||||
{
|
||||
CheckPlanes(sector, map);
|
||||
sector_t *hs = sector->GetHeightSec();
|
||||
if (hs != NULL) CheckPlanes(hs, map);
|
||||
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
||||
CheckPlanes(sector->e->XFloor.ffloors[i]->model, map);
|
||||
}
|
81
src/hwrenderer/data/flatvertices.h
Normal file
81
src/hwrenderer/data/flatvertices.h
Normal file
|
@ -0,0 +1,81 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2005-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#ifndef _HW__VERTEXBUFFER_H
|
||||
#define _HW__VERTEXBUFFER_H
|
||||
|
||||
#include "tarray.h"
|
||||
|
||||
struct FFlatVertex
|
||||
{
|
||||
float x, z, y; // world position
|
||||
float u, v; // texture coordinates
|
||||
|
||||
void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
|
||||
void Set(float xx, float zz, float yy, float uu, float vv)
|
||||
{
|
||||
x = xx;
|
||||
z = zz;
|
||||
y = yy;
|
||||
u = uu;
|
||||
v = vv;
|
||||
}
|
||||
};
|
||||
|
||||
class FFlatVertexGenerator
|
||||
{
|
||||
protected:
|
||||
TArray<FFlatVertex> vbo_shadowdata;
|
||||
|
||||
|
||||
void CheckPlanes(sector_t *sector);
|
||||
|
||||
public:
|
||||
enum
|
||||
{
|
||||
QUAD_INDEX = 0,
|
||||
FULLSCREEN_INDEX = 4,
|
||||
PRESENT_INDEX = 8,
|
||||
STENCILTOP_INDEX = 12,
|
||||
STENCILBOTTOM_INDEX = 16,
|
||||
|
||||
NUM_RESERVED = 20
|
||||
};
|
||||
|
||||
FFlatVertexGenerator(int width, int height);
|
||||
|
||||
void OutputResized(int width, int height);
|
||||
|
||||
private:
|
||||
int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
|
||||
int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
|
||||
int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
|
||||
void CreateFlatVertices();
|
||||
void UpdatePlaneVertices(sector_t *sec, int plane, FFlatVertex *map);
|
||||
protected:
|
||||
void CreateVertices();
|
||||
void CheckPlanes(sector_t *sector, FFlatVertex *map);
|
||||
void CheckUpdate(sector_t *sector, FFlatVertex *map);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -191,7 +191,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
|
|||
|
||||
// [MK] Use WorldLinePreActivated to decide if activation should continue
|
||||
bool shouldactivate = true;
|
||||
E_WorldLinePreActivated(line, mo, &shouldactivate);
|
||||
E_WorldLinePreActivated(line, mo, activationType, &shouldactivate);
|
||||
if ( !shouldactivate ) return false;
|
||||
|
||||
bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14));
|
||||
|
@ -206,7 +206,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
|
|||
line->args[3], line->args[4]);
|
||||
|
||||
// [MK] Fire up WorldLineActivated
|
||||
if ( buttonSuccess ) E_WorldLineActivated(line, mo);
|
||||
if ( buttonSuccess ) E_WorldLineActivated(line, mo, activationType);
|
||||
|
||||
special = line->special;
|
||||
if (!repeat && buttonSuccess)
|
||||
|
|
|
@ -111,11 +111,12 @@ namespace swrenderer
|
|||
}
|
||||
else
|
||||
{
|
||||
uint32_t bgracolor = GPalette.BaseColors[clearcolor].d;
|
||||
PalEntry bgracolor = GPalette.BaseColors[clearcolor];
|
||||
bgracolor.a = 255;
|
||||
int size = viewport->RenderTarget->GetPitch() * viewport->RenderTarget->GetHeight();
|
||||
uint32_t *dest = (uint32_t *)viewport->RenderTarget->GetPixels();
|
||||
for (int i = 0; i < size; i++)
|
||||
dest[i] = bgracolor;
|
||||
dest[i] = bgracolor.d;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -343,6 +344,7 @@ namespace swrenderer
|
|||
auto viewport = MainThread()->Viewport.get();
|
||||
|
||||
const bool savedviewactive = viewactive;
|
||||
auto savedtarget = viewport->RenderTarget;
|
||||
|
||||
viewwidth = width;
|
||||
viewport->RenderTarget = canvas;
|
||||
|
@ -361,7 +363,7 @@ namespace swrenderer
|
|||
DrawerThreads::WaitForWorkers();
|
||||
DrawerWaitCycles.Unclock();
|
||||
|
||||
viewport->RenderTarget = nullptr;
|
||||
viewport->RenderTarget = savedtarget;
|
||||
viewport->RenderingToCanvas = false;
|
||||
viewactive = savedviewactive;
|
||||
}
|
||||
|
|
|
@ -226,5 +226,5 @@ int FRawPageTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate,
|
|||
}
|
||||
bmp->CopyPixelData(x, y, source, 320, 200, 1, 320, 0, paldata, inf);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ struct WorldEvent native play version("2.4")
|
|||
native readonly double DamageAngle;
|
||||
// for line(pre)activated
|
||||
native readonly Line ActivatedLine;
|
||||
native readonly int ActivationType;
|
||||
native bool ShouldActivate;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue