// //--------------------------------------------------------------------------- // // 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 "c_cvars.h" #include "g_levellocals.h" #include "flatvertices.h" //========================================================================== // // // //========================================================================== FFlatVertexBuffer::FFlatVertexBuffer(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 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); } //========================================================================== // // 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; ie->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::CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FFlatVertexBuffer::FIndexGenerationInfo &gen) { if (sub->numlines < 3) return -1; int idx = ibo_data.Reserve((sub->numlines - 2) * 3); int idxc = idx; int firstndx = gen.GetIndex(sub->firstline[0].v1); int secondndx = gen.GetIndex(sub->firstline[1].v1); for (unsigned int k = 2; knumlines; k++) { auto ndx = gen.GetIndex(sub->firstline[k].v1); ibo_data[idx++] = vi + firstndx; ibo_data[idx++] = vi + secondndx; ibo_data[idx++] = vi + ndx; secondndx = ndx; } return idx; } //========================================================================== // // Creates the vertices for one plane in one subsector // //========================================================================== int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, FFlatVertexBuffer::FIndexGenerationInfo &gen) { int rt = ibo_data.Size(); int vi = vbo_shadowdata.Reserve(gen.vertices.Size()); float diff; // Create the actual vertices. if (sec->transdoor && floor) diff = -1.f; else diff = 0.f; for (unsigned i = 0; i < gen.vertices.Size(); i++) { vbo_shadowdata[vi + i].SetFlatVertex(gen.vertices[i], plane); vbo_shadowdata[vi + i].z += diff; } // Create the indices for the subsectors for (int j = 0; jsubsectorcount; j++) { subsector_t *sub = sec->subsectors[j]; CreateIndexedSubsectorVertices(sub, plane, floor, vi, gen); } sec->ibocount = ibo_data.Size() - rt; return rt; } //========================================================================== // // // //========================================================================== int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, TArray &gen) { sec->vboindex[h] = vbo_shadowdata.Size(); // First calculate the vertices for the sector itself sec->vboheight[h] = sec->GetPlaneTexZ(h); sec->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, gen[sec->Index()]); // Next are all sectors using this one as heightsec TArray &fakes = sec->e->FakeFloor.Sectors; for (unsigned g = 0; g < fakes.Size(); g++) { sector_t *fsec = fakes[g]; fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, gen[fsec->Index()]); } // and finally all attached 3D floors TArray &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) { auto ndx = CreateIndexedSectorVertices(fsec, plane, false, gen[fsec->Index()]); if (dotop) ffloor->top.vindex = ndx; if (dobottom) ffloor->bottom.vindex = ndx; } } } sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h]; return sec->iboindex[h]; } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::CreateIndexedFlatVertices() { TArray gen; gen.Resize(level.sectors.Size()); // This must be generated up front so that the following code knows how many vertices a sector contains. for (unsigned i = 0; i < level.sectors.Size(); i++) { for (int j = 0; j < level.sectors[i].subsectorcount; j++) { auto sub = level.sectors[i].subsectors[j]; for (unsigned k = 0; k < sub->numlines; k++) { auto vert = sub->firstline[k].v1; gen[i].AddVertex(vert); } } } for (int h = sector_t::floor; h <= sector_t::ceiling; h++) { for (auto &sec : level.sectors) { CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, gen); } } // 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.iboindex[ff->top.isceiling]; } if (ff->bottom.model == &sec) { ff->bottom.vindex = sec.iboindex[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 = &mMap[startvt]; for(int i=0; iz = (float)splane.ZatPoint(vt->x, vt->y); if (plane == sector_t::floor && sec->transdoor) vt->z -= 1; mapvt->z = vt->z; } } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::CreateVertices() { vbo_shadowdata.Resize(NUM_RESERVED); CreateIndexedFlatVertices(); } //========================================================================== // // // //========================================================================== 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); }