qzdoom/src/hwrenderer/data/flatvertices.cpp
Christoph Oelckers 496e6e2e8f - fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00

334 lines
10 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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"
//==========================================================================
//
//
//
//==========================================================================
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::CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FFlatVertexGenerator::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; k<sub->numlines; 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 FFlatVertexGenerator::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, FFlatVertexGenerator::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; j<sec->subsectorcount; j++)
{
subsector_t *sub = sec->subsectors[j];
CreateIndexedSubsectorVertices(sub, plane, floor, vi, gen);
}
sec->ibocount = ibo_data.Size() - rt;
return rt;
}
//==========================================================================
//
//
//
//==========================================================================
int FFlatVertexGenerator::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, TArray<FFlatVertexGenerator::FIndexGenerationInfo> &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<sector_t *> &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<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)
{
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 FFlatVertexGenerator::CreateIndexedFlatVertices()
{
TArray<FIndexGenerationInfo> 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 FFlatVertexGenerator::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; 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);
CreateIndexedFlatVertices();
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexGenerator::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 FFlatVertexGenerator::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);
}