mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 23:40:55 +00:00
470 lines
No EOL
14 KiB
C++
470 lines
No EOL
14 KiB
C++
/*
|
|
** glc_vertexbuffer.cpp
|
|
** Vertex buffer handling.
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2005 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
|
** covered by the terms of the GNU Lesser General Public License as published
|
|
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
|
** your option) any later version.
|
|
** 5. Full disclosure of the entire project's source code, except for third
|
|
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include "gl/system/gl_system.h"
|
|
#include "doomtype.h"
|
|
#include "p_local.h"
|
|
#include "m_argv.h"
|
|
#include "c_cvars.h"
|
|
#include "gl/system/gl_interface.h"
|
|
#include "gl/renderer/gl_renderer.h"
|
|
#include "gl/shaders/gl_shader.h"
|
|
#include "gl/data/gl_data.h"
|
|
#include "gl/data/gl_vertexbuffer.h"
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Create / destroy the VBO
|
|
//
|
|
//==========================================================================
|
|
|
|
FVertexBuffer::FVertexBuffer()
|
|
{
|
|
vao_id = vbo_id = 0;
|
|
glGenBuffers(1, &vbo_id);
|
|
glGenVertexArrays(1, &vao_id);
|
|
|
|
}
|
|
|
|
FVertexBuffer::~FVertexBuffer()
|
|
{
|
|
if (vbo_id != 0)
|
|
{
|
|
glDeleteBuffers(1, &vbo_id);
|
|
}
|
|
if (vao_id != 0)
|
|
{
|
|
glDeleteVertexArrays(1, &vao_id);
|
|
}
|
|
}
|
|
|
|
void FVertexBuffer::BindVBO()
|
|
{
|
|
glBindVertexArray(vao_id);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FFlatVertexBuffer::FFlatVertexBuffer()
|
|
: FVertexBuffer()
|
|
{
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
|
{
|
|
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
|
glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
|
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
|
mIndex = mCurIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
vbo_shadowdata.Reserve(BUFFER_SIZE);
|
|
map = &vbo_shadowdata[0];
|
|
|
|
for (int i = 0; i < 20; i++)
|
|
{
|
|
map[i].Set(0, 0, 0, 100001.f, i);
|
|
}
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
|
glBufferData(GL_ARRAY_BUFFER, BUFFER_SIZE * sizeof(FFlatVertex), map, GL_STREAM_DRAW);
|
|
mIndex = mCurIndex = 20;
|
|
}
|
|
|
|
glBindVertexArray(vao_id);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
|
glVertexAttribPointer(VATTR_VERTEX, 3,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
|
|
glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
|
|
glEnableVertexAttribArray(VATTR_VERTEX);
|
|
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
FFlatVertexBuffer::~FFlatVertexBuffer()
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Renders the buffer's contents with immediate mode functions
|
|
// This is here so that the immediate mode fallback does not need
|
|
// to double all rendering code and can instead reuse the buffer-based version
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR(Int, gl_rendermethod, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
|
{
|
|
int newself = self;
|
|
if (newself < 0) newself = 0;
|
|
if (newself == 0 && (gl.flags & RFL_COREPROFILE)) newself = 1;
|
|
if (newself > 3) newself = 3;
|
|
}
|
|
|
|
void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
|
|
{
|
|
// this will only get called if we can't acquire a persistently mapped buffer.
|
|
// Any of the provided methods are rather shitty, with immediate mode being the most reliable across different hardware.
|
|
// Still, allow this to be set per CVAR, just in case. Fortunately for newer hardware all this nonsense is not needed anymore.
|
|
switch (gl_rendermethod)
|
|
{
|
|
case 0:
|
|
// trusty old immediate mode
|
|
#ifndef CORE_PROFILE
|
|
if (!(gl.flags & RFL_COREPROFILE))
|
|
{
|
|
glBegin(primtype);
|
|
for (unsigned int i = 0; i < count; i++)
|
|
{
|
|
glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u);
|
|
glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x);
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
#endif
|
|
case 1:
|
|
// uniform array
|
|
if (count > 20)
|
|
{
|
|
int start = offset;
|
|
FFlatVertex ff = map[offset];
|
|
while (count > 20)
|
|
{
|
|
|
|
if (primtype == GL_TRIANGLE_FAN)
|
|
{
|
|
// split up the fan into multiple sub-fans
|
|
map[offset] = map[start];
|
|
glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, 20 * 5, &map[offset].x);
|
|
glDrawArrays(primtype, 0, 20);
|
|
offset += 18;
|
|
count -= 18;
|
|
}
|
|
else
|
|
{
|
|
// we only have triangle fans of this size so don't bother with strips and triangles here.
|
|
break;
|
|
}
|
|
}
|
|
map[offset] = map[start];
|
|
glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x);
|
|
glDrawArrays(primtype, 0, count);
|
|
map[offset] = ff;
|
|
}
|
|
else
|
|
{
|
|
glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x);
|
|
glDrawArrays(primtype, 0, count);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
// glBufferSubData
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
|
glBufferSubData(GL_ARRAY_BUFFER, offset * sizeof(FFlatVertex), count * sizeof(FFlatVertex), &vbo_shadowdata[offset]);
|
|
glDrawArrays(primtype, offset, count);
|
|
break;
|
|
|
|
case 3:
|
|
// glMapBufferRange
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
|
void *p = glMapBufferRange(GL_ARRAY_BUFFER, offset * sizeof(FFlatVertex), count * sizeof(FFlatVertex), GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
|
|
if (p != NULL)
|
|
{
|
|
memcpy(p, &vbo_shadowdata[offset], count * sizeof(FFlatVertex));
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
glDrawArrays(primtype, offset, count);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Initialize a single vertex
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
|
|
{
|
|
x = vt->fx;
|
|
y = vt->fy;
|
|
z = plane.ZatPoint(vt->fx, vt->fy);
|
|
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) 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(int i=0; i<numsectors;i++)
|
|
{
|
|
CreateVertices(h, §ors[i], sectors[i].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(int i=0; i<numsectors;i++)
|
|
{
|
|
for(unsigned j=0;j<sectors[i].e->XFloor.ffloors.Size(); j++)
|
|
{
|
|
F3DFloor *ff = sectors[i].e->XFloor.ffloors[j];
|
|
|
|
if (ff->top.model == §ors[i])
|
|
{
|
|
ff->top.vindex = sectors[i].vboindex[ff->top.isceiling];
|
|
}
|
|
if (ff->bottom.model == §ors[i])
|
|
{
|
|
ff->bottom.vindex = sectors[i].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;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFlatVertexBuffer::CreateVBO()
|
|
{
|
|
vbo_shadowdata.Clear();
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
|
{
|
|
CreateFlatVBO();
|
|
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
|
|
mCurIndex = mIndex = vbo_shadowdata.Size();
|
|
}
|
|
else if (sectors)
|
|
{
|
|
// set all VBO info to invalid values so that we can save some checks in the rendering code
|
|
for(int i=0;i<numsectors;i++)
|
|
{
|
|
sectors[i].vboindex[3] = sectors[i].vboindex[2] =
|
|
sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1;
|
|
sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
|
|
{
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
|
{
|
|
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
|
|
{
|
|
//if (sector->ceilingdata == NULL) // only update if there's no thinker attached
|
|
{
|
|
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])
|
|
{
|
|
//if (sector->floordata == NULL) // only update if there's no thinker attached
|
|
{
|
|
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. Anything moving will not be
|
|
// updated unless it stops. This is to ensure that we never
|
|
// have to synchronize with the rendering process.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
|
|
{
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
|
{
|
|
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);
|
|
}
|
|
} |