- all drawing is being routed through the interface layer, all vertex buffers are gone.

No big loss here, none of them made much sense performance wise.
This commit is contained in:
Christoph Oelckers 2019-09-16 21:08:42 +02:00
parent 318009fd69
commit 6536d910b3
10 changed files with 112 additions and 678 deletions

View File

@ -1316,8 +1316,6 @@ void tileInvalidate(int16_t tilenume, int32_t pal, int32_t how);
void polymostSet2dView(void); // sets up GL for 2D drawing
int32_t polymost_drawtilescreen(int32_t tilex, int32_t tiley, int32_t wallnum, int32_t dimen, int32_t tilezoom,
int32_t usehitile, uint8_t *loadedhitile);
void polymost_glreset(void);
void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype);
@ -1352,9 +1350,7 @@ extern int32_t r_detailmapping;
extern int32_t r_glowmapping;
# endif
extern int32_t r_vertexarrays;
# ifdef USE_GLEXT
extern int32_t r_vbos;
extern int32_t r_vbocount;
# endif
extern int32_t r_animsmoothing;

View File

@ -167,11 +167,12 @@ typedef struct
uint16_t *vindexes;
float *maxdepths;
GLuint *vbos;
// polymer VBO names after that, allocated per surface
/*
GLuint *indices;
GLuint *texcoords;
GLuint *geometry;
*/
} md3model_t;
#define VOXBORDWIDTH 1 //use 0 to save memory, but has texture artifacts; 1 looks better...

View File

@ -8,6 +8,7 @@
#include "build.h"
#include "editor.h"
#include "../../glbackend/glbackend.h"
int32_t editorgridextent = 131072;
@ -106,14 +107,14 @@ static void drawlinegl(int32_t x1, int32_t y1, int32_t x2, int32_t y2, palette_t
glEnable(GL_BLEND); // When using line antialiasing, this is needed
polymost_useColorOnly(true);
glBegin(GL_LINES);
glColor4ub(p.r, p.g, p.b, 255);
glVertex2f((float) x1 * (1.f/4096.f), (float) y1 * (1.f/4096.f));
glVertex2f((float) x2 * (1.f/4096.f), (float) y2 * (1.f/4096.f));
auto data = GLInterface.AllocVertices(2);
data.second[0].Set((float) x1 * (1.f/4096.f), (float) y1 * (1.f/4096.f));
data.second[1].Set((float) x2 * (1.f/4096.f), (float) y2 * (1.f/4096.f));
GLInterface.Draw(DT_LINES, data.first, 2);
glEnd();
polymost_useColorOnly(false);
polymost_useColorOnly(false);
}
#endif

View File

@ -9,6 +9,7 @@
#include "build.h"
#include "glad/glad.h"
#include "cache1d.h"
#include "../../glbackend/glbackend.h"
#undef UNUSED
#define VPX_CODEC_DISABLE_COMPAT 1
@ -550,21 +551,22 @@ int32_t animvpx_render_frame(animvpx_codec_ctx *codec, double animvpx_aspect)
if (!glinfo.glsl)
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
auto data = GLInterface.AllocVertices(4);
auto vt = data.second;
glTexCoord2f(0.0,1.0);
glVertex3f(-x, -y, 0.0);
vt[0].SetTexCoord(0.0,1.0);
vt[0].SetVertex(-x, -y, 0.0);
glTexCoord2f(0.0,0.0);
glVertex3f(-x, y, 0.0);
vt[1].SetTexCoord(0.0,0.0);
vt[1].SetVertex(-x, y, 0.0);
glTexCoord2f(1.0,0.0);
glVertex3f(x, y, 0.0);
vt[2].SetTexCoord(1.0,0.0);
vt[2].SetVertex(x, y, 0.0);
glTexCoord2f(1.0,1.0);
glVertex3f(x, -y, 0.0);
vt[3].SetTexCoord(1.0,1.0);
vt[3].SetVertex(x, -y, 0.0);
glEnd();
GLInterface.Draw(DT_TRIANGLE_FAN, data.first, 4);
t = timerGetTicks()-t;
codec->sumtimes[2] += t;

View File

@ -10,6 +10,7 @@
#include "baselayer.h"
#include "build.h"
#include "../../glbackend/glbackend.h"
static void* buffer;
static GLuint bufferTexID;
@ -17,8 +18,6 @@ static vec2_t bufferRes;
static GLuint paletteTexID;
static GLuint quadVertsID = 0;
static GLuint shaderProgramID = 0;
static GLint texSamplerLoc = -1;
static GLint paletteSamplerLoc = -1;
@ -65,25 +64,6 @@ bool glsurface_initialize(vec2_t bufferResolution)
bufferRes = bufferResolution;
buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y);
glGenBuffers(1, &quadVertsID);
glBindBuffer(GL_ARRAY_BUFFER, quadVertsID);
const float quadVerts[] =
{
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //top-left
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, //bottom-left
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, //top-right
1.0f, -1.0f, 0.0f, 1.0f, 1.0f //bottom-right
};
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
//specify format/arrangement for vertex positions:
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, 0);
//specify format/arrangement for vertex texture coords:
glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (const void*) (sizeof(float) * 3));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &bufferTexID);
glBindTexture(GL_TEXTURE_2D, bufferTexID);
@ -167,12 +147,6 @@ void glsurface_destroy()
ALIGNED_FREE_AND_NULL(buffer);
glDeleteBuffers(1, &quadVertsID);
quadVertsID = 0;
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDeleteTextures(1, &bufferTexID);
bufferTexID = 0;
glDeleteTextures(1, &paletteTexID);
@ -229,7 +203,12 @@ void glsurface_blitBuffer()
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bufferRes.x, bufferRes.y, GL_RED, GL_UNSIGNED_BYTE, (void*) buffer);
glDrawArrays(GL_TRIANGLE_STRIP,
0,
4);
auto data = GLInterface.AllocVertices(4);
auto vt = data.second;
vt[0].Set(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f); //top-left
vt[1].Set(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f); //bottom-left
vt[2].Set(1.0f, 1.0f, 0.0f, 1.0f, 0.0f); //top-right
vt[3].Set(1.0f, -1.0f, 0.0f, 1.0f, 1.0f); //bottom-right
GLInterface.Draw(DT_TRIANGLE_STRIP, data.first, 4);
}

View File

@ -16,6 +16,7 @@
#include "kplib.h"
#include "common.h"
#include "palette.h"
#include "../../glbackend/glbackend.h"
#include "vfs.h"
@ -93,32 +94,6 @@ int32_t globalnoeffect=0;
extern int32_t timerticspersec;
#ifdef USE_GLEXT
void md_freevbos()
{
int32_t i;
for (i=0; i<nextmodelid; i++)
if (models[i]->mdnum == 3)
{
md3model_t *m = (md3model_t *)models[i];
if (m->vbos)
{
// OSD_Printf("freeing model %d vbo\n",i);
glDeleteBuffers(m->head.numsurfs, m->vbos);
DO_FREE_AND_NULL(m->vbos);
}
}
if (allocvbos)
{
glDeleteBuffers(allocvbos, indexvbos);
glDeleteBuffers(allocvbos, vertvbos);
allocvbos = 0;
}
}
#endif
void freeallmodels()
{
int32_t i;
@ -144,9 +119,6 @@ void freeallmodels()
allocmodeltris = maxmodeltris = 0;
}
#ifdef USE_GLEXT
md_freevbos();
#endif
#ifdef POLYMER
DO_FREE_AND_NULL(tribuf);
#endif
@ -1173,26 +1145,6 @@ prep_return:
m->nframe = 0;
}
#ifdef USE_GLEXT
// VBO generation and allocation
static void mdloadvbos(md3model_t *m)
{
int32_t i;
m->vbos = (GLuint *)Xmalloc(m->head.numsurfs * sizeof(GLuint));
glGenBuffers(m->head.numsurfs, m->vbos);
i = 0;
while (i < m->head.numsurfs)
{
glBindBuffer(GL_ARRAY_BUFFER, m->vbos[i]);
glBufferData(GL_ARRAY_BUFFER, m->head.surfs[i].numverts * sizeof(md3uv_t), m->head.surfs[i].uv, GL_STATIC_DRAW);
i++;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
#endif
//--------------------------------------- MD2 LIBRARY BEGINS ---------------------------------------
static md2model_t *md2load(buildvfs_kfd fil, const char *filnam)
{
@ -1431,8 +1383,6 @@ static md2model_t *md2load(buildvfs_kfd fil, const char *filnam)
m3->vindexes = (uint16_t *)Xmalloc(sizeof(uint16_t) * s->numtris * 3);
m3->maxdepths = (float *)Xmalloc(sizeof(float) * s->numtris);
m3->vbos = NULL;
// die MD2 ! DIE !
Bfree(m->texid); Bfree(m->skinfn); Bfree(m->basepath); Bfree(m->uv); Bfree(m->tris); Bfree(m->glcmds); Bfree(m->frames); Bfree(m);
@ -1622,54 +1572,9 @@ static md3model_t *md3load(buildvfs_kfd fil)
m->vindexes = (uint16_t *)Xmalloc(sizeof(uint16_t) * maxtrispersurf * 3);
m->maxdepths = (float *)Xmalloc(sizeof(float) * maxtrispersurf);
m->vbos = NULL;
return m;
}
#ifdef POLYMER
static inline void invertmatrix(const float *m, float *out)
{
float det;
det = (m[0] * (m[4]*m[8] - m[5] * m[7]))
- (m[1] * (m[3]*m[8] - m[5] * m[6]))
+ (m[2] * (m[3]*m[7] - m[4] * m[6]));
if (det == 0.0f)
{
Bmemset(out, 0, sizeof(float) * 9);
out[8] = out[4] = out[0] = 1.f;
return;
}
det = 1.0f / det;
out[0] = det * (m[4] * m[8] - m[5] * m[7]);
out[1] = det * (m[2] * m[7] - m[1] * m[8]);
out[2] = det * (m[1] * m[5] - m[2] * m[4]);
out[3] = det * (m[5] * m[6] - m[3] * m[8]);
out[4] = det * (m[0] * m[8] - m[2] * m[6]);
out[5] = det * (m[2] * m[3] - m[0] * m[5]);
out[6] = det * (m[3] * m[7] - m[1] * m[6]);
out[7] = det * (m[1] * m[6] - m[0] * m[7]);
out[8] = det * (m[0] * m[4] - m[1] * m[3]);
}
static inline void normalize(float *vec)
{
float norm;
if ((norm = vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]) == 0.f)
return;
norm = polymost_invsqrt_approximation(norm);
vec[0] *= norm;
vec[1] *= norm;
vec[2] *= norm;
}
#endif
static void md3postload_common(md3model_t *m)
{
int framei, surfi, verti;
@ -2037,58 +1942,24 @@ static void md3draw_handle_triangles(const md3surf_t *s, uint16_t *indexhandle,
{
int32_t i;
if (r_vertexarrays)
{
int32_t k = 0;
if (M == NULL)
{
for (i=s->numtris-1; i>=0; i--, k+=3)
{
indexhandle[k] = s->tris[i].i[0];
indexhandle[k+1] = s->tris[i].i[1];
indexhandle[k+2] = s->tris[i].i[2];
}
return;
}
for (i=s->numtris-1; i>=0; i--, k+=3)
{
uint16_t tri = M->indexes[i];
indexhandle[k] = s->tris[tri].i[0];
indexhandle[k+1] = s->tris[tri].i[1];
indexhandle[k+2] = s->tris[tri].i[2];
}
return;
}
glBegin(GL_TRIANGLES);
auto data = GLInterface.AllocVertices(s->numtris * 3);
auto vt = data.second;
for (i=s->numtris-1; i>=0; i--)
{
uint16_t tri = M ? M->indexes[i] : i;
int32_t j;
for (j=0; j<3; j++)
for (j=0; j<3; j++, vt++)
{
int32_t k = s->tris[tri].i[j];
#ifdef USE_GLEXT
if (texunits > GL_TEXTURE0)
{
int32_t l = GL_TEXTURE0;
while (l <= texunits)
glMultiTexCoord2f(l++, s->uv[k].u, s->uv[k].v);
}
else
#endif
glTexCoord2f(s->uv[k].u, s->uv[k].v);
vt->SetTexCoord(s->uv[k].u, s->uv[k].v);
glVertex3fv((float *) &vertlist[k]);
vt->SetVertex(vertlist[k].x, vertlist[k].y);
}
}
glEnd();
GLInterface.Draw(DT_TRIANGLES, data.first, s->numtris *3);
#ifndef USE_GLEXT
UNREFERENCED_PARAMETER(texunits);
@ -2109,11 +1980,6 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
const uint8_t lpal = ((unsigned)owner < MAXSPRITES) ? sprite[tspr->owner].pal : tspr->pal;
const int32_t sizyrep = tilesiz[tspr->picnum].y*tspr->yrepeat;
#ifdef USE_GLEXT
if (r_vbos && (m->vbos == NULL))
mdloadvbos(m);
#endif
// if ((tspr->cstat&48) == 32) return 0;
updateanimation((md2model_t *)m, tspr, lpal);
@ -2294,10 +2160,6 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
for (surfi=0; surfi<m->head.numsurfs; surfi++)
{
//PLAG : sorting stuff
#ifdef USE_GLEXT
void *vbotemp;
vec3f_t *vertexhandle = NULL;
#endif
uint16_t *indexhandle;
vec3f_t fp;
@ -2306,18 +2168,6 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
v0 = &s->xyzn[m->cframe*s->numverts];
v1 = &s->xyzn[m->nframe*s->numverts];
#ifdef USE_GLEXT
if (r_vertexarrays && r_vbos)
{
if (++curvbo >= r_vbocount)
curvbo = 0;
glBindBuffer(GL_ARRAY_BUFFER, vertvbos[curvbo]);
vbotemp = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
vertexhandle = (vec3f_t *)vbotemp;
}
#endif
if (sext->pitch || sext->roll)
{
vec3f_t fp1, fp2;
@ -2343,11 +2193,6 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
fp.x = (fp1.x - a0.y)*m0.y + (fp2.x - a0.y)*m1.y;
fp.y = (fp1.y - a0.z)*m0.z + (fp2.y - a0.z)*m1.z;
#ifdef USE_GLEXT
if (r_vertexarrays && r_vbos)
vertexhandle[i] = fp;
#endif
vertlist[i] = fp;
}
}
@ -2359,23 +2204,10 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
fp.y = v0[i].z*m0.z + v1[i].z*m1.z;
fp.x = v0[i].y*m0.y + v1[i].y*m1.y;
#ifdef USE_GLEXT
if (r_vertexarrays && r_vbos)
vertexhandle[i] = fp;
#endif
vertlist[i] = fp;
}
}
#ifdef USE_GLEXT
if (r_vertexarrays && r_vbos)
{
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
#endif
glMatrixMode(GL_MODELVIEW); //Let OpenGL (and perhaps hardware :) handle the matrix rotation
mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f; glLoadMatrixf(mat);
// PLAG: End
@ -2430,13 +2262,6 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
glMatrixMode(GL_MODELVIEW);
}
if (r_vertexarrays && r_vbos)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexvbos[curvbo]);
vbotemp = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
indexhandle = (uint16_t *) vbotemp;
}
else
#endif
indexhandle = m->vindexes;
@ -2484,85 +2309,12 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
}
else
{
#ifdef USE_GLEXT
if (r_vertexarrays && r_vbos)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexvbos[curvbo]);
vbotemp = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
indexhandle = (uint16_t *) vbotemp;
}
else
#endif
indexhandle = m->vindexes;
indexhandle = m->vindexes;
md3draw_handle_triangles(s, indexhandle, texunits, NULL);
}
if (r_vertexarrays)
{
#ifdef USE_GLEXT
int32_t l;
if (r_vbos)
{
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, m->vbos[surfi]);
l = GL_TEXTURE0;
do
{
glClientActiveTexture(l++);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
} while (l <= texunits);
glBindBuffer(GL_ARRAY_BUFFER, vertvbos[curvbo]);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexvbos[curvbo]);
glDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else // r_vbos
{
l = GL_TEXTURE0;
do
{
glClientActiveTexture(l++);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, &(s->uv[0].u));
} while (l <= texunits);
glVertexPointer(3, GL_FLOAT, 0, &(vertlist[0].x));
glDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_SHORT, m->vindexes);
} // r_vbos
while (texunits > GL_TEXTURE0)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(texunits - 1);
glActiveTexture(--texunits);
}
#else
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, &(s->uv[0].u));
glVertexPointer(3, GL_FLOAT, 0, &(vertlist[0].x));
glDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_SHORT, m->vindexes);
#endif
}
#ifdef USE_GLEXT
else // r_vertexarrays
{
while (texunits > GL_TEXTURE0)
{
@ -2571,7 +2323,6 @@ static int32_t polymost_md3draw(md3model_t *m, const uspritetype *tspr)
glMatrixMode(GL_MODELVIEW);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
glDisable(GL_TEXTURE_2D);
glActiveTexture(--texunits);
}
} // r_vertexarrays
@ -2638,14 +2389,6 @@ static void md3free(md3model_t *m)
Bfree(m->vindexes);
Bfree(m->maxdepths);
#ifdef USE_GLEXT
if (m->vbos)
{
glDeleteBuffers(m->head.numsurfs, m->vbos);
DO_FREE_AND_NULL(m->vbos);
}
#endif
Bfree(m);
}
@ -2694,57 +2437,14 @@ mdmodel_t *mdload(const char *filnam)
md3postload_common(vm3);
#ifdef POLYMER
if (glrendmode != REND_POLYMER)
if (md3postload_polymer_check(vm3))
{
mdfree(vm);
vm = NULL;
}
#endif
}
return vm;
}
#ifdef USE_GLEXT
void md_allocvbos(void)
{
int32_t i;
indexvbos = (GLuint *) Xrealloc(indexvbos, sizeof(GLuint) * r_vbocount);
vertvbos = (GLuint *) Xrealloc(vertvbos, sizeof(GLuint) * r_vbocount);
if (r_vbocount != allocvbos)
{
glGenBuffers(r_vbocount - allocvbos, &(indexvbos[allocvbos]));
glGenBuffers(r_vbocount - allocvbos, &(vertvbos[allocvbos]));
i = allocvbos;
while (i < r_vbocount)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexvbos[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, maxmodeltris * 3 * sizeof(uint16_t), NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertvbos[i]);
glBufferData(GL_ARRAY_BUFFER, maxmodelverts * sizeof(vec3f_t), NULL, GL_STREAM_DRAW);
i++;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
allocvbos = r_vbocount;
}
}
#endif
int32_t polymost_mddraw(const uspritetype *tspr)
{
#ifdef USE_GLEXT
if (r_vbos && (r_vbocount > allocvbos))
md_allocvbos();
#endif
if (maxmodelverts > allocmodelverts)
{
vertlist = (vec3f_t *) Xrealloc(vertlist, sizeof(vec3f_t)*maxmodelverts);

View File

@ -15,6 +15,7 @@
#include "palette.h"
#include "a.h"
#include "xxhash.h"
#include "../../glbackend/glbackend.h"
#include "vfs.h"
@ -66,11 +67,13 @@ void fullscreen_tint_gl(uint8_t r, uint8_t g, uint8_t b, uint8_t f)
glColor4ub(r, g, b, f);
polymost_useColorOnly(true);
glBegin(GL_TRIANGLES);
glVertex2f(-2.5f, 1.f);
glVertex2f(2.5f, 1.f);
glVertex2f(.0f, -2.5f);
glEnd();
auto data = GLInterface.AllocVertices(3);
auto vt = data.second;
vt[0].Set(-2.5f, 1.f);
vt[1].Set(2.5f, 1.f);
vt[2].Set(.0f, -2.5f);
GLInterface.Draw(DT_TRIANGLES, data.first, 3);
polymost_useColorOnly(false);
glPopMatrix();

View File

@ -81,19 +81,6 @@ static int32_t preview_mouseaim=1; // when 1, displays a CROSSHAIR tsprite at t
static int32_t drawpoly_srepeat = 0, drawpoly_trepeat = 0;
#define MAX_DRAWPOLY_VERTS 8
#define BUFFER_OFFSET(bytes) (GLintptr) ((GLubyte*) NULL + (bytes))
// these cvars are never used directly in rendering -- only when glinit() is called/renderer reset
// We do this because we don't want to accidentally overshoot our existing buffer's bounds
uint32_t r_persistentStreamBuffer = 1;
uint32_t persistentStreamBuffer = r_persistentStreamBuffer;
int32_t r_drawpolyVertsBufferLength = 30000;
int32_t drawpolyVertsBufferLength = r_drawpolyVertsBufferLength;
static GLuint drawpolyVertsID = 0;
static GLint drawpolyVertsOffset = 0;
static int32_t drawpolyVertsSubBufferIndex = 0;
static GLsync drawpolyVertsSync[3] = { 0 };
static float defaultDrawpolyVertsArray[MAX_DRAWPOLY_VERTS*5];
static float* drawpolyVerts = defaultDrawpolyVertsArray;
struct glfiltermodes glfiltermodes[NUMGLFILTERMODES] =
{
@ -133,10 +120,8 @@ int32_t glrendmode = REND_POLYMOST;
// fullbright tiles. Also see 'fullbrightloadingpass'.
int32_t r_fullbrights = 1;
int32_t r_vertexarrays = 1;
#ifdef USE_GLEXT
//POGOTODO: we no longer support rendering without VBOs -- update any outdated pre-GL2 code that renders without VBOs
int32_t r_vbos = 1;
int32_t r_vbocount = 64;
#endif
int32_t r_animsmoothing = 1;
@ -550,10 +535,6 @@ void polymost_glreset()
glDeleteTextures(1,&polymosttext);
polymosttext=0;
#ifdef USE_GLEXT
md_freevbos();
#endif
Bmemset(texcache.list,0,sizeof(texcache.list));
glox1 = -1;
@ -572,25 +553,6 @@ static void Polymost_DetermineTextureFormatSupport(void);
// reset vertex pointers to polymost default
void polymost_resetVertexPointers()
{
glBindBuffer(GL_ARRAY_BUFFER, drawpolyVertsID);
glVertexPointer(3, GL_FLOAT, 5*sizeof(float), 0);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), (GLvoid*) (3*sizeof(float)));
#ifdef USE_GLEXT
if (r_detailmapping)
{
glClientActiveTexture(GL_TEXTURE3);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), (GLvoid*) (3*sizeof(float)));
}
if (r_glowmapping)
{
glClientActiveTexture(GL_TEXTURE4);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), (GLvoid*) (3*sizeof(float)));
}
glClientActiveTexture(GL_TEXTURE0);
#endif
polymost_resetProgram();
}
@ -899,43 +861,8 @@ void polymost_glinit()
glEnable(GL_MULTISAMPLE);
}
if (r_persistentStreamBuffer && ((!glinfo.bufferstorage) || (!glinfo.sync)))
{
OSD_Printf("Your OpenGL implementation doesn't support the required extensions for persistent stream buffers. Disabling...\n");
r_persistentStreamBuffer = 0;
}
#endif
//POGOTODO: require a max texture size >= 2048
persistentStreamBuffer = r_persistentStreamBuffer;
drawpolyVertsBufferLength = r_drawpolyVertsBufferLength;
drawpolyVertsOffset = 0;
drawpolyVertsSubBufferIndex = 0;
GLuint ids[2];
glGenBuffers(2, ids);
drawpolyVertsID = ids[0];
glBindBuffer(GL_ARRAY_BUFFER, drawpolyVertsID);
if (persistentStreamBuffer)
{
// reset the sync objects, as old ones we had from any last GL context are gone now
Bmemset(drawpolyVertsSync, 0, sizeof(drawpolyVertsSync));
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
// we want to triple-buffer to avoid having to wait for the buffer to become available again,
// so triple the buffer size we expect to use
glBufferStorage(GL_ARRAY_BUFFER, 3*drawpolyVertsBufferLength*sizeof(float)*5, NULL, flags);
drawpolyVerts = (float*) glMapBufferRange(GL_ARRAY_BUFFER, 0, 3*drawpolyVertsBufferLength*sizeof(float)*5, flags);
}
else
{
drawpolyVerts = defaultDrawpolyVertsArray;
glBufferData(GL_ARRAY_BUFFER, drawpolyVertsBufferLength*sizeof(float)*5, NULL, GL_STREAM_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
currentTextureID = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &tilesheetSize);
@ -974,24 +901,6 @@ void polymost_glinit()
glBindTexture(GL_TEXTURE_2D, tilesheetTexIDs[blankTile.tilesheetID]);
uploadtextureindexed(false, {(int32_t) blankTile.rect.u, (int32_t) blankTile.rect.v}, {2, 2}, (intptr_t) blankTex);
quadVertsID = ids[1];
glBindBuffer(GL_ARRAY_BUFFER, quadVertsID);
const float quadVerts[] =
{
-0.5f, 1.0f, 0.0f, 0.0f, 1.0f, //top-left
-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, //bottom-left
0.5f, 1.0f, 0.0f, 1.0f, 1.0f, //top-right
0.5f, 0.0f, 0.0f, 1.0f, 0.0f //bottom-right
};
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
//specify format/arrangement for vertex positions:
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, 0);
//specify format/arrangement for vertex texture coords:
glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (const void*) (sizeof(float) * 3));
glBindBuffer(GL_ARRAY_BUFFER, 0);
const char* const POLYMOST2_BASIC_VERTEX_SHADER_CODE =
"#version 110\n\
\n\
@ -2552,53 +2461,6 @@ static void polymost_updatePalette()
}
}
static void polymost_lockSubBuffer(uint32_t subBufferIndex)
{
if (drawpolyVertsSync[subBufferIndex])
{
glDeleteSync(drawpolyVertsSync[subBufferIndex]);
}
drawpolyVertsSync[subBufferIndex] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
static void polymost_waitForSubBuffer(uint32_t subBufferIndex)
{
if (drawpolyVertsSync[subBufferIndex])
{
while (true)
{
// we only need to flush if there's a possibility that drawpolyVertsBufferLength is
// so small that we can eat through 3 times the buffer size in a single frame
GLenum waitResult = glClientWaitSync(drawpolyVertsSync[subBufferIndex], GL_SYNC_FLUSH_COMMANDS_BIT, 500000);
if (waitResult == GL_ALREADY_SIGNALED ||
waitResult == GL_CONDITION_SATISFIED)
{
return;
}
if (waitResult == GL_WAIT_FAILED)
{
OSD_Printf("polymost_waitForSubBuffer: Wait failed! Error 0x%X. Disabling r_persistentStreamBuffer.\n", glGetError());
r_persistentStreamBuffer = 0;
videoResetMode();
if (videoSetGameMode(fullscreen,xres,yres,bpp,upscalefactor))
{
OSD_Printf("polymost_waitForSubBuffer: Video reset failed. Please ensure r_persistentStreamBuffer = 0 and try restarting the game.\n");
Bexit(1);
}
return;
}
static char loggedLongWait = false;
if (waitResult == GL_TIMEOUT_EXPIRED &&
!loggedLongWait)
{
OSD_Printf("polymost_waitForSubBuffer(): Had to wait for the drawpoly buffer to become available. For performance, try increasing buffer size with r_drawpolyVertsBufferLength.\n");
loggedLongWait = true;
}
}
}
}
static void polymost_updaterotmat(void)
{
@ -7228,15 +7090,16 @@ static void drawtrap(float x0, float x1, float y0, float x2, float x3, float y1)
else if (x2 == x3) { px[1] = x1; py[1] = y0; px[2] = x3; }
else { px[1] = x1; py[1] = y0; px[2] = x3; px[3] = x2; py[3] = y1; n = 4; }
glBegin(GL_TRIANGLE_FAN);
for (bssize_t i=0; i<n; i++)
auto data = GLInterface.AllocVertices(n);
auto vt = data.second;
for (bssize_t i=0; i<n; i++, vt++)
{
px[i] = min(max(px[i],trapextx[0]),trapextx[1]);
glTexCoord2f(px[i]*xtex.u + py[i]*ytex.u + otex.u,
vt->SetTexCoord(px[i]*xtex.u + py[i]*ytex.u + otex.u,
px[i]*xtex.v + py[i]*ytex.v + otex.v);
glVertex2f(px[i],py[i]);
vt->SetVertex(px[i],py[i]);
}
glEnd();
GLInterface.Draw(DT_TRIANGLE_FAN, data.first, n);
}
static void tessectrap(const float *px, const float *py, const int32_t *point2, int32_t numpoints)
@ -7280,15 +7143,17 @@ static void tessectrap(const float *px, const float *py, const int32_t *point2,
}
if (z != 3) //Simple polygon... early out
{
glBegin(GL_TRIANGLE_FAN);
for (i=0; i<npoints; i++)
auto data = GLInterface.AllocVertices(npoints);
auto vt = data.second;
for (i=0; i<npoints; i++, vt++)
{
j = slist[i];
glTexCoord2f(px[j]*xtex.u + py[j]*ytex.u + otex.u,
vt->SetTexCoord(px[j]*xtex.u + py[j]*ytex.u + otex.u,
px[j]*xtex.v + py[j]*ytex.v + otex.v);
glVertex2f(px[j],py[j]);
vt->SetVertex(px[j],py[j]);
}
glEnd();
GLInterface.Draw(DT_TRIANGLE_FAN, data.first, npoints);
return;
}
@ -7436,88 +7301,6 @@ void polymost_fillpolygon(int32_t npoints)
}
}
int32_t polymost_drawtilescreen(int32_t tilex, int32_t tiley, int32_t wallnum, int32_t dimen, int32_t tilezoom,
int32_t usehitile, uint8_t *loadedhitile)
{
float xdime, ydime, xdimepad, ydimepad, scx, scy, ratio = 1.f;
int32_t i;
pthtyp *pth;
if (videoGetRenderMode() < REND_POLYMOST || !in3dmode())
return -1;
if (!glinfo.texnpot)
{
i = (1<<(picsiz[wallnum]&15)); if (i < tilesiz[wallnum].x) i += i; xdimepad = (float)i;
i = (1<<(picsiz[wallnum]>>4)); if (i < tilesiz[wallnum].y) i += i; ydimepad = (float)i;
}
else
{
xdimepad = (float)tilesiz[wallnum].x;
ydimepad = (float)tilesiz[wallnum].y;
}
xdime = (float)tilesiz[wallnum].x; xdimepad = xdime/xdimepad;
ydime = (float)tilesiz[wallnum].y; ydimepad = ydime/ydimepad;
if ((xdime <= dimen) && (ydime <= dimen))
{
scx = xdime;
scy = ydime;
}
else
{
scx = (float)dimen;
scy = (float)dimen;
if (xdime < ydime)
scx *= xdime/ydime;
else
scy *= ydime/xdime;
}
int32_t const ousehightile = usehightile;
usehightile = usehitile && usehightile;
pth = texcache_fetch(wallnum, 0, 0, DAMETH_CLAMPED | (videoGetRenderMode() == REND_POLYMOST && r_useindexedcolortextures ? PTH_INDEXED : 0));
if (usehightile)
loadedhitile[wallnum>>3] |= (1<<(wallnum&7));
usehightile = ousehightile;
if (pth)
{
polymost_bindPth(pth);
if (!(pth->flags & PTH_INDEXED))
polymost_usePaletteIndexing(false);
}
polymost_updatePalette();
glDisable(GL_ALPHA_TEST);
if (tilezoom)
{
if (scx > scy) ratio = dimen/scx;
else ratio = dimen/scy;
}
glColor3f(1,1,1);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex2f((float)tilex ,(float)tiley);
glTexCoord2f(xdimepad, 0); glVertex2f((float)tilex+(scx*ratio),(float)tiley);
glTexCoord2f(xdimepad,ydimepad); glVertex2f((float)tilex+(scx*ratio),(float)tiley+(scy*ratio));
glTexCoord2f(0, ydimepad); glVertex2f((float)tilex ,(float)tiley+(scy*ratio));
glEnd();
if (pth && !(pth->flags & PTH_INDEXED))
{
// restore palette usage if we were just rendering a non-indexed color texture
polymost_usePaletteIndexing(true);
}
return 0;
}
static int32_t gen_font_glyph_tex(void)
{
// construct a 256x128 texture for the font glyph matrix
@ -7613,14 +7396,15 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
glColor4ub(b.r,b.g,b.b,255);
glBegin(GL_QUADS);
auto data = GLInterface.AllocVertices(4);
auto vt = data.second;
glVertex2i(xpos,ypos);
glVertex2i(xpos,ypos+(fontsize?6:8));
glVertex2i(xpos+(c<<(3-fontsize)), ypos+(fontsize ? 6 : 8));
glVertex2i(xpos+(c<<(3-fontsize)), ypos);
vt->SetTexCoord(); vt->SetVertex(xpos, ypos); vt++;
vt->SetTexCoord(); vt->SetVertex(xpos, ypos + (fontsize ? 6 : 8)); vt++;
vt->SetTexCoord(); vt->SetVertex(xpos + (c << (3 - fontsize)), ypos + (fontsize ? 6 : 8)); vt++;
vt->SetTexCoord(); vt->SetVertex(xpos+(c<<(3-fontsize)), ypos);
glEnd();
GLInterface.Draw(DT_TRIANGLE_FAN, data.first, 4);
}
glEnable(GL_TEXTURE_2D);
@ -7630,7 +7414,6 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
vec2f_t const tc = { fontsize ? (4.f / 256.f) : (8.f / 256.f),
fontsize ? (6.f / 128.f) : (8.f / 128.f) };
glBegin(GL_QUADS);
for (bssize_t c=0; name[c]; ++c)
{
@ -7665,22 +7448,30 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
vec2f_t const t = { (float)(name[c] % 32) * (1.0f / 32.f),
(float)((name[c] / 32) + (fontsize * 8)) * (1.0f / 16.f) };
glTexCoord2f(t.x, t.y);
glVertex2i(xpos, ypos);
auto data = GLInterface.AllocVertices(4);
auto vt = data.second;
glTexCoord2f(t.x + tc.x, t.y);
glVertex2i(xpos + (8 >> fontsize), ypos);
vt->SetTexCoord(t.x, t.y);
vt->SetVertex(xpos, ypos);
vt++;
glTexCoord2f(t.x + tc.x, t.y + tc.y);
glVertex2i(xpos + (8 >> fontsize), ypos + (fontsize ? 6 : 8));
vt->SetTexCoord(t.x + tc.x, t.y);
vt->SetVertex(xpos + (8 >> fontsize), ypos);
vt++;
glTexCoord2f(t.x, t.y + tc.y);
glVertex2i(xpos, ypos + (fontsize ? 6 : 8));
vt->SetTexCoord(t.x + tc.x, t.y + tc.y);
vt->SetVertex(xpos + (8 >> fontsize), ypos + (fontsize ? 6 : 8));
vt++;
vt->SetTexCoord(t.x, t.y + tc.y);
vt->SetVertex(xpos, ypos + (fontsize ? 6 : 8));
vt++;
GLInterface.Draw(DT_TRIANGLE_FAN, data.first, 4);
xpos += (8>>fontsize);
}
glEnd();
glDepthMask(GL_TRUE); // re-enable writing to the z-buffer
@ -7836,53 +7627,8 @@ void polymost_initosdfuncs(void)
},
{ "r_usetileshades", "enable/disable Polymost tile shade textures", (void *) &r_usetileshades, CVAR_INT | CVAR_INVALIDATEART, 0, 2 },
#ifdef USE_GLEXT
{ "r_vbocount","sets the number of Vertex Buffer Objects to use when drawing models",(void *) &r_vbocount, CVAR_INT, 1, 256 },
{ "r_persistentStreamBuffer","enable/disable persistent stream buffering (requires renderer restart)",(void *) &r_persistentStreamBuffer, CVAR_BOOL, 0, 1 },
{ "r_drawpolyVertsBufferLength","sets the size of the vertex buffer for polymost's streaming VBO rendering (requires renderer restart)",(void *) &r_drawpolyVertsBufferLength, CVAR_INT, MAX_DRAWPOLY_VERTS, 1000000 },
#endif
{ "r_vertexarrays","enable/disable using vertex arrays when drawing models",(void *) &r_vertexarrays, CVAR_BOOL, 0, 1 },
{ "r_projectionhack", "enable/disable projection hack", (void *) &glprojectionhacks, CVAR_INT, 0, 1 },
#ifdef POLYMER
// polymer cvars
{ "r_pr_lighting", "enable/disable dynamic lights - restarts renderer", (void *) &pr_lighting, CVAR_INT | CVAR_RESTARTVID, 0, 2 },
{ "r_pr_normalmapping", "enable/disable virtual displacement mapping", (void *) &pr_normalmapping, CVAR_BOOL, 0, 1 },
{ "r_pr_specularmapping", "enable/disable specular mapping", (void *) &pr_specularmapping, CVAR_BOOL, 0, 1 },
{ "r_pr_shadows", "enable/disable dynamic shadows", (void *) &pr_shadows, CVAR_BOOL, 0, 1 },
{ "r_pr_shadowcount", "maximal amount of shadow emitting lights on screen - you need to restart the renderer for it to take effect", (void *) &pr_shadowcount, CVAR_INT, 0, 64 },
{ "r_pr_shadowdetail", "sets the shadow map resolution - you need to restart the renderer for it to take effect", (void *) &pr_shadowdetail, CVAR_INT, 0, 5 },
{ "r_pr_shadowfiltering", "enable/disable shadow edges filtering - you need to restart the renderer for it to take effect", (void *) &pr_shadowfiltering, CVAR_BOOL, 0, 1 },
{ "r_pr_maxlightpasses", "the maximal amount of lights a single object can by affected by", (void *) &r_pr_maxlightpasses, CVAR_INT|CVAR_FUNCPTR, 0, PR_MAXLIGHTS },
{ "r_pr_maxlightpriority", "lowering that value removes less meaningful lights from the scene", (void *) &pr_maxlightpriority, CVAR_INT, 0, PR_MAXLIGHTPRIORITY },
{ "r_pr_customaspect", "if non-zero, forces the 3D view aspect ratio", (void *) &pr_customaspect, CVAR_DOUBLE, 0, 3 },
{ "r_pr_billboardingmode", "face sprite display method. 0: classic mode; 1: polymost mode", (void *) &pr_billboardingmode, CVAR_INT, 0, 1 },
{ "r_pr_verbosity", "verbosity level of the polymer renderer", (void *) &pr_verbosity, CVAR_INT, 0, 3 },
{ "r_pr_wireframe", "toggles wireframe mode", (void *) &pr_wireframe, CVAR_INT | CVAR_NOSAVE, 0, 1 },
{ "r_pr_vbos", "contols Vertex Buffer Object usage. 0: no VBOs. 1: VBOs for map data. 2: VBOs for model data.", (void *) &pr_vbos, CVAR_INT | CVAR_RESTARTVID, 0, 2 },
{ "r_pr_buckets", "controls batching of primitives. 0: no batching. 1: buckets of materials.", (void *)&pr_buckets, CVAR_BOOL | CVAR_NOSAVE | CVAR_RESTARTVID, 0, 1 },
{ "r_pr_gpusmoothing", "toggles model animation interpolation", (void *)&pr_gpusmoothing, CVAR_INT, 0, 1 },
{ "r_pr_overrideparallax", "overrides parallax mapping scale and bias values with values from the pr_parallaxscale and pr_parallaxbias cvars; use it to fine-tune DEF tokens",
(void *) &pr_overrideparallax, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
{ "r_pr_parallaxscale", "overriden parallax mapping offset scale", (void *) &pr_parallaxscale, CVAR_FLOAT | CVAR_NOSAVE, -10, 10 },
{ "r_pr_parallaxbias", "overriden parallax mapping offset bias", (void *) &pr_parallaxbias, CVAR_FLOAT | CVAR_NOSAVE, -10, 10 },
{ "r_pr_overridespecular", "overrides specular material power and factor values with values from the pr_specularpower and pr_specularfactor cvars; use it to fine-tune DEF tokens",
(void *) &pr_overridespecular, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
{ "r_pr_specularpower", "overriden specular material power", (void *) &pr_specularpower, CVAR_FLOAT | CVAR_NOSAVE, -10, 1000 },
{ "r_pr_specularfactor", "overriden specular material factor", (void *) &pr_specularfactor, CVAR_FLOAT | CVAR_NOSAVE, -10, 1000 },
{ "r_pr_highpalookups", "enable/disable highpalookups", (void *) &pr_highpalookups, CVAR_BOOL, 0, 1 },
{ "r_pr_artmapping", "enable/disable art mapping", (void *) &pr_artmapping, CVAR_BOOL | CVAR_INVALIDATEART, 0, 1 },
{ "r_pr_overridehud", "overrides hud model parameters with values from the pr_hud* cvars; use it to fine-tune DEF tokens", (void *) &pr_overridehud, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
{ "r_pr_hudxadd", "overriden HUD xadd; see r_pr_overridehud", (void *) &pr_hudxadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
{ "r_pr_hudyadd", "overriden HUD yadd; see r_pr_overridehud", (void *) &pr_hudyadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
{ "r_pr_hudzadd", "overriden HUD zadd; see r_pr_overridehud", (void *) &pr_hudzadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
{ "r_pr_hudangadd", "overriden HUD angadd; see r_pr_overridehud", (void *) &pr_hudangadd, CVAR_INT | CVAR_NOSAVE, -1024, 1024 },
{ "r_pr_hudfov", "overriden HUD fov; see r_pr_overridehud", (void *) &pr_hudfov, CVAR_INT | CVAR_NOSAVE, 0, 1023 },
{ "r_pr_overridemodelscale", "overrides model scale if non-zero; use it to fine-tune DEF tokens", (void *) &pr_overridemodelscale, CVAR_FLOAT | CVAR_NOSAVE, 0, 500 },
{ "r_pr_ati_fboworkaround", "enable this to workaround an ATI driver bug that causes sprite shadows to be square - you need to restart the renderer for it to take effect", (void *) &pr_ati_fboworkaround, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
{ "r_pr_ati_nodepthoffset", "enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect", (void *) &pr_ati_nodepthoffset, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
{ "r_pr_nullrender", "disable all draws when enabled, 2: disables updates too", (void *)&pr_nullrender, CVAR_INT | CVAR_NOSAVE, 0, 3 },
#endif
#ifdef __ANDROID__
{ "r_models","enable/disable model rendering",(void *) &usemodels, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
@ -7930,17 +7676,6 @@ void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype)
#include "compat.h"
int32_t polymost_drawtilescreen(int32_t tilex, int32_t tiley, int32_t wallnum, int32_t dimen,
int32_t usehitile, uint8_t *loadedhitile)
{
UNREFERENCED_PARAMETER(tilex);
UNREFERENCED_PARAMETER(tiley);
UNREFERENCED_PARAMETER(wallnum);
UNREFERENCED_PARAMETER(dimen);
UNREFERENCED_PARAMETER(usehitile);
UNREFERENCED_PARAMETER(loadedhitile);
return -1;
}
#endif

View File

@ -15,6 +15,7 @@
#include "cache1d.h"
#include "kplib.h"
#include "palette.h"
#include "../../glbackend/glbackend.h"
#include "vfs.h"
@ -897,7 +898,9 @@ voxmodel_t *voxload(const char *filnam)
return vm;
}
//Draw voxel model as perfect cubes
// Note: This is a hopeless mess that totally forfeits any chance of using a vertex buffer with its messy coordinate adjustments. :(
int32_t polymost_voxdraw(voxmodel_t *m, const uspritetype *tspr)
{
// float clut[6] = {1.02,1.02,0.94,1.06,0.98,0.98};
@ -1022,13 +1025,22 @@ int32_t polymost_voxdraw(voxmodel_t *m, const uspritetype *tspr)
polymost_usePaletteIndexing(false);
polymost_setTexturePosSize({ 0.f, 0.f, 1.f, 1.f });
glBegin(GL_QUADS); // {{{
auto data = GLInterface.AllocVertices(m->qcnt * 4);
auto vt = data.second;
int qstart = 0;
int qdone = 0;
for (bssize_t i=0, fi=0; i<m->qcnt; i++)
{
if (i == m->qfacind[fi])
{
f = 1 /*clut[fi++]*/;
if (qdone > 0)
{
GLInterface.Draw(DT_QUADS, qstart, qdone * 4);
qstart += qdone * 4;
qdone = 0;
}
glColor4f(pc[0]*f, pc[1]*f, pc[2]*f, pc[3]*f);
}
@ -1038,26 +1050,22 @@ int32_t polymost_voxdraw(voxmodel_t *m, const uspritetype *tspr)
const int32_t yy = vptr[0].y + vptr[2].y;
const int32_t zz = vptr[0].z + vptr[2].z;
for (bssize_t j=0; j<4; j++)
for (bssize_t j=0; j<4; j++, vt++)
{
vec3f_t fp;
#if (VOXBORDWIDTH == 0)
glTexCoord2f(((float)vptr[j].u)*ru + uhack[vptr[j].u!=vptr[0].u],
vt->SetTexCoord(((float)vptr[j].u)*ru + uhack[vptr[j].u!=vptr[0].u],
((float)vptr[j].v)*rv + vhack[vptr[j].v!=vptr[0].v]);
#else
glTexCoord2f(((float)vptr[j].u)*ru, ((float)vptr[j].v)*rv);
vt->SetTexCoord(((float)vptr[j].u)*ru, ((float)vptr[j].v)*rv);
#endif
fp.x = ((float)vptr[j].x) - phack[xx>vptr[j].x*2] + phack[xx<vptr[j].x*2];
fp.y = ((float)vptr[j].y) - phack[yy>vptr[j].y*2] + phack[yy<vptr[j].y*2];
fp.z = ((float)vptr[j].z) - phack[zz>vptr[j].z*2] + phack[zz<vptr[j].z*2];
glVertex3fv((float *)&fp);
vt->x = ((float)vptr[j].x) - phack[xx>vptr[j].x*2] + phack[xx<vptr[j].x*2];
vt->y = ((float)vptr[j].y) - phack[yy>vptr[j].y*2] + phack[yy<vptr[j].y*2];
vt->z = ((float)vptr[j].z) - phack[zz>vptr[j].z*2] + phack[zz<vptr[j].z*2];
qdone++;
}
}
glEnd(); // }}}
polymost_usePaletteIndexing(true);
GLInterface.Draw(DT_QUADS, qstart, qdone * 4);
//------------
glDisable(GL_CULL_FACE);

View File

@ -19,6 +19,15 @@ struct BaseVertex
u = _u;
v = _v;
}
void Set(float _x, float _y, float _z = 0, float _u = 0, float _v = 0)
{
x = _x;
y = _y;
z = _z;
u = _u;
v = _v;
}
};
enum EDrawType