/* ** hw_flatvertices.cpp ** Creates flat vertex data for hardware rendering. ** **--------------------------------------------------------------------------- ** Copyright 2010-2020 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. ** ** 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 "c_cvars.h" #include "flatvertices.h" #include "v_video.h" #include "cmdlib.h" #include "printf.h" #include "hwrenderer/data/buffers.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); mVertexBuffer = screen->CreateVertexBuffer(); mIndexBuffer = screen->CreateIndexBuffer(); unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex); mVertexBuffer->SetData(bytesize, nullptr, false); static const FVertexBufferAttribute format[] = { { 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FFlatVertex, x) }, { 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) } }; mVertexBuffer->SetFormat(1, 2, sizeof(FFlatVertex), format); mIndex = mCurIndex = NUM_RESERVED; mNumReserved = NUM_RESERVED; Copy(0, NUM_RESERVED); } //========================================================================== // // // //========================================================================== FFlatVertexBuffer::~FFlatVertexBuffer() { delete mIndexBuffer; delete mVertexBuffer; mIndexBuffer = nullptr; mVertexBuffer = nullptr; } //========================================================================== // // // //========================================================================== 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); Copy(4, 4); } //========================================================================== // // // //========================================================================== std::pair FFlatVertexBuffer::AllocVertices(unsigned int count) { FFlatVertex *p = GetBuffer(); auto index = mCurIndex.fetch_add(count); auto offset = index; if (index + count >= BUFFER_SIZE_TO_USE) { // If a single scene needs 2'000'000 vertices there must be something very wrong. I_FatalError("Out of vertex memory. Tried to allocate more than %u vertices for a single frame", index + count); } return std::make_pair(p, index); } //========================================================================== // // // //========================================================================== void FFlatVertexBuffer::Copy(int start, int count) { Map(); memcpy(GetBuffer(start), &vbo_shadowdata[0], count * sizeof(FFlatVertex)); Unmap(); }