mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 09:21:36 +00:00
f2dd4ceaab
This needs to be valid for Vulkan, even if it isn't used.
160 lines
5.7 KiB
C++
160 lines
5.7 KiB
C++
/*
|
|
** 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(3.0f, -1.0f, 0, 2.f, 0.0f);
|
|
vbo_shadowdata[10].Set(-1.0f, 3.0f, 0, 0.0f, 2.f);
|
|
vbo_shadowdata[11].Set(3.0f, 3.0f, 0, 2.f, 2.f); // Note: not used anymore
|
|
|
|
// 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();
|
|
int data[4] = {};
|
|
mIndexBuffer->SetData(4, data); // On Vulkan this may not be empty, so set some dummy defaults to avoid crashes.
|
|
|
|
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<FFlatVertex *, unsigned int> 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();
|
|
}
|
|
|