- moved hardware independent part of flat vertex data out of GL folder.

This commit is contained in:
Christoph Oelckers 2018-04-14 12:04:37 +02:00
commit 0affc119fd
7 changed files with 398 additions and 271 deletions

View file

@ -126,7 +126,7 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
//==========================================================================
FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
: FVertexBuffer(!gl.legacyMode)
: FVertexBuffer(!gl.legacyMode), FFlatVertexGenerator(width, height)
{
switch (gl.buffermethod)
{
@ -159,36 +159,6 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
}
mIndex = mCurIndex = 0;
mNumReserved = NUM_RESERVED;
vbo_shadowdata.Resize(mNumReserved);
// 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);
if (gl.buffermethod == BM_DEFERRED)
{
@ -216,11 +186,7 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
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);
FFlatVertexGenerator::OutputResized(width, height);
Map();
memcpy(&map[4], &vbo_shadowdata[4], 4 * sizeof(FFlatVertex));
Unmap();
@ -272,173 +238,6 @@ void FFlatVertexBuffer::Unmap()
}
}
//==========================================================================
//
// Initialize a single vertex
//
//==========================================================================
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
{
x = vt->fX();
y = vt->fY();
z = plane.ZatPoint(vt);
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 && !(ffloor->flags & FF_THISINSIDE)) 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(auto &sec : level.sectors)
{
CreateVertices(h, &sec, sec.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 (auto &sec : level.sectors)
{
for(auto ff : sec.e->XFloor.ffloors)
{
if (ff->top.model == &sec)
{
ff->top.vindex = sec.vboindex[ff->top.isceiling];
}
if (ff->bottom.model == &sec)
{
ff->bottom.vindex = sec.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;
}
}
//==========================================================================
//
//
@ -448,45 +247,9 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
void FFlatVertexBuffer::CreateVBO()
{
vbo_shadowdata.Resize(mNumReserved);
CreateFlatVBO();
FFlatVertexGenerator::CreateVertices();
mCurIndex = mIndex = vbo_shadowdata.Size();
Map();
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
Unmap();
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::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 FFlatVertexBuffer::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);
}