Modify Shape2D so that it manages its own vertex buffer rather than using the draw list (#1249)
* - modify Shape2D so that it manages its own vertex buffer * - fix the last commit failing on Shape2Ds that were modified after AddShape was called * - make buffers an array of F2DVertexBuffers instead of an array of pointers * - fix AddShape with the same VBO but different transformation crashing the game * - formatting fixes
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8b9125fcc6
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276cdde112
3 changed files with 185 additions and 98 deletions
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@ -34,6 +34,8 @@
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#include <stdarg.h>
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#include "templates.h"
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#include "v_2ddrawer.h"
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#include "vectors.h"
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#include "vm.h"
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#include "c_cvars.h"
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#include "v_draw.h"
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@ -107,7 +109,6 @@ IMPLEMENT_CLASS(DShape2D, false, false)
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static void Shape2D_SetTransform(DShape2D* self, DShape2DTransform *transform)
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{
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self->transform = transform->transform;
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self->dirty = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
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@ -120,13 +121,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
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static void Shape2D_Clear(DShape2D* self, int which)
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{
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if (which & C_Verts)
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{
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self->mVertices.Clear();
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self->dirty = true;
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}
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if (which & C_Verts) self->mVertices.Clear();
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if (which & C_Coords) self->mCoords.Clear();
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if (which & C_Indices) self->mIndices.Clear();
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
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@ -140,7 +138,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
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static void Shape2D_PushVertex(DShape2D* self, double x, double y)
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{
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self->mVertices.Push(DVector2(x, y));
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self->dirty = true;
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
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@ -155,6 +153,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
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static void Shape2D_PushCoord(DShape2D* self, double u, double v)
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{
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self->mCoords.Push(DVector2(u, v));
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushCoord, Shape2D_PushCoord)
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@ -171,6 +170,7 @@ static void Shape2D_PushTriangle(DShape2D* self, int a, int b, int c)
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self->mIndices.Push(a);
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self->mIndices.Push(b);
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self->mIndices.Push(c);
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushTriangle, Shape2D_PushTriangle)
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@ -556,26 +556,33 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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if (!img->isHardwareCanvas() && parms.TranslationId != -1)
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dg.mTranslationId = parms.TranslationId;
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if (shape->dirty) {
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if (shape->mVertices.Size() != shape->mTransformedVertices.Size())
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shape->mTransformedVertices.Resize(shape->mVertices.Size());
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for (int i = 0; i < dg.mVertCount; i++) {
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shape->mTransformedVertices[i] = (shape->transform * DVector3(shape->mVertices[i], 1.0)).XY();
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}
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shape->dirty = false;
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}
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auto osave = offset;
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if (parms.nooffset) offset = { 0,0 };
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double minx = 16383, miny = 16383, maxx = -16384, maxy = -16384;
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for ( int i=0; i<dg.mVertCount; i++ )
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if (shape->needsVertexUpload)
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{
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if ( shape->mTransformedVertices[i].X < minx ) minx = shape->mTransformedVertices[i].X;
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if ( shape->mTransformedVertices[i].Y < miny ) miny = shape->mTransformedVertices[i].Y;
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if ( shape->mTransformedVertices[i].X > maxx ) maxx = shape->mTransformedVertices[i].X;
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if ( shape->mTransformedVertices[i].Y > maxy ) maxy = shape->mTransformedVertices[i].Y;
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shape->minx = 16383;
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shape->miny = 16383;
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shape->maxx = -16384;
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shape->maxy = -16384;
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for ( int i=0; i<dg.mVertCount; i++ )
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{
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if ( shape->mVertices[i].X < shape->minx ) shape->minx = shape->mVertices[i].X;
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if ( shape->mVertices[i].Y < shape->miny ) shape->miny = shape->mVertices[i].Y;
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if ( shape->mVertices[i].X > shape->maxx ) shape->maxx = shape->mVertices[i].X;
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if ( shape->mVertices[i].Y > shape->maxy ) shape->maxy = shape->mVertices[i].Y;
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}
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}
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auto tCorners = {
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(shape->transform * DVector3(shape->minx, shape->miny, 1.0)).XY(),
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(shape->transform * DVector3(shape->minx, shape->maxy, 1.0)).XY(),
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(shape->transform * DVector3(shape->maxx, shape->miny, 1.0)).XY(),
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(shape->transform * DVector3(shape->maxx, shape->maxy, 1.0)).XY()
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};
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double minx = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X;
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double maxx = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X;
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double miny = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y;
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double maxy = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y;
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if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip + int(offset.X);
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@ -587,24 +594,39 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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else
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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dg.mVertIndex = (int)mVertices.Reserve(dg.mVertCount);
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TwoDVertex *ptr = &mVertices[dg.mVertIndex];
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for ( int i=0; i<dg.mVertCount; i++ )
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Set(&ptr[i], shape->mTransformedVertices[i].X, shape->mTransformedVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += shape->mIndices.Size();
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for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
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dg.useTransform = true;
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dg.transform = shape->transform;
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dg.transform.Cells[0][2] += offset.X;
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dg.transform.Cells[1][2] += offset.Y;
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dg.shape2D = shape;
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dg.shape2DIndexCount = shape->mIndices.Size();
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if (shape->needsVertexUpload)
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{
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// [MK] bail out if any indices are out of bounds
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for ( int j=0; j<3; j++ )
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shape->bufIndex += 1;
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shape->buffers.Reserve(1);
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auto buf = &shape->buffers[shape->bufIndex];
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auto verts = TArray<TwoDVertex>(dg.mVertCount, true);
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for ( int i=0; i<dg.mVertCount; i++ )
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verts[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
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for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
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{
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if ( shape->mIndices[i+j] < 0 )
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ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u is negative: %i\n", i/3, j, shape->mIndices[i+j]);
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if ( shape->mIndices[i+j] >= dg.mVertCount )
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ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u: %u, max: %u\n", i/3, j, shape->mIndices[i+j], dg.mVertCount-1);
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// [MK] bail out if any indices are out of bounds
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for ( int j=0; j<3; j++ )
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{
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if ( shape->mIndices[i+j] < 0 )
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ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u is negative: %i\n", i/3, j, shape->mIndices[i+j]);
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if ( shape->mIndices[i+j] >= dg.mVertCount )
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ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u: %u, max: %u\n", i/3, j, shape->mIndices[i+j], dg.mVertCount-1);
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}
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}
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AddIndices(dg.mVertIndex, 3, shape->mIndices[i], shape->mIndices[i+1], shape->mIndices[i+2]);
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buf->UploadData(&verts[0], dg.mVertCount, &shape->mIndices[0], shape->mIndices.Size());
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shape->needsVertexUpload = false;
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}
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dg.shape2DBufIndex = shape->bufIndex;
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AddCommand(&dg);
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offset = osave;
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}
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@ -1014,3 +1036,16 @@ void F2DDrawer::Clear()
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}
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screenFade = 1.f;
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}
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F2DVertexBuffer::F2DVertexBuffer()
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{
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mVertexBuffer = screen->CreateVertexBuffer();
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mIndexBuffer = screen->CreateIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
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}
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