Move DrawLevelMesh to RenderState

This commit is contained in:
Magnus Norddahl 2023-12-02 16:26:51 +01:00
commit 47f17b1c03
10 changed files with 136 additions and 256 deletions

View file

@ -688,6 +688,13 @@ public:
SetColorMask(on, on, on, on);
}
// Draw level mesh
virtual void DrawLevelMeshDepthPass() { }
virtual void DrawLevelMeshOpaquePass() { }
virtual void BeginQuery() { }
virtual void EndQuery() { }
virtual void GetQueryResults(TArray<bool>& results) { }
friend class Mesh;
};

View file

@ -73,7 +73,6 @@ enum FTextureFormat : uint32_t;
class FModelRenderer;
struct SamplerUniform;
struct FVertexBufferAttribute;
struct HWViewpointUniforms;
struct MeshApplyData;
//
@ -228,7 +227,6 @@ public:
virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
virtual int GetLevelMeshPipelineID(const MeshApplyData& applyData, const SurfaceUniforms& surfaceUniforms, const FMaterialState& material) { return 0; }
virtual void DrawLevelMesh(const HWViewpointUniforms& viewpoint) { }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);

View file

@ -82,6 +82,7 @@ void VkDescriptorSetManager::Deinit()
void VkDescriptorSetManager::BeginFrame()
{
UpdateFixedSet();
UpdateLevelMeshSet();
}
void VkDescriptorSetManager::UpdateLevelMeshSet()

View file

@ -727,192 +727,7 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
return levelMeshPipelineKeys.Size() - 1;
}
void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
const VkPipelineKey& VulkanRenderDevice::GetLevelMeshPipelineKey(int id) const
{
auto cmdbuffer = GetCommands()->GetDrawCommands();
auto buffers = GetBuffers();
auto descriptors = GetDescriptorSetManager();
descriptors->UpdateLevelMeshSet();
VkRenderPassKey key = {};
key.DrawBufferFormat = VK_FORMAT_R16G16B16A16_SFLOAT;
key.Samples = buffers->GetSceneSamples();
key.DrawBuffers = 1; // 3 if ssao is enabled
key.DepthStencil = true;
auto passSetup = GetRenderPassManager()->GetRenderPass(key);
RenderPassBegin beginInfo;
beginInfo.RenderPass(passSetup->GetRenderPass(CT_Color | CT_Depth | CT_Stencil));
beginInfo.RenderArea(0, 0, buffers->GetWidth(), buffers->GetHeight());
beginInfo.Framebuffer(buffers->GetFramebuffer(key));
beginInfo.AddClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
if (key.DrawBuffers > 1)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (key.DrawBuffers > 2)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
beginInfo.AddClearDepthStencil(1.0f, 0);
beginInfo.Execute(cmdbuffer);
VkViewport viewport = {};
viewport.x = (float)mSceneViewport.left;
viewport.y = (float)mSceneViewport.top;
viewport.width = (float)mSceneViewport.width;
viewport.height = (float)mSceneViewport.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
cmdbuffer->setViewport(0, 1, &viewport);
VkRect2D scissor = {};
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = mSceneViewport.width;
scissor.extent.height = mSceneViewport.height;
cmdbuffer->setScissor(0, 1, &scissor);
cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, 0);
cmdbuffer->setDepthBias(0.0f, 0.0f, 0.0f);
VkBuffer vertexBuffers[2] = { GetRaytrace()->GetVertexBuffer()->buffer, GetRaytrace()->GetUniformIndexBuffer()->buffer };
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
cmdbuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
cmdbuffer->bindIndexBuffer(GetRaytrace()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
auto rsbuffers = GetBufferManager()->GetRSBuffers();
memcpy(((char*)rsbuffers->Viewpoint.Data) + rsbuffers->Viewpoint.UploadIndex * rsbuffers->Viewpoint.BlockAlign, &viewpoint, sizeof(HWViewpointUniforms));
int viewpointIndex = rsbuffers->Viewpoint.UploadIndex++;
MatricesUBO matrices = {};
matrices.ModelMatrix.loadIdentity();
matrices.NormalModelMatrix.loadIdentity();
matrices.TextureMatrix.loadIdentity();
rsbuffers->MatrixBuffer->Write(matrices);
auto submesh = GetRaytrace()->GetMesh()->StaticMesh.get();
// Draw opaque scene into the depth buffer
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
if (pipelineKey.ShaderKey.AlphaTest) continue;
pipelineKey.ShaderKey.NoFragmentShader = true;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 0);
}
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
pipelineKey.ShaderKey.NoFragmentShader = true;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 0);
}
// Draw portal surface occlusion queries
//int portalIndex = 0;
//cmdbuffer->beginQuery(queryPool, portalIndex, 0);
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
pipelineKey.ShaderKey.NoFragmentShader = true;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 0);
}
//cmdbuffer->endQuery(queryPool, portalIndex);
//portalIndex++;
// Draw opaque scene
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
DrawLevelMeshRange(cmdbuffer, passSetup, levelMeshPipelineKeys[range.PipelineID], viewpointIndex, range.Start, range.Count, 0);
}
cmdbuffer->endRenderPass();
GetCommands()->FlushCommands(false);
//VkResult result = vkGetQueryPoolResults(GetDevice()->device, queryPool->pool, 0, portalIndex, ...);
cmdbuffer = GetCommands()->GetDrawCommands();
// Create stencil
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
pipelineKey.ShaderKey.NoFragmentShader = true;
pipelineKey.StencilTest = true;
pipelineKey.StencilPassOp = SOP_Increment;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 0);
}
// Clear zbuffer
viewport.minDepth = 1.0f;
viewport.maxDepth = 1.0f;
cmdbuffer->setViewport(0, 1, &viewport);
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
pipelineKey.ShaderKey.NoFragmentShader = true;
pipelineKey.StencilTest = true;
pipelineKey.StencilPassOp = SOP_Keep;
pipelineKey.DepthFunc = DF_Always;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 1);
}
// Portal scene
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
cmdbuffer->setViewport(0, 1, &viewport);
/*
auto& state = *mRenderState.get();
state.SetTextureMode(TM_OPAQUE);
mSkyData->RenderDome(state, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER, !!(di->Level->flags & LEVEL_FORCETILEDSKY));
state.SetTextureMode(TM_NORMAL);
*/
// Clear zbuffer
viewport.minDepth = 1.0f;
viewport.maxDepth = 1.0f;
cmdbuffer->setViewport(0, 1, &viewport);
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
pipelineKey.ShaderKey.NoFragmentShader = true;
pipelineKey.StencilTest = true;
pipelineKey.StencilPassOp = SOP_Keep;
pipelineKey.DepthFunc = DF_Always;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 1);
}
// Restore zbuffer
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
pipelineKey.ShaderKey.NoFragmentShader = true;
pipelineKey.StencilTest = true;
pipelineKey.StencilPassOp = SOP_Decrement;
DrawLevelMeshRange(cmdbuffer, passSetup, pipelineKey, viewpointIndex, range.Start, range.Count, 1);
}
}
void VulkanRenderDevice::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkRenderPassSetup* passSetup, const VkPipelineKey& pipelineKey, int viewpointIndex, int start, int count, int stencilRef)
{
auto rsbuffers = GetBufferManager()->GetRSBuffers();
auto descriptors = GetDescriptorSetManager();
PushConstants pushConstants = {};
pushConstants.uDataIndex = 0;
pushConstants.uLightIndex = -1;
pushConstants.uBoneIndexBase = -1;
VulkanPipelineLayout* layout = GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
uint32_t viewpointOffset = viewpointIndex * rsbuffers->Viewpoint.BlockAlign;
uint32_t matrixOffset = rsbuffers->MatrixBuffer->Offset();
uint32_t lightsOffset = 0;
uint32_t offsets[] = { viewpointOffset, matrixOffset, lightsOffset };
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
cmdbuffer->setStencilReference(VK_STENCIL_FACE_FRONT_AND_BACK, stencilRef);
cmdbuffer->drawIndexed(count, 1, start, 0, 0);
return levelMeshPipelineKeys[id];
}

View file

@ -92,13 +92,13 @@ public:
int GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation) override;
int GetLevelMeshPipelineID(const MeshApplyData& applyData, const SurfaceUniforms& surfaceUniforms, const FMaterialState& material) override;
void DrawLevelMesh(const HWViewpointUniforms& viewpoint) override;
const VkPipelineKey& GetLevelMeshPipelineKey(int id) const;
private:
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
void PrintStartupLog();
void CopyScreenToBuffer(int w, int h, uint8_t *data) override;
void DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkRenderPassSetup* passSetup, const VkPipelineKey& pipelineKey, int viewpointIndex, int start, int count, int stencilRef);
std::shared_ptr<VulkanDevice> mDevice;
std::unique_ptr<VkCommandBufferManager> mCommands;

View file

@ -28,6 +28,7 @@
#include "vulkan/descriptorsets/vk_descriptorset.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include "vulkan/accelstructs/vk_raytrace.h"
#include <zvulkan/vulkanbuilders.h>
#include "hw_skydome.h"
@ -739,6 +740,8 @@ void VkRenderState::BeginFrame()
mRSBuffers->Lightbuffer.UploadIndex = 0;
mRSBuffers->Bonebuffer.UploadIndex = 0;
mRSBuffers->Fogballbuffer.UploadIndex = 0;
mNextOcclusionQueryIndex = 0;
}
void VkRenderState::EndRenderPass()
@ -831,6 +834,91 @@ void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
mClearTargets = 0;
}
void VkRenderState::ApplyLevelMesh()
{
ApplyMatrices();
ApplyRenderPass(DT_Triangles);
ApplyScissor();
ApplyViewport();
ApplyStencilRef();
ApplyDepthBias();
mNeedApply = true;
VkBuffer vertexBuffers[2] = { fb->GetRaytrace()->GetVertexBuffer()->buffer, fb->GetRaytrace()->GetUniformIndexBuffer()->buffer };
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
mCommandBuffer->bindIndexBuffer(fb->GetRaytrace()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
}
void VkRenderState::DrawLevelMeshDepthPass()
{
ApplyLevelMesh();
auto submesh = fb->GetRaytrace()->GetMesh()->StaticMesh.get();
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
VkPipelineKey pipelineKey = fb->GetLevelMeshPipelineKey(range.PipelineID);
if (pipelineKey.ShaderKey.AlphaTest) continue;
pipelineKey.ShaderKey.NoFragmentShader = true;
DrawLevelMeshRange(mCommandBuffer, pipelineKey, range.Start, range.Count);
}
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
VkPipelineKey pipelineKey = fb->GetLevelMeshPipelineKey(range.PipelineID);
pipelineKey.ShaderKey.NoFragmentShader = true;
DrawLevelMeshRange(mCommandBuffer, pipelineKey, range.Start, range.Count);
}
}
void VkRenderState::DrawLevelMeshOpaquePass()
{
ApplyLevelMesh();
auto submesh = fb->GetRaytrace()->GetMesh()->StaticMesh.get();
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count);
}
}
void VkRenderState::BeginQuery()
{
// mCommandBuffer->beginQuery(mNextOcclusionQueryIndex++);
}
void VkRenderState::EndQuery()
{
// mCommandBuffer->endQuery(mNextOcclusionQueryIndex - 1);
}
void VkRenderState::GetQueryResults(TArray<bool>& results)
{
//vkGetQueryPoolResults(fb->GetDevice()->device, ...)
results.Clear();
}
void VkRenderState::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, const VkPipelineKey& pipelineKey, int start, int count)
{
PushConstants pushConstants = {};
pushConstants.uDataIndex = 0;
pushConstants.uLightIndex = -1;
pushConstants.uBoneIndexBase = -1;
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
uint32_t viewpointOffset = mViewpointOffset;
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
uint32_t lightsOffset = 0;
uint32_t offsets[] = { viewpointOffset, matrixOffset, lightsOffset };
auto descriptors = fb->GetDescriptorSetManager();
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
cmdbuffer->drawIndexed(count, 1, start, 0, 0);
}
/////////////////////////////////////////////////////////////////////////////
void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)

View file

@ -56,6 +56,13 @@ public:
void UpdateShadowData(unsigned int index, const FFlatVertex* vertices, unsigned int count) override;
void ResetVertices() override;
// Draw level mesh
void DrawLevelMeshDepthPass() override;
void DrawLevelMeshOpaquePass() override;
void BeginQuery() override;
void EndQuery() override;
void GetQueryResults(TArray<bool>& results) override;
// Worker threads
void FlushCommands() override { EndRenderPass(); }
@ -81,6 +88,9 @@ protected:
void BeginRenderPass(VulkanCommandBuffer *cmdbuffer);
void WaitForStreamBuffers();
void ApplyLevelMesh();
void DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, const VkPipelineKey& pipelineKey, int start, int count);
VulkanRenderDevice* fb = nullptr;
VkRSBuffers* mRSBuffers = nullptr;
@ -109,6 +119,8 @@ protected:
int mColorMask = 15;
int mCullMode = 0;
int mNextOcclusionQueryIndex = 0;
PushConstants mPushConstants = {};
uint32_t mLastViewpointOffset = 0xffffffff;

View file

@ -57,8 +57,6 @@ EXTERN_CVAR(Bool, gl_bandedswlight)
extern bool NoInterpolateView;
CVAR(Bool, gl_levelmesh, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
static SWSceneDrawer *swdrawer;
void CleanSWDrawer()
@ -132,67 +130,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
// This function will only do something if the setting differs.
FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
if (gl_levelmesh)
{
screen->SetViewportRects(bounds);
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
const int eyeCount = vrmode->mEyeCount;
screen->FirstEye();
FRenderViewpoint vp = mainvp;
const auto& eye = vrmode->mEyes[0];
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
vp.SetViewAngle(r_viewwindow);
vp.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
auto lightmode = camera->Level->info->lightmode;
if (lightmode == ELightMode::NotSet)
lightmode = ELightMode::ZDoomSoftware;
bool mirror = false;
bool planemirror = false;
float mult = mirror ? -1.f : 1.f;
float planemult = planemirror ? -camera->Level->info->pixelstretch : camera->Level->info->pixelstretch;
HWViewpointUniforms VPUniforms = {};
VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
VPUniforms.mViewMatrix.loadIdentity();
VPUniforms.mViewMatrix.rotate(vp.HWAngles.Roll.Degrees(), 0.0f, 0.0f, 1.0f);
VPUniforms.mViewMatrix.rotate(vp.HWAngles.Pitch.Degrees(), 1.0f, 0.0f, 0.0f);
VPUniforms.mViewMatrix.rotate(vp.HWAngles.Yaw.Degrees(), 0.0f, mult, 0.0f);
VPUniforms.mViewMatrix.translate(vp.Pos.X * mult, -vp.Pos.Z * planemult, -vp.Pos.Y);
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
VPUniforms.mViewHeight = viewheight;
VPUniforms.mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
VPUniforms.mClipLine.X = -10000000.0f;
VPUniforms.mShadowFilter = static_cast<int>(gl_light_shadow_filter);
VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
VPUniforms.mCameraPos = FVector4(vp.Pos.X, vp.Pos.Z, vp.Pos.Y, 0.0f);
VPUniforms.CalcDependencies();
screen->DrawLevelMesh(VPUniforms);
PostProcess.Clock();
//if (toscreen) di->EndDrawScene(mainvp.sector, RenderState); // do not call this for camera textures.
/*if (RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
RenderState.SetPassType(NORMAL_PASS);
RenderState.EnableDrawBuffers(1);
}*/
auto cm = CM_DEFAULT; // di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
float flash = 1.f;
screen->PostProcessScene(false, cm, flash, [&]() { /* di->DrawEndScene2D(mainvp.sector, RenderState); */ });
PostProcess.Unclock();
return mainvp.sector;
}
static HWDrawContext mainthread_drawctx;
hw_ClearFakeFlat(&mainthread_drawctx);

View file

@ -65,6 +65,7 @@ CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_coronas, true, CVAR_ARCHIVE);
CVAR(Bool, gl_meshcache, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
CVAR(Bool, gl_levelmesh, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
@ -400,7 +401,28 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
// clip the scene and fill the drawlists
RenderBSP(Level->HeadNode(), drawpsprites, state);
if (gl_levelmesh)
{
// To do:
// 1) draw level into depth buffer
// 2) use occlusion queries on all portals in level to decide which are visible
// 3) draw opaque level so the GPU has something to do while we examine the query results
// 4) retrieve the query results and use them to fill the portal manager with portals
//
state.DrawLevelMeshDepthPass();
// for (HWWall& wall : PortalWalls) { state.BeginQuery(); wall.Draw(state); state.EndQuery(); }
// for (HWFlat& flat : PortalFlats) { state.BeginQuery(); flat.Draw(state); state.EndQuery(); }
state.DrawLevelMeshOpaquePass();
state.GetQueryResults(QueryResultsBuffer);
for (unsigned int i = 0, count = QueryResultsBuffer.Size(); i < count; i++)
{
bool portalVisible = QueryResultsBuffer[i];
}
}
else
{
RenderBSP(Level->HeadNode(), drawpsprites, state);
}
// And now the crappy hacks that have to be done to avoid rendering anomalies.
// These cannot be multithreaded when the time comes because all these depend
@ -852,7 +874,6 @@ void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
}
}
//-----------------------------------------------------------------------------
//
// R_RenderView - renders one view - either the screen or a camera texture

View file

@ -183,6 +183,7 @@ struct HWDrawInfo
bool MeshBSP = false;
bool MeshBuilding = false;
TArray<bool> QueryResultsBuffer;
HWDrawInfo(HWDrawContext* drawctx) : drawctx(drawctx) { for (HWDrawList& list : drawlists) list.drawctx = drawctx; }