Create different buffer for uniform indexes that works for the vertex shader

This commit is contained in:
Magnus Norddahl 2023-10-20 21:21:08 +02:00
commit 9edfbcd10e
11 changed files with 85 additions and 15 deletions

View file

@ -267,8 +267,12 @@ int DoomLevelMesh::AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLi
void DoomLevelSubmesh::CreateStatic(FLevelLocals& doomMap)
{
Surfaces.Clear();
MeshVertices.Clear();
MeshElements.Clear();
MeshSurfaceIndexes.Clear();
MeshUniformIndexes.Clear();
MeshSurfaceUniforms.Clear();
LightmapSampleDistance = doomMap.LightmapSampleDistance;
@ -301,6 +305,8 @@ void DoomLevelSubmesh::UpdateDynamic(FLevelLocals& doomMap, int lightmapStartInd
MeshVertices.Clear();
MeshElements.Clear();
MeshSurfaceIndexes.Clear();
MeshUniformIndexes.Clear();
MeshSurfaceUniforms.Clear();
// Look for polyobjects
for (unsigned int i = 0; i < doomMap.lines.Size(); i++)
@ -662,6 +668,12 @@ void DoomLevelSubmesh::CreateLinePortalSurface(FLevelLocals& doomMap, side_t* si
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
surf.sectorGroup = sectorGroup[front->Index()];
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
@ -762,6 +774,12 @@ void DoomLevelSubmesh::CreateLineHorizonSurface(FLevelLocals& doomMap, side_t* s
MeshVertices.Push(verts[3]);
MeshVertices.Push(verts[1]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
surf.sectorGroup = sectorGroup[front->Index()];
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
@ -815,6 +833,12 @@ void DoomLevelSubmesh::CreateFrontWallSurface(FLevelLocals& doomMap, side_t* sid
MeshVertices.Push(verts[3]);
MeshVertices.Push(verts[1]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
@ -908,6 +932,12 @@ void DoomLevelSubmesh::CreateMidWallSurface(FLevelLocals& doomMap, side_t* side)
MeshVertices.Push(verts[3]);
MeshVertices.Push(verts[1]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
@ -986,6 +1016,12 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(FLevelLocals& doomMap, side_t*
MeshVertices.Push(verts[3]);
MeshVertices.Push(verts[1]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::mid].texture;
@ -1037,6 +1073,12 @@ void DoomLevelSubmesh::CreateTopWallSurface(FLevelLocals& doomMap, side_t* side)
MeshVertices.Push(verts[3]);
MeshVertices.Push(verts[1]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
surf.Type = ST_UPPERSIDE;
surf.TypeIndex = side->Index();
@ -1091,6 +1133,12 @@ void DoomLevelSubmesh::CreateBottomWallSurface(FLevelLocals& doomMap, side_t* si
MeshVertices.Push(verts[3]);
MeshVertices.Push(verts[1]);
int surfaceIndex = Surfaces.Size();
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
MeshUniformIndexes.Push(surfaceIndex);
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
surf.Type = ST_LOWERSIDE;
surf.TypeIndex = side->Index();