Don't store HWDecal directly as they may move and animate

This commit is contained in:
dpjudas 2024-09-29 01:13:23 +02:00
commit 9fdd01736e
5 changed files with 337 additions and 69 deletions

View file

@ -323,39 +323,22 @@ void DoomLevelMesh::ProcessDecals(HWDrawInfo* di, FRenderState& state)
for (int sideIndex : level.levelMesh->SideDecals)
{
const auto& side = Sides[sideIndex];
if (side.Decals.Size() == 0)
continue;
Plane p;
if (side.Decals[0].Size() != 0 || side.Decals[1].Size() != 0)
int dynlightindex = -1;
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && side.Decals[0].texture != nullptr)
{
if (side.FirstSurface == -1)
continue;
p.Set(Mesh.Surfaces[side.FirstSurface].Plane.XYZ(), Mesh.Surfaces[side.FirstSurface].Plane.W);
dynlightindex = side.Decals[0].SetupLights(di, state, lightdata, level.sides[sideIndex].lighthead);
}
for (int onmirror = 0; onmirror < 2; onmirror++)
for (const HWDecalCreateInfo& info : side.Decals)
{
for (const HWDecal& decal : side.Decals[onmirror])
{
HWDecal* gldecal = di->AddDecal(onmirror == 1);
*gldecal = decal;
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && decal.texture != nullptr)
{
gldecal->SetupLights(di, state, lightdata, p, level.sides[sideIndex].lighthead);
}
auto verts = state.AllocVertices(4);
for (int i = 0; i < 4; i++)
{
verts.first[i] = side.DecalVertices[decal.vertindex + i];
}
gldecal->vertindex = verts.second;
}
info.ProcessDecal(di, state, dynlightindex);
}
}
}
void DoomLevelMesh::CreateLights(FLevelLocals& doomMap)
{
if (LightsCreated)
@ -563,9 +546,7 @@ void DoomLevelMesh::FreeSide(FLevelLocals& doomMap, unsigned int sideIndex)
Sides[sideIndex].Uniforms.Clear();
Sides[sideIndex].WallPortals.Clear();
Sides[sideIndex].Decals[0].Clear();
Sides[sideIndex].Decals[1].Clear();
Sides[sideIndex].DecalVertices.Clear();
Sides[sideIndex].Decals.Clear();
}
void DoomLevelMesh::FreeFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
@ -725,27 +706,14 @@ void DoomLevelMesh::CreateSide(FLevelLocals& doomMap, unsigned int sideIndex)
auto& sideBlock = Sides[sideIndex];
// Grab the decals generated
for (int onmirror = 0; onmirror < 2; onmirror++)
if (result.decals.Size() != 0 && !sideBlock.InSideDecalsList)
{
if (result.decals[onmirror].Size() != 0 && !sideBlock.InSideDecalsList)
{
SideDecals.Push(sideIndex);
sideBlock.InSideDecalsList = true;
}
for (const HWDecal& decal : result.decals[onmirror])
{
int oldvertindex = decal.vertindex;
int newvertindex = sideBlock.DecalVertices.Size();
for (int i = 0; i < 4; i++)
{
sideBlock.DecalVertices.Push(state.mVertices[oldvertindex + i]);
}
sideBlock.Decals[onmirror].Push(decal);
sideBlock.Decals[onmirror].Last().vertindex = newvertindex;
}
SideDecals.Push(sideIndex);
sideBlock.InSideDecalsList = true;
}
sideBlock.Decals = result.decals;
// Part 1: solid geometry. This is set up so that there are no transparent parts
state.SetDepthFunc(DF_LEqual);
state.ClearDepthBias();

View file

@ -68,8 +68,7 @@ struct SideSurfaceBlock
TArray<GeometryFreeInfo> Geometries;
TArray<UniformsAllocInfo> Uniforms;
TArray<HWWall> WallPortals;
TArray<HWDecal> Decals[2];
TArray<FFlatVertex> DecalVertices;
TArray<HWDecalCreateInfo> Decals;
bool InSidePortalsList = false;
bool InSideDecalsList = false;
TArray<DrawRangeInfo> DrawRanges;

View file

@ -192,7 +192,260 @@ static float mix(float a, float b, float t)
return a * (1.0f - t) + b * t;
}
void HWWall::ProcessDecal(HWWallDispatcher* di, FRenderState& state, DBaseDecal *decal, const FVector3 &normal)
void HWWall::ProcessDecal(HWDrawInfo* di, FRenderState& state, DBaseDecal *decal, const FVector3 &normal)
{
line_t * line = seg->linedef;
side_t * side = seg->sidedef;
int i;
float zpos;
bool flipx, flipy;
FTextureID decalTile;
if (decal->RenderFlags & RF_INVISIBLE) return;
if (type == RENDERWALL_FFBLOCK && texture->isMasked()) return; // No decals on 3D floors with transparent textures.
if (seg == nullptr) return;
decalTile = decal->PicNum;
flipx = !!(decal->RenderFlags & RF_XFLIP);
flipy = !!(decal->RenderFlags & RF_YFLIP);
auto texture = TexMan.GetGameTexture(decalTile);
if (texture == NULL) return;
// the sectors are only used for their texture origin coordinates
// so we don't need the fake sectors for deep water etc.
// As this is a completely split wall fragment no further splits are
// necessary for the decal.
sector_t *frontsector;
// for 3d-floor segments use the model sector as reference
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) frontsector = decal->Sector;
else frontsector = seg->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
// No valid decal can have this type. If one is encountered anyway
// it is in some way invalid so skip it.
return;
//zpos = decal->z;
//break;
case RF_RELUPPER:
if (type != RENDERWALL_TOP) return;
if (line->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (type != RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (type == RENDERWALL_TOP || type == RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
}
// now clip the decal to the actual polygon
float decalwidth = texture->GetDisplayWidth() * decal->ScaleX;
float decalheight = texture->GetDisplayHeight() * decal->ScaleY;
float decallefto = texture->GetDisplayLeftOffset() * decal->ScaleX;
float decaltopo = texture->GetDisplayTopOffset() * decal->ScaleY;
float leftedge = glseg.fracleft * side->TexelLength;
float linelength = glseg.fracright * side->TexelLength - leftedge;
// texel index of the decal's left edge
float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx ? decalwidth - decallefto : decallefto) - leftedge;
float left, right;
float lefttex, righttex;
// decal is off the left edge
if (decalpixpos < 0)
{
left = 0;
lefttex = -decalpixpos;
}
else
{
left = decalpixpos;
lefttex = 0;
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
right = linelength;
righttex = right - decalpixpos;
}
else
{
right = decalpixpos + decalwidth;
righttex = decalwidth;
}
if (right <= left)
return; // nothing to draw
// one texture unit on the wall as vector
float vx = (glseg.x2 - glseg.x1) / linelength;
float vy = (glseg.y2 - glseg.y1) / linelength;
DecalVertex dv[4];
enum
{
LL, UL, LR, UR
};
dv[UL].x = dv[LL].x = glseg.x1 + vx * left;
dv[UL].y = dv[LL].y = glseg.y1 + vy * left;
dv[LR].x = dv[UR].x = glseg.x1 + vx * right;
dv[LR].y = dv[UR].y = glseg.y1 + vy * right;
zpos += (flipy ? decalheight - decaltopo : decaltopo);
dv[UL].z = dv[UR].z = zpos;
dv[LL].z = dv[LR].z = dv[UL].z - decalheight;
dv[UL].v = dv[UR].v = 0.f;
float decalscale = float(decal->ScaleX * texture->GetDisplayWidth());
dv[UL].u = dv[LL].u = lefttex / decalscale;
dv[LR].u = dv[UR].u = righttex / decalscale;
dv[LL].v = dv[LR].v = 1.f;
// now clip to the top plane
float vzt = (ztop[UL] - ztop[LL]) / linelength;
float topleft = ztop[LL] + vzt * left;
float topright = ztop[LL] + vzt * right;
// completely below the wall
if (topleft < dv[LL].z && topright < dv[LR].z)
return;
if (topleft < dv[UL].z || topright < dv[UR].z)
{
// decal has to be clipped at the top
// let texture clamping handle all extreme cases
float t0 = (dv[UL].z - topleft) / (dv[UL].z - dv[LL].z);
float t1 = (dv[UR].z - topright) / (dv[UR].z - dv[LR].z);
dv[UL].v = t0 * dv[LL].v;
dv[UR].v = t1 * dv[LR].v;
dv[UL].z = topleft;
dv[UR].z = topright;
}
// now clip to the bottom plane
float vzb = (zbottom[UL] - zbottom[LL]) / linelength;
float bottomleft = zbottom[LL] + vzb * left;
float bottomright = zbottom[LL] + vzb * right;
// completely above the wall
if (bottomleft > dv[UL].z && bottomright > dv[UR].z)
return;
if (bottomleft > dv[LL].z || bottomright > dv[LR].z)
{
// decal has to be clipped at the bottom
// let texture clamping handle all extreme cases
float t0 = (dv[UL].z - bottomleft) / (dv[UL].z - dv[LL].z);
float t1 = (dv[UR].z - bottomright) / (dv[UR].z - dv[LR].z);
dv[LL].v = t0 * (dv[LL].v - dv[UL].v) + dv[UL].v;
dv[LR].v = t1 * (dv[LR].v - dv[UR].v) + dv[UR].v;
dv[LL].z = bottomleft;
dv[LR].z = bottomright;
}
if (flipx)
{
for (i = 0; i < 4; i++) dv[i].u = 1.f - dv[i].u;
}
if (flipy)
{
for (i = 0; i < 4; i++) dv[i].v = 1.f - dv[i].v;
}
HWDecal *gldecal = di->AddDecal(type == RENDERWALL_MIRRORSURFACE);
gldecal->texture = texture;
gldecal->decal = decal;
if (decal->RenderFlags & RF_FULLBRIGHT)
{
gldecal->lightlevel = 255;
gldecal->rellight = 0;
gldecal->dynlightindex = -1;
}
else
{
gldecal->lightlevel = lightlevel;
gldecal->rellight = rellight + getExtraLight();
gldecal->dynlightindex = dynlightindex;
}
gldecal->Colormap = Colormap;
if (di->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
{
gldecal->Colormap.Decolorize();
}
gldecal->alpha = decal->Alpha;
gldecal->zcenter = zpos - decalheight * 0.5f;
gldecal->frontsector = frontsector;
gldecal->Normal = normal;
gldecal->lightlist = lightlist;
memcpy(gldecal->dv, dv, sizeof(dv));
auto verts = state.AllocVertices(4);
gldecal->vertindex = verts.second;
if (!(decal->RenderFlags & RF_FULLBRIGHT) && lightmaptile >= 0)
{
LightmapTile* tile = &di->Level->levelMesh->LightmapTiles[lightmaptile];
float lightmapindex = (float)tile->AtlasLocation.ArrayIndex;
for (i = 0; i < 4; i++)
{
FVector2 lightmapuv = tile->ToUV(FVector3(dv[i].x, dv[i].y, dv[i].z), di->Level->levelMesh->LMTextureSize);
verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v, lightmapuv.X, lightmapuv.Y, lightmapindex);
}
}
else
{
for (i = 0; i < 4; i++)
{
verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v, 0.0f, 0.0f, -1.0f);
}
}
}
void HWDecalCreateInfo::ProcessDecal(HWDrawInfo* di, FRenderState& state, int dynlightindex) const
{
line_t * line = seg->linedef;
side_t * side = seg->sidedef;
@ -459,10 +712,38 @@ void HWWall::ProcessDecals(HWWallDispatcher* di, FRenderState& state)
if (decal)
{
auto normal = glseg.Normal(); // calculate the normal only once per wall because it requires a square root.
while (decal)
if (di->di)
{
ProcessDecal(di, state, decal, normal);
decal = decal->WallNext;
while (decal)
{
ProcessDecal(di->di, state, decal, normal);
decal = decal->WallNext;
}
}
else
{
while (decal)
{
HWDecalCreateInfo info;
info.decal = decal;
info.normal = normal;
info.seg = seg;
info.frontsector = frontsector;
info.type = type;
info.glseg = glseg;
info.ztop[0] = ztop[0];
info.ztop[1] = ztop[1];
info.zbottom[0] = zbottom[0];
info.zbottom[1] = zbottom[1];
info.Colormap = Colormap;
info.texture = texture;
info.lightlist = lightlist;
info.lightmaptile = lightmaptile;
info.lightlevel = lightlevel;
info.rellight = rellight;
di->AddDecal(info);
decal = decal->WallNext;
}
}
}
}
@ -470,16 +751,15 @@ void HWWall::ProcessDecals(HWWallDispatcher* di, FRenderState& state)
//==========================================================================
void HWDecal::SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& lightdata, Plane p, FLightNode* node)
int HWDecalCreateInfo::SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& lightdata, FLightNode* node) const
{
lightdata.Clear();
// if (RenderStyle == STYLE_Add && !di->Level->lightadditivesurfaces) return; // no lights on additively blended surfaces.
// if (RenderStyle == STYLE_Add && !di->Level->lightadditivesurfaces) return -1; // no lights on additively blended surfaces.
//float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 };
//Plane p;
// auto normal = glseg.Normal();
// p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 };
Plane p;
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
// Iterate through all dynamic lights which touch this wall and render them
while (node)
@ -494,12 +774,11 @@ void HWDecal::SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& li
float z = posrel.Z;
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = node->lightsource->GetRadius();
//float scale = 1.0f / ((2.f * radius) - dist);
//FVector3 fn, pos;
float scale = 1.0f / ((2.f * radius) - dist);
FVector3 fn, pos;
if (radius > 0.f && dist < radius)
{
/*
FVector3 nearPt, up, right;
pos = { x, z, y };
@ -528,7 +807,7 @@ void HWDecal::SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& li
if (tcs[i].v > 1) outcnt[3]++;
}
if (outcnt[0] != 4 && outcnt[1] != 4 && outcnt[2] != 4 && outcnt[3] != 4)*/
if (outcnt[0] != 4 && outcnt[1] != 4 && outcnt[2] != 4 && outcnt[3] != 4)
{
draw_dlight += GetLight(lightdata, frontsector->PortalGroup, p, node->lightsource, true);
}
@ -536,5 +815,5 @@ void HWDecal::SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& li
}
node = node->nextLight;
}
dynlightindex = state.UploadLights(lightdata);
return state.UploadLights(lightdata);
}

View file

@ -281,7 +281,7 @@ public:
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
void ProcessDecal(HWWallDispatcher* di, FRenderState& state, DBaseDecal* decal, const FVector3& normal);
void ProcessDecal(HWDrawInfo* di, FRenderState& state, DBaseDecal* decal, const FVector3& normal);
void ProcessDecals(HWWallDispatcher* di, FRenderState& state);
int CreateVertices(FFlatVertex*& ptr, bool nosplit);
@ -456,7 +456,31 @@ struct HWDecal
FVector3 Normal;
void DrawDecal(HWDrawInfo *di, FRenderState &state);
void SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& lightdata, Plane p, FLightNode* node);
};
struct HWDecalCreateInfo
{
void ProcessDecal(HWDrawInfo* di, FRenderState& state, int dynlightindex) const;
int SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& lightdata, FLightNode* node) const;
DBaseDecal* decal;
FVector3 normal;
seg_t* seg;
sector_t* frontsector;
uint8_t type;
HWSeg glseg;
float ztop[2], zbottom[2];
FColormap Colormap;
FGameTexture* texture;
TArray<lightlist_t>* lightlist;
int lightmaptile;
short lightlevel;
short rellight;
};

View file

@ -14,7 +14,7 @@ struct HWMeshHelper
TArray<HWWall> portals;
TArray<HWMissing> lower;
TArray<HWMissing> upper;
TArray<HWDecal> decals[2];
TArray<HWDecalCreateInfo> decals;
};
@ -78,10 +78,8 @@ struct HWWallDispatcher
mh->portals.Push(*wal);
}
HWDecal* AddDecal(bool onmirror)
void AddDecal(const HWDecalCreateInfo& info)
{
if (di) return di->AddDecal(onmirror);
mh->decals[onmirror].Reserve(1);
return &mh->decals[onmirror].Last();
mh->decals.Push(info);
}
};