Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply

Include the texture matrix in the mesh builder
This commit is contained in:
Magnus Norddahl 2023-05-06 00:34:42 +02:00
commit eba0bee9f6
17 changed files with 126 additions and 136 deletions

View file

@ -73,14 +73,15 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW);
}
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
VSMatrix normalModelMatrix;
normalModelMatrix.computeNormalMatrix(objectToWorldMatrix);
state.SetModelMatrix(objectToWorldMatrix, normalModelMatrix);
}
void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
{
state.SetBoneIndexBase(-1);
state.EnableModelMatrix(false);
state.SetModelMatrix(VSMatrix::identity(), VSMatrix::identity());
state.SetDepthFunc(DF_Less);
if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
state.SetCulling(Cull_None);
@ -106,14 +107,15 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
}
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
VSMatrix normalModelMatrix;
normalModelMatrix.computeNormalMatrix(objectToWorldMatrix);
state.SetModelMatrix(objectToWorldMatrix, normalModelMatrix);
}
void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style)
{
state.SetBoneIndexBase(-1);
state.EnableModelMatrix(false);
state.SetModelMatrix(VSMatrix::identity(), VSMatrix::identity());
state.SetDepthFunc(DF_Less);
if (!(style == DefaultRenderStyle()))

View file

@ -432,7 +432,6 @@ inline float Dist2(float x1,float y1,float x2,float y2)
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
}
bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &mat);
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
extern const float LARGE_VALUE;

View file

@ -57,7 +57,7 @@ CVAR(Int, gl_breaksec, -1, 0)
//
//==========================================================================
bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &dest)
bool SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* secplane, FGameTexture* gltexture)
{
// only manipulate the texture matrix if needed.
if (!secplane->Offs.isZero() ||
@ -80,24 +80,18 @@ bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * g
float xscale2 = 64.f / gltexture->GetDisplayWidth();
float yscale2 = 64.f / gltexture->GetDisplayHeight();
dest.loadIdentity();
dest.scale(xscale1, yscale1, 1.0f);
dest.translate(uoffs, voffs, 0.0f);
dest.scale(xscale2, yscale2, 1.0f);
dest.rotate(angle, 0.0f, 0.0f, 1.0f);
VSMatrix mat;
mat.loadIdentity();
mat.scale(xscale1, yscale1, 1.0f);
mat.translate(uoffs, voffs, 0.0f);
mat.scale(xscale2, yscale2, 1.0f);
mat.rotate(angle, 0.0f, 0.0f, 1.0f);
state.SetTextureMatrix(mat);
return true;
}
return false;
}
void SetPlaneTextureRotation(FRenderState &state, HWSectorPlane* plane, FGameTexture* texture)
{
if (hw_SetPlaneTextureRotation(plane, texture, state.mTextureMatrix))
{
state.EnableTextureMatrix(true);
}
}
//==========================================================================
@ -334,9 +328,10 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
if (sector->special != GLSector_Skybox)
{
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, 0, -1);
SetPlaneTextureRotation(state, &plane, texture);
bool texmatrix = SetPlaneTextureRotation(state, &plane, texture);
DrawSubsectors(di, state);
state.EnableTextureMatrix(false);
if (texmatrix)
state.SetTextureMatrix(VSMatrix::identity());
}
else if (!hacktype)
{
@ -362,9 +357,10 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, 0, -1);
SetPlaneTextureRotation(state, &plane, texture);
bool texmatrix = SetPlaneTextureRotation(state, &plane, texture);
DrawSubsectors(di, state);
state.EnableTextureMatrix(false);
if (texmatrix)
state.SetTextureMatrix(VSMatrix::identity());
}
state.SetRenderStyle(DefaultRenderStyle());
}

View file

@ -41,7 +41,7 @@
EXTERN_CVAR(Int, r_mirror_recursions)
EXTERN_CVAR(Bool, gl_portals)
void SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* plane, FGameTexture* texture);
bool SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* plane, FGameTexture* texture);
//-----------------------------------------------------------------------------
//
@ -986,18 +986,19 @@ void HWHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
state.EnableBrightmap(true);
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, 0, -1);
state.SetObjectColor(origin->specialcolor);
SetPlaneTextureRotation(state, sp, texture);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetRenderStyle(STYLE_Source);
bool texmatrix = SetPlaneTextureRotation(state, sp, texture);
for (unsigned i = 0; i < vcount; i += 4)
{
state.Draw(DT_TriangleStrip, voffset + i, 4, true);// i == 0);
}
state.Draw(DT_TriangleStrip, voffset + vcount, 10, false);
state.EnableTextureMatrix(false);
if (texmatrix)
state.SetTextureMatrix(VSMatrix::identity());
}

View file

@ -122,9 +122,6 @@ void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
state.SetDepthFunc(DF_LEqual);
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
state.EnableTextureMatrix(true);
// Use sphere mapping for this
state.SetEffect(EFF_SPHEREMAP);
di->SetColor(state, lightlevel, 0, di->isFullbrightScene(), Colormap, 0.1f);
@ -138,7 +135,7 @@ void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
flags &= ~HWWall::HWF_GLOW;
RenderWall(di, state, HWWall::RWF_BLANK);
state.EnableTextureMatrix(false);
state.SetTextureMatrix(VSMatrix::identity());
state.SetEffect(EFF_NONE);
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);