// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_models.cpp ** ** hardware renderer model handling code ** **/ #include "w_wad.h" #include "g_game.h" #include "doomstat.h" #include "g_level.h" #include "r_state.h" #include "d_player.h" #include "g_levellocals.h" #include "i_time.h" #include "cmdlib.h" #include "hwrenderer/textures/hw_material.h" #include "hwrenderer/data/buffers.h" #include "hwrenderer/data/flatvertices.h" #include "hwrenderer/scene/hw_drawinfo.h" #include "hwrenderer/scene/hw_renderstate.h" #include "hwrenderer/scene/hw_portal.h" #include "hw_models.h" CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE) VSMatrix FHWModelRenderer::GetViewToWorldMatrix() { VSMatrix objectToWorldMatrix; di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix); return objectToWorldMatrix; } void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) { state.SetDepthFunc(DF_LEqual); state.EnableTexture(true); // [BB] In case the model should be rendered translucent, do back face culling. // This solves a few of the problems caused by the lack of depth sorting. // [Nash] Don't do back face culling if explicitly specified in MODELDEF // TO-DO: Implement proper depth sorting. if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)) { state.SetCulling((mirrored ^ screen->mPortalState->isMirrored()) ? Cull_CCW : Cull_CW); } state.mModelMatrix = objectToWorldMatrix; state.EnableModelMatrix(true); } void FHWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf) { state.EnableModelMatrix(false); state.SetDepthFunc(DF_Less); if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)) state.SetCulling(Cull_None); } void FHWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) { state.SetDepthFunc(DF_LEqual); // [BB] In case the model should be rendered translucent, do back face culling. // This solves a few of the problems caused by the lack of depth sorting. // TO-DO: Implement proper depth sorting. if (!(actor->RenderStyle == DefaultRenderStyle())) { state.SetCulling((mirrored ^ screen->mPortalState->isMirrored()) ? Cull_CW : Cull_CCW); } state.mModelMatrix = objectToWorldMatrix; state.EnableModelMatrix(true); } void FHWModelRenderer::EndDrawHUDModel(AActor *actor) { state.EnableModelMatrix(false); state.SetDepthFunc(DF_Less); if (!(actor->RenderStyle == DefaultRenderStyle())) state.SetCulling(Cull_None); } IModelVertexBuffer *FHWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe) { return new FModelVertexBuffer(needindex, singleframe); } void FHWModelRenderer::SetInterpolation(double inter) { state.SetInterpolationFactor((float)inter); } void FHWModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation) { FMaterial * tex = FMaterial::ValidateTexture(skin, false); state.SetMaterial(tex, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1); state.SetLightIndex(modellightindex); } void FHWModelRenderer::DrawArrays(int start, int count) { state.Draw(DT_Triangles, start, count); } void FHWModelRenderer::DrawElements(int numIndices, size_t offset) { state.DrawIndexed(DT_Triangles, int(offset / sizeof(unsigned int)), numIndices); } //=========================================================================== // // // //=========================================================================== FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe) { mVertexBuffer = screen->CreateVertexBuffer(); mIndexBuffer = needindex ? screen->CreateIndexBuffer() : nullptr; static const FVertexBufferAttribute format[] = { { 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FModelVertex, x) }, { 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FModelVertex, u) }, { 0, VATTR_NORMAL, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) }, { 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) }, { 1, VATTR_NORMAL2, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) } }; mVertexBuffer->SetFormat(2, 5, sizeof(FModelVertex), format); } //=========================================================================== // // // //=========================================================================== FModelVertexBuffer::~FModelVertexBuffer() { if (mIndexBuffer) delete mIndexBuffer; delete mVertexBuffer; } //=========================================================================== // // // //=========================================================================== FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size) { return static_cast(mVertexBuffer->Lock(size * sizeof(FModelVertex))); } //=========================================================================== // // // //=========================================================================== void FModelVertexBuffer::UnlockVertexBuffer() { mVertexBuffer->Unlock(); } //=========================================================================== // // // //=========================================================================== unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size) { if (mIndexBuffer) return static_cast(mIndexBuffer->Lock(size * sizeof(unsigned int))); else return nullptr; } //=========================================================================== // // // //=========================================================================== void FModelVertexBuffer::UnlockIndexBuffer() { if (mIndexBuffer) mIndexBuffer->Unlock(); } //=========================================================================== // // // //=========================================================================== void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) { auto &state = static_cast(renderer)->state; state.SetVertexBuffer(mVertexBuffer, frame1, frame2); if (mIndexBuffer) state.SetIndexBuffer(mIndexBuffer); }