vkdoom_m/src/rendering/hwrenderer/hw_vertexbuilder.cpp
nashmuhandes 3f3769afdb - implement drawing sides with lightmaps
- misc bug fixes in lump loading and format
2021-09-24 17:27:23 +08:00

497 lines
14 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2015-2018 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/
//
//--------------------------------------------------------------------------
//
#include "g_levellocals.h"
#include "hw_vertexbuilder.h"
#include "flatvertices.h"
#include "earcut.hpp"
#include "v_video.h"
//=============================================================================
//
// Creates vertex meshes for sector planes
//
//=============================================================================
//=============================================================================
//
//
//
//=============================================================================
static void CreateVerticesForSubsector(subsector_t *sub, VertexContainer &gen, int qualifier)
{
if (sub->numlines < 3) return;
uint32_t startindex = gen.indices.Size();
if ((sub->flags & SSECF_HOLE) && sub->numlines > 3)
{
// Hole filling "subsectors" are not necessarily convex so they require real triangulation.
// These things are extremely rare so performance is secondary here.
using Point = std::pair<double, double>;
std::vector<std::vector<Point>> polygon;
std::vector<Point> *curPoly;
polygon.resize(1);
curPoly = &polygon.back();
curPoly->resize(sub->numlines);
for (unsigned i = 0; i < sub->numlines; i++)
{
(*curPoly)[i] = { sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() };
}
auto indices = mapbox::earcut(polygon);
for (auto vti : indices)
{
gen.AddIndexForVertex(sub->firstline[vti].v1, qualifier);
}
}
else
{
int firstndx = gen.AddVertex(sub->firstline[0].v1, qualifier);
int secondndx = gen.AddVertex(sub->firstline[1].v1, qualifier);
for (unsigned int k = 2; k < sub->numlines; k++)
{
gen.AddIndex(firstndx);
gen.AddIndex(secondndx);
auto ndx = gen.AddVertex(sub->firstline[k].v1, qualifier);
gen.AddIndex(ndx);
secondndx = ndx;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static void TriangulateSection(FSection &sect, VertexContainer &gen, int qualifier)
{
if (sect.segments.Size() < 3) return;
// todo
}
//=============================================================================
//
//
//
//=============================================================================
static void CreateVerticesForSection(FSection &section, VertexContainer &gen, bool useSubsectors)
{
section.vertexindex = gen.indices.Size();
if (useSubsectors)
{
for (auto sub : section.subsectors)
{
CreateVerticesForSubsector(sub, gen, -1);
}
}
else
{
TriangulateSection(section, gen, -1);
}
section.vertexcount = gen.indices.Size() - section.vertexindex;
}
//==========================================================================
//
// Creates the vertices for one plane in one subsector
//
//==========================================================================
static void CreateVerticesForSector(sector_t *sec, VertexContainer &gen)
{
auto sections = sec->Level->sections.SectionsForSector(sec);
for (auto &section :sections)
{
CreateVerticesForSection( section, gen, true);
}
}
TArray<VertexContainer> BuildVertices(TArray<sector_t> &sectors)
{
TArray<VertexContainer> verticesPerSector(sectors.Size(), true);
for (unsigned i=0; i< sectors.Size(); i++)
{
CreateVerticesForSector(&sectors[i], verticesPerSector[i]);
}
return verticesPerSector;
}
//==========================================================================
//
// Creates the vertices for one plane in one subsector
//
//==========================================================================
//==========================================================================
//
// Find a 3D floor
//
//==========================================================================
static F3DFloor *Find3DFloor(sector_t* target, sector_t* model, int &ffloorIndex)
{
for (unsigned i = 0; i < target->e->XFloor.ffloors.Size(); i++)
{
F3DFloor* ffloor = target->e->XFloor.ffloors[i];
if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE))
{
ffloorIndex = i;
return ffloor;
}
}
ffloorIndex = -1;
return NULL;
}
//==========================================================================
//
// Initialize a single vertex
//
//==========================================================================
static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane)
{
ffv.x = (float)vt->fX();
ffv.y = (float)vt->fY();
ffv.z = (float)plane.ZatPoint(vt);
ffv.u = (float)vt->fX() / 64.f;
ffv.v = -(float)vt->fY() / 64.f;
ffv.lindex = -1.0f;
}
static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane, float llu, float llv, float llindex)
{
ffv.x = (float)vt->fX();
ffv.y = (float)vt->fY();
ffv.z = (float)plane.ZatPoint(vt);
ffv.u = (float)vt->fX() / 64.f;
ffv.v = -(float)vt->fY() / 64.f;
ffv.lu = llu;
ffv.lv = llv;
ffv.lindex = llindex;
}
//==========================================================================
//
// Creates the vertices for one plane in one subsector w/lightmap support.
// Sectors with lightmaps cannot share subsector vertices.
//
//==========================================================================
static int CreateIndexedSectorVerticesLM(FFlatVertexBuffer* fvb, sector_t* sec, const secplane_t& plane, int floor, int h, int lightmapIndex)
{
int i, pos;
float diff;
auto& ibo_data = fvb->ibo_data;
int rt = ibo_data.Size();
if (sec->transdoor && floor) diff = -1.f;
else diff = 0.f;
// Allocate space
for (i = 0, pos = 0; i < sec->subsectorcount; i++)
{
pos += sec->subsectors[i]->numlines;
}
auto& vbo_shadowdata = fvb->vbo_shadowdata;
int vi = vbo_shadowdata.Reserve(pos);
int idx = ibo_data.Reserve((pos - 2 * sec->subsectorcount) * 3);
// Create the actual vertices.
for (i = 0, pos = 0; i < sec->subsectorcount; i++)
{
subsector_t* sub = sec->subsectors[i];
LightmapSurface* lightmap = &sub->lightmap[h][lightmapIndex];
if (lightmap->Type != ST_NULL)
{
float* luvs = lightmap->TexCoords;
int lindex = lightmap->LightmapNum;
for (unsigned int j = 0; j < sub->numlines; j++)
{
SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline[j].v1, plane, luvs[j * 2], luvs[j * 2 + 1], lindex);
vbo_shadowdata[vi + pos].z += diff;
pos++;
}
}
else
{
for (unsigned int j = 0; j < sub->numlines; j++)
{
SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline[j].v1, plane);
vbo_shadowdata[vi + pos].z += diff;
pos++;
}
}
}
// Create the indices for the subsectors
for (i = 0, pos = 0; i < sec->subsectorcount; i++)
{
subsector_t* sub = sec->subsectors[i];
int firstndx = vi + pos;
for (unsigned int k = 2; k < sub->numlines; k++)
{
ibo_data[idx++] = firstndx;
ibo_data[idx++] = firstndx + k - 1;
ibo_data[idx++] = firstndx + k;
}
pos += sec->subsectors[i]->numlines;
}
sec->ibocount = ibo_data.Size() - rt;
return rt;
}
static int CreateIndexedSectorVertices(FFlatVertexBuffer* fvb, sector_t* sec, const secplane_t& plane, int floor, VertexContainer& verts, int h, int lightmapIndex)
{
if (sec->HasLightmaps && lightmapIndex != -1)
return CreateIndexedSectorVerticesLM(fvb, sec, plane, floor, h, lightmapIndex);
auto& vbo_shadowdata = fvb->vbo_shadowdata;
unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size());
float diff;
// Create the actual vertices.
if (sec->transdoor && floor) diff = -1.f;
else diff = 0.f;
for (unsigned i = 0; i < verts.vertices.Size(); i++)
{
SetFlatVertex(vbo_shadowdata[vi + i], verts.vertices[i].vertex, plane);
vbo_shadowdata[vi + i].z += diff;
}
auto& ibo_data = fvb->ibo_data;
unsigned rt = ibo_data.Reserve(verts.indices.Size());
for (unsigned i = 0; i < verts.indices.Size(); i++)
{
ibo_data[rt + i] = vi + verts.indices[i];
}
return (int)rt;
}
//==========================================================================
//
//
//
//==========================================================================
static int CreateIndexedVertices(FFlatVertexBuffer* fvb, int h, sector_t* sec, const secplane_t& plane, int floor, VertexContainers& verts)
{
auto& vbo_shadowdata = fvb->vbo_shadowdata;
sec->vboindex[h] = vbo_shadowdata.Size();
// First calculate the vertices for the sector itself
for (int n = 0; n < screen->mPipelineNbr; n++)
sec->vboheight[n][h] = sec->GetPlaneTexZ(h);
sec->ibocount = verts[sec->Index()].indices.Size();
sec->iboindex[h] = CreateIndexedSectorVertices(fvb, sec, plane, floor, verts[sec->Index()], h, 0);
// Next are all sectors using this one as heightsec
TArray<sector_t*>& fakes = sec->e->FakeFloor.Sectors;
for (unsigned g = 0; g < fakes.Size(); g++)
{
sector_t* fsec = fakes[g];
fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fvb, fsec, plane, false, verts[fsec->Index()], h, -1);
}
// and finally all attached 3D floors
TArray<sector_t*>& xf = sec->e->XFloor.attached;
for (unsigned g = 0; g < xf.Size(); g++)
{
sector_t* fsec = xf[g];
int ffloorIndex;
F3DFloor* ffloor = Find3DFloor(fsec, sec, ffloorIndex);
if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
{
bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
if (dotop || dobottom)
{
auto ndx = CreateIndexedSectorVertices(fvb, fsec, plane, false, verts[fsec->Index()], h, ffloorIndex + 1);
if (dotop) ffloor->top.vindex = ndx;
if (dobottom) ffloor->bottom.vindex = ndx;
}
}
}
sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
return sec->iboindex[h];
}
//==========================================================================
//
//
//
//==========================================================================
static void CreateIndexedFlatVertices(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
{
auto verts = BuildVertices(sectors);
int i = 0;
/*
for (auto &vert : verts)
{
Printf(PRINT_LOG, "Sector %d\n", i);
Printf(PRINT_LOG, "%d vertices, %d indices\n", vert.vertices.Size(), vert.indices.Size());
int j = 0;
for (auto &v : vert.vertices)
{
Printf(PRINT_LOG, " %d: (%2.3f, %2.3f)\n", j++, v.vertex->fX(), v.vertex->fY());
}
for (unsigned i=0;i<vert.indices.Size();i+=3)
{
Printf(PRINT_LOG, " %d, %d, %d\n", vert.indices[i], vert.indices[i + 1], vert.indices[i + 2]);
}
i++;
}
*/
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
{
for (auto& sec : sectors)
{
CreateIndexedVertices(fvb, h, &sec, sec.GetSecPlane(h), h == sector_t::floor, verts);
}
}
// We need to do a final check for Vavoom water and FF_FIX sectors.
// No new vertices are needed here. The planes come from the actual sector
for (auto& sec : sectors)
{
for (auto ff : sec.e->XFloor.ffloors)
{
if (ff->top.model == &sec)
{
ff->top.vindex = sec.iboindex[ff->top.isceiling];
}
if (ff->bottom.model == &sec)
{
ff->bottom.vindex = sec.iboindex[ff->top.isceiling];
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
static void UpdatePlaneVertices(FFlatVertexBuffer *fvb, sector_t* sec, int plane)
{
int startvt = sec->vboindex[plane];
int countvt = sec->vbocount[plane];
secplane_t& splane = sec->GetSecPlane(plane);
FFlatVertex* vt = &fvb->vbo_shadowdata[startvt];
FFlatVertex* mapvt = fvb->GetBuffer(startvt);
for (int i = 0; i < countvt; i++, vt++, mapvt++)
{
vt->z = (float)splane.ZatPoint(vt->x, vt->y);
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
mapvt->z = vt->z;
}
fvb->mVertexBuffer->Upload(startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex));
}
//==========================================================================
//
//
//
//==========================================================================
static void CreateVertices(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
{
fvb->vbo_shadowdata.Resize(FFlatVertexBuffer::NUM_RESERVED);
CreateIndexedFlatVertices(fvb, sectors);
}
//==========================================================================
//
//
//
//==========================================================================
static void CheckPlanes(FFlatVertexBuffer* fvb, sector_t* sector)
{
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[screen->mVertexData->GetPipelinePos()][sector_t::ceiling])
{
UpdatePlaneVertices(fvb, sector, sector_t::ceiling);
sector->vboheight[screen->mVertexData->GetPipelinePos()][sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
}
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[screen->mVertexData->GetPipelinePos()][sector_t::floor])
{
UpdatePlaneVertices(fvb, sector, sector_t::floor);
sector->vboheight[screen->mVertexData->GetPipelinePos()][sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
}
}
//==========================================================================
//
// checks the validity of all planes attached to this sector
// and updates them if possible.
//
//==========================================================================
void CheckUpdate(FFlatVertexBuffer* fvb, sector_t* sector)
{
CheckPlanes(fvb, sector);
sector_t* hs = sector->GetHeightSec();
if (hs != NULL) CheckPlanes(fvb, hs);
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
CheckPlanes(fvb, sector->e->XFloor.ffloors[i]->model);
}
//==========================================================================
//
//
//
//==========================================================================
void CreateVBO(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
{
fvb->vbo_shadowdata.Resize(fvb->mNumReserved);
CreateVertices(fvb, sectors);
fvb->mCurIndex = fvb->mIndex = fvb->vbo_shadowdata.Size();
fvb->Copy(0, fvb->mIndex);
fvb->mIndexBuffer->SetData(fvb->ibo_data.Size() * sizeof(uint32_t), &fvb->ibo_data[0]);
}