vkdoom_m/src/gl/scene/gl_drawinfo.cpp
Christoph Oelckers 52d73eabbf - weapon drawing code refactor complete.
Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00

534 lines
14 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 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_drawinfo.cpp
** Implements the draw info structure which contains most of the
** data in a scene and the draw lists - including a very thorough BSP
** style sorting algorithm for translucent objects.
**
*/
#include "gl/system/gl_system.h"
#include "r_sky.h"
#include "r_utility.h"
#include "doomstat.h"
#include "g_levellocals.h"
#include "tarray.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/stereo3d/scoped_color_mask.h"
#include "gl/renderer/gl_quaddrawer.h"
#include "gl/dynlights/gl_lightbuffer.h"
FDrawInfo * gl_drawinfo;
FDrawInfoList di_list;
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DoDrawSorted(HWDrawList *dl, SortNode * head)
{
float clipsplit[2];
int relation = 0;
float z = 0.f;
gl_RenderState.GetClipSplit(clipsplit);
if (dl->drawitems[head->itemindex].rendertype == GLDIT_FLAT)
{
z = dl->flats[dl->drawitems[head->itemindex].index]->z;
relation = z > r_viewpoint.Pos.Z ? 1 : -1;
}
// left is further away, i.e. for stuff above viewz its z coordinate higher, for stuff below viewz its z coordinate is lower
if (head->left)
{
if (relation == -1)
{
gl_RenderState.SetClipSplit(clipsplit[0], z); // render below: set flat as top clip plane
}
else if (relation == 1)
{
gl_RenderState.SetClipSplit(z, clipsplit[1]); // render above: set flat as bottom clip plane
}
DoDrawSorted(dl, head->left);
gl_RenderState.SetClipSplit(clipsplit);
}
dl->DoDraw(gl_drawinfo, GLPASS_TRANSLUCENT, head->itemindex, true);
if (head->equal)
{
SortNode * ehead=head->equal;
while (ehead)
{
dl->DoDraw(gl_drawinfo, GLPASS_TRANSLUCENT, ehead->itemindex, true);
ehead=ehead->equal;
}
}
// right is closer, i.e. for stuff above viewz its z coordinate is lower, for stuff below viewz its z coordinate is higher
if (head->right)
{
if (relation == 1)
{
gl_RenderState.SetClipSplit(clipsplit[0], z); // render below: set flat as top clip plane
}
else if (relation == -1)
{
gl_RenderState.SetClipSplit(z, clipsplit[1]); // render above: set flat as bottom clip plane
}
DoDrawSorted(dl, head->right);
gl_RenderState.SetClipSplit(clipsplit);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DrawSorted(int listindex)
{
HWDrawList *dl = &drawlists[listindex];
if (dl->drawitems.Size()==0) return;
if (!dl->sorted)
{
GLRenderer->mVBO->Map();
dl->Sort(this);
GLRenderer->mVBO->Unmap();
}
gl_RenderState.ClearClipSplit();
if (!(gl.flags & RFL_NO_CLIP_PLANES))
{
glEnable(GL_CLIP_DISTANCE1);
glEnable(GL_CLIP_DISTANCE2);
}
DoDrawSorted(dl, dl->sorted);
if (!(gl.flags & RFL_NO_CLIP_PLANES))
{
glDisable(GL_CLIP_DISTANCE1);
glDisable(GL_CLIP_DISTANCE2);
}
gl_RenderState.ClearClipSplit();
}
//==========================================================================
//
// Try to reuse the lists as often as possible as they contain resources that
// are expensive to create and delete.
//
// Note: If multithreading gets used, this class needs synchronization.
//
//==========================================================================
FDrawInfo *FDrawInfoList::GetNew()
{
if (mList.Size() > 0)
{
FDrawInfo *di;
mList.Pop(di);
return di;
}
return new FDrawInfo;
}
void FDrawInfoList::Release(FDrawInfo * di)
{
di->ClearBuffers();
mList.Push(di);
}
//==========================================================================
//
//
//
//==========================================================================
FDrawInfo::FDrawInfo()
{
next = NULL;
if (gl.legacyMode)
{
dldrawlists = new HWDrawList[GLLDL_TYPES];
}
}
FDrawInfo::~FDrawInfo()
{
if (dldrawlists != NULL) delete[] dldrawlists;
ClearBuffers();
}
//==========================================================================
//
// Sets up a new drawinfo struct
//
//==========================================================================
void FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer)
{
FDrawInfo *di=di_list.GetNew();
di->mDrawer = drawer;
di->FixedColormap = drawer->FixedColormap;
di->StartScene();
}
void FDrawInfo::StartScene()
{
ClearBuffers();
sectorrenderflags.Resize(level.sectors.Size());
ss_renderflags.Resize(level.subsectors.Size());
no_renderflags.Resize(level.subsectors.Size());
memset(&sectorrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
next = gl_drawinfo;
gl_drawinfo = this;
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
if (dldrawlists != NULL)
{
for (int i = 0; i < GLLDL_TYPES; i++) dldrawlists[i].Reset();
}
decals[0].Clear();
decals[1].Clear();
hudsprites.Clear();
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::EndDrawInfo()
{
FDrawInfo * di = gl_drawinfo;
for(int i=0;i<GLDL_TYPES;i++) di->drawlists[i].Reset();
if (di->dldrawlists != NULL)
{
for (int i = 0; i < GLLDL_TYPES; i++) di->dldrawlists[i].Reset();
}
gl_drawinfo=di->next;
di_list.Release(di);
if (gl_drawinfo == nullptr)
ResetRenderDataAllocator();
}
//==========================================================================
//
// Flood gaps with the back side's ceiling/floor texture
// This requires a stencil because the projected plane interferes with
// the depth buffer
//
//==========================================================================
void FDrawInfo::SetupFloodStencil(wallseg * ws)
{
int recursion = GLPortal::GetRecursion();
// Create stencil
glStencilFunc(GL_EQUAL, recursion, ~0); // create stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
{
// Use revertible color mask, to avoid stomping on anaglyph 3D state
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
gl_RenderState.EnableTexture(false);
gl_RenderState.ResetColor();
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
gl_RenderState.Apply();
FQuadDrawer qd;
qd.Set(0, ws->x1, ws->z1, ws->y1, 0, 0);
qd.Set(1, ws->x1, ws->z2, ws->y1, 0, 0);
qd.Set(2, ws->x2, ws->z2, ws->y2, 0, 0);
qd.Set(3, ws->x2, ws->z1, ws->y2, 0, 0);
qd.Render(GL_TRIANGLE_FAN);
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
} // glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
gl_RenderState.EnableTexture(true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
}
void FDrawInfo::ClearFloodStencil(wallseg * ws)
{
int recursion = GLPortal::GetRecursion();
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
gl_RenderState.EnableTexture(false);
{
// Use revertible color mask, to avoid stomping on anaglyph 3D state
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.ResetColor();
gl_RenderState.Apply();
FQuadDrawer qd;
qd.Set(0, ws->x1, ws->z1, ws->y1, 0, 0);
qd.Set(1, ws->x1, ws->z2, ws->y1, 0, 0);
qd.Set(2, ws->x2, ws->z2, ws->y2, 0, 0);
qd.Set(3, ws->x2, ws->z1, ws->y2, 0, 0);
qd.Render(GL_TRIANGLE_FAN);
// restore old stencil op.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, recursion, ~0);
gl_RenderState.EnableTexture(true);
} // glColorMask(1, 1, 1, 1);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
}
//==========================================================================
//
// Draw the plane segment into the gap
//
//==========================================================================
void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling)
{
GLSectorPlane plane;
int lightlevel;
FColormap Colormap;
FMaterial * gltexture;
plane.GetFromSector(sec, ceiling);
gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
if (!gltexture) return;
if (mDrawer->FixedColormap)
{
Colormap.Clear();
lightlevel=255;
}
else
{
Colormap = sec->Colormap;
if (gltexture->tex->isFullbright())
{
Colormap.MakeWhite();
lightlevel=255;
}
else lightlevel=abs(ceiling? sec->GetCeilingLight() : sec->GetFloorLight());
}
int rel = getExtraLight();
mDrawer->SetColor(lightlevel, rel, Colormap, 1.0f);
mDrawer->SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
float fviewx = r_viewpoint.Pos.X;
float fviewy = r_viewpoint.Pos.Y;
float fviewz = r_viewpoint.Pos.Z;
gl_RenderState.SetPlaneTextureRotation(&plane, gltexture);
gl_RenderState.Apply();
float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
float px1 = fviewx + prj_fac1 * (ws->x1-fviewx);
float py1 = fviewy + prj_fac1 * (ws->y1-fviewy);
float px2 = fviewx + prj_fac2 * (ws->x1-fviewx);
float py2 = fviewy + prj_fac2 * (ws->y1-fviewy);
float px3 = fviewx + prj_fac2 * (ws->x2-fviewx);
float py3 = fviewy + prj_fac2 * (ws->y2-fviewy);
float px4 = fviewx + prj_fac1 * (ws->x2-fviewx);
float py4 = fviewy + prj_fac1 * (ws->y2-fviewy);
FQuadDrawer qd;
qd.Set(0, px1, planez, py1, px1 / 64, -py1 / 64);
qd.Set(1, px2, planez, py2, px2 / 64, -py2 / 64);
qd.Set(2, px3, planez, py3, px3 / 64, -py3 / 64);
qd.Set(3, px4, planez, py4, px4 / 64, -py4 / 64);
qd.Render(GL_TRIANGLE_FAN);
gl_RenderState.EnableTextureMatrix(false);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::FloodUpperGap(seg_t * seg)
{
wallseg ws;
sector_t ffake, bfake;
sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
vertex_t * v1, * v2;
// Although the plane can be sloped this code will only be called
// when the edge itself is not.
double backz = fakebsector->ceilingplane.ZatPoint(seg->v1);
double frontz = fakefsector->ceilingplane.ZatPoint(seg->v1);
if (fakebsector->GetTexture(sector_t::ceiling)==skyflatnum) return;
if (backz < r_viewpoint.Pos.Z) return;
if (seg->sidedef == seg->linedef->sidedef[0])
{
v1=seg->linedef->v1;
v2=seg->linedef->v2;
}
else
{
v1=seg->linedef->v2;
v2=seg->linedef->v1;
}
ws.x1 = v1->fX();
ws.y1 = v1->fY();
ws.x2 = v2->fX();
ws.y2 = v2->fY();
ws.z1= frontz;
ws.z2= backz;
// Step1: Draw a stencil into the gap
SetupFloodStencil(&ws);
// Step2: Project the ceiling plane into the gap
DrawFloodedPlane(&ws, ws.z2, fakebsector, true);
// Step3: Delete the stencil
ClearFloodStencil(&ws);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::FloodLowerGap(seg_t * seg)
{
wallseg ws;
sector_t ffake, bfake;
sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
vertex_t * v1, * v2;
// Although the plane can be sloped this code will only be called
// when the edge itself is not.
double backz = fakebsector->floorplane.ZatPoint(seg->v1);
double frontz = fakefsector->floorplane.ZatPoint(seg->v1);
if (fakebsector->GetTexture(sector_t::floor) == skyflatnum) return;
if (fakebsector->GetPlaneTexZ(sector_t::floor) > r_viewpoint.Pos.Z) return;
if (seg->sidedef == seg->linedef->sidedef[0])
{
v1=seg->linedef->v1;
v2=seg->linedef->v2;
}
else
{
v1=seg->linedef->v2;
v2=seg->linedef->v1;
}
ws.x1 = v1->fX();
ws.y1 = v1->fY();
ws.x2 = v2->fX();
ws.y2 = v2->fY();
ws.z2= frontz;
ws.z1= backz;
// Step1: Draw a stencil into the gap
SetupFloodStencil(&ws);
// Step2: Project the ceiling plane into the gap
DrawFloodedPlane(&ws, ws.z1, fakebsector, false);
// Step3: Delete the stencil
ClearFloodStencil(&ws);
}
// This was temporarily moved out of gl_renderhacks.cpp so that the dependency on GLWall could be eliminated until things have progressed a bit.
void FDrawInfo::ProcessLowerMinisegs(TArray<seg_t *> &lowersegs)
{
for(unsigned int j=0;j<lowersegs.Size();j++)
{
seg_t * seg=lowersegs[j];
GLWall wall;
wall.ProcessLowerMiniseg(this, seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
rendered_lines++;
}
}
// Same here for the dependency on the portal.
void FDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub)
{
portal->GetRenderState()->AddSubsector(sub);
}
int FDrawInfo::ClipPoint(const DVector3 &pos)
{
return GLRenderer->mClipPortal->ClipPoint(pos);
}
std::pair<FFlatVertex *, unsigned int> FDrawInfo::AllocVertices(unsigned int count)
{
unsigned int index = -1;
auto p = GLRenderer->mVBO->Alloc(count, &index);
return std::make_pair(p, index);
}
GLDecal *FDrawInfo::AddDecal(bool onmirror)
{
auto decal = (GLDecal*)RenderDataAllocator.Alloc(sizeof(GLDecal));
decals[onmirror ? 1 : 0].Push(decal);
return decal;
}
int FDrawInfo::UploadLights(FDynLightData &data)
{
return GLRenderer->mLights->UploadLights(data);
}