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