vkdoom_m/src/rendering/hwrenderer/hw_vertexbuilder.cpp
2025-05-10 03:07:17 +02:00

587 lines
17 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 "hw_renderstate.h"
#include "flatvertices.h"
#include "earcut.hpp"
#include "v_video.h"
TArray<FFlatVertex> sector_vertices;
TArray<uint32_t> sector_indexes;
//=============================================================================
//
// 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(sector_t* sec, const secplane_t& plane, int floor, int h, int lightmapIndex)
{
int i, pos;
float diff;
auto& ibo_data = sector_indexes;
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 = sector_vertices;
int vi = vbo_shadowdata.Reserve(pos);
int idx = ibo_data.Reserve((pos - 2 * sec->subsectorcount) * 3);
// Create the actual vertices.
auto sections = sec->Level->sections.SectionsForSector(sec);
pos = 0;
for(auto& section : sections)
{
for(auto& sub : section.subsectors)
{
// vertices
int lightmap = sub->LightmapTiles[h].Size() > lightmapIndex ? sub->LightmapTiles[h][lightmapIndex] : -1;
if (lightmap >= 0) // tile may be missing if the subsector is degenerate triangle
{
const auto& tile = level.levelMesh->Lightmap.Tiles[lightmap];
float textureSize = (float)level.levelMesh->Lightmap.TextureSize;
float lindex = (float)tile.AtlasLocation.ArrayIndex;
for (unsigned int j = 0, end = sub->numlines; j < end; j++)
{
vertex_t* vt = sub->firstline[j].v1;
FVector2 luv = tile.ToUV(FVector3((float)vt->fX(), (float)vt->fY(), (float)plane.ZatPoint(vt)), textureSize);
SetFlatVertex(vbo_shadowdata[vi + pos], vt, plane, luv.X, luv.Y, 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
pos = 0;
for (auto& section : sections)
{
for (auto& sub : section.subsectors)
{
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 += sub->numlines;
}
}
sec->ibocount = ibo_data.Size() - rt;
return rt;
}
static int CreateIndexedSectorVertices(sector_t* sec, const secplane_t& plane, int floor, VertexContainer& verts, int h, int lightmapIndex)
{
if (sec->HasLightmaps && lightmapIndex != -1)
return CreateIndexedSectorVerticesLM(sec, plane, floor, h, lightmapIndex);
auto& vbo_shadowdata = sector_vertices;
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 = sector_indexes;
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(int h, sector_t* sec, const secplane_t& plane, int floor, VertexContainers& verts)
{
auto& vbo_shadowdata = sector_vertices;
sec->vboindex[h] = vbo_shadowdata.Size();
// First calculate the vertices for the sector itself
sec->vboheight[h] = sec->GetPlaneTexZ(h);
sec->ibocount = verts[sec->Index()].indices.Size();
sec->iboindex[h] = CreateIndexedSectorVertices(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(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(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(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(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(FRenderState& renderstate, sector_t* sec, int plane)
{
int startvt = sec->vboindex[plane];
int countvt = sec->vbocount[plane];
secplane_t& splane = sec->GetSecPlane(plane);
FFlatVertex* vt = &sector_vertices[startvt];
for (int i = 0; i < countvt; i++, vt++)
{
vt->z = (float)splane.ZatPoint(vt->x, vt->y);
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
}
renderstate.UpdateShadowData(startvt, &sector_vertices[startvt], countvt);
}
//==========================================================================
//
//
//
//==========================================================================
static void UpdatePlaneLightmap(FRenderState& renderstate, sector_t* sec, int plane, int lightmapIndex)
{
if (!sec->HasLightmaps)
return;
int startvt = sec->vboindex[plane];
int countvt = sec->vbocount[plane];
secplane_t& splane = sec->GetSecPlane(plane);
auto sections = sec->Level->sections.SectionsForSector(sec);
int pos = startvt;
for (auto& section : sections)
{
for (auto& sub : section.subsectors)
{
// vertices
int lightmap = sub->LightmapTiles[plane].Size() > lightmapIndex ? sub->LightmapTiles[plane][lightmapIndex] : -1;
if (lightmap >= 0) // tile may be missing if the subsector is degenerate triangle
{
const auto& tile = level.levelMesh->Lightmap.Tiles[lightmap];
float textureSize = (float)level.levelMesh->Lightmap.TextureSize;
float lindex = (float)tile.AtlasLocation.ArrayIndex;
for (unsigned int j = 0, end = sub->numlines; j < end; j++)
{
vertex_t* vt = sub->firstline[j].v1;
FVector2 luv = tile.ToUV(FVector3((float)vt->fX(), (float)vt->fY(), (float)splane.ZatPoint(vt)), textureSize);
sector_vertices[pos].lu = luv.X;
sector_vertices[pos].lv = luv.Y;
sector_vertices[pos].lindex = lightmapIndex;
pos++;
}
}
}
}
renderstate.UpdateShadowData(startvt, &sector_vertices[startvt], countvt);
}
//==========================================================================
//
//
//
//==========================================================================
static void CreateVertices(TArray<sector_t>& sectors)
{
sector_vertices.Clear();
CreateIndexedFlatVertices(sectors);
}
//==========================================================================
//
//
//
//==========================================================================
static void CheckPlanes(FRenderState& renderstate, sector_t* sector)
{
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
{
UpdatePlaneVertices(renderstate, sector, sector_t::ceiling);
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
}
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
{
UpdatePlaneVertices(renderstate, sector, sector_t::floor);
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
}
}
//==========================================================================
//
//
//
//==========================================================================
static void UpdateLightmapPlanes(FRenderState& renderstate, sector_t* sector)
{
UpdatePlaneLightmap(renderstate, sector, sector_t::ceiling, 0);
UpdatePlaneLightmap(renderstate, sector, sector_t::floor, 0);
}
//==========================================================================
//
// checks the validity of all planes attached to this sector
// and updates them if possible.
//
//==========================================================================
void CheckUpdate(FRenderState& renderstate, sector_t* sector)
{
CheckPlanes(renderstate, sector);
sector_t* hs = sector->GetHeightSec();
if (hs != NULL) CheckPlanes(renderstate, hs);
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
CheckPlanes(renderstate, sector->e->XFloor.ffloors[i]->model);
}
//==========================================================================
//
// Update the lightmap UV coordinates for the sector
//
//==========================================================================
void UpdateVBOLightmap(FRenderState& renderstate, sector_t* sector)
{
UpdatePlaneLightmap(renderstate, sector, sector_t::ceiling, 0);
UpdatePlaneLightmap(renderstate, sector, sector_t::floor, 0);
sector_t* hs = sector->GetHeightSec();
if (hs != NULL)
{
UpdatePlaneLightmap(renderstate, hs, sector_t::ceiling, -1);
UpdatePlaneLightmap(renderstate, hs, sector_t::floor, -1);
}
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
{
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::ceiling, i + 1);
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::floor, i + 1);
}
}
//==========================================================================
//
//
//
//==========================================================================
void CreateVBO(FRenderState& renderstate, TArray<sector_t>& sectors)
{
sector_vertices.Clear();
CreateVertices(sectors);
renderstate.SetShadowData(sector_vertices, sector_indexes);
}