vkdoom_m/src/gl/data/gl_vertexbuffer.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

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//
//---------------------------------------------------------------------------
//
// 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_vertexbuffer.cpp
** Vertex buffer handling.
**
**/
#include "gl/system/gl_system.h"
#include "doomtype.h"
#include "p_local.h"
#include "r_state.h"
#include "m_argv.h"
#include "c_cvars.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/shaders/gl_shader.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
//==========================================================================
//
// Create / destroy the VBO
//
//==========================================================================
FVertexBuffer::FVertexBuffer(bool wantbuffer)
{
vbo_id = 0;
if (wantbuffer) glGenBuffers(1, &vbo_id);
}
FVertexBuffer::~FVertexBuffer()
{
if (vbo_id != 0)
{
glDeleteBuffers(1, &vbo_id);
}
}
void FSimpleVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
if (!gl.legacyMode)
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSimpleVertex), &VSiO->color);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
else
{
glVertexPointer(3, GL_FLOAT, sizeof(FSimpleVertex), &VSiO->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FSimpleVertex), &VSiO->u);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSimpleVertex), &VSiO->color);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
}
}
void FSimpleVertexBuffer::EnableColorArray(bool on)
{
if (on)
{
if (!gl.legacyMode)
{
glEnableVertexAttribArray(VATTR_COLOR);
}
else
{
glEnableClientState(GL_COLOR_ARRAY);
}
}
else
{
if (!gl.legacyMode)
{
glDisableVertexAttribArray(VATTR_COLOR);
}
else
{
glDisableClientState(GL_COLOR_ARRAY);
}
}
}
void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
gl_RenderState.ResetVertexBuffer();
gl_RenderState.SetVertexBuffer(this);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
}
//==========================================================================
//
//
//
//==========================================================================
FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
: FVertexBuffer(!gl.legacyMode)
{
switch (gl.buffermethod)
{
case BM_PERSISTENT:
{
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
DPrintf(DMSG_NOTIFY, "Using persistent buffer\n");
break;
}
case BM_DEFERRED:
{
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, bytesize, NULL, GL_STREAM_DRAW);
map = nullptr;
DPrintf(DMSG_NOTIFY, "Using deferred buffer\n");
break;
}
default:
{
map = new FFlatVertex[BUFFER_SIZE];
DPrintf(DMSG_NOTIFY, "Using client array buffer\n");
break;
}
}
mIndex = mCurIndex = 0;
mNumReserved = NUM_RESERVED;
vbo_shadowdata.Resize(mNumReserved);
// the first quad is reserved for handling coordinates through uniforms.
vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
// and the second one for the fullscreen quad used for blend overlays.
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 0);
vbo_shadowdata[6].Set((float)width, 0, 0, 0, 0);
vbo_shadowdata[7].Set((float)width, (float)height, 0, 0, 0);
// and this is for the postprocessing copy operation
vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
// The next two are the stencil caps.
vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
vbo_shadowdata[13].Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
vbo_shadowdata[14].Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
vbo_shadowdata[15].Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
vbo_shadowdata[16].Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
if (gl.buffermethod == BM_DEFERRED)
{
Map();
memcpy(map, &vbo_shadowdata[0], mNumReserved * sizeof(FFlatVertex));
Unmap();
}
}
FFlatVertexBuffer::~FFlatVertexBuffer()
{
if (vbo_id != 0)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (gl.legacyMode)
{
delete[] map;
}
map = nullptr;
}
void FFlatVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
if (!gl.legacyMode)
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glDisableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
else
{
glVertexPointer(3, GL_FLOAT, sizeof(FFlatVertex), &map->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FFlatVertex), &map->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
}
void FFlatVertexBuffer::Map()
{
if (gl.buffermethod == BM_DEFERRED)
{
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
gl_RenderState.ResetVertexBuffer();
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
}
}
void FFlatVertexBuffer::Unmap()
{
if (gl.buffermethod == BM_DEFERRED)
{
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
gl_RenderState.ResetVertexBuffer();
glUnmapBuffer(GL_ARRAY_BUFFER);
map = nullptr;
}
}
//==========================================================================
//
// Initialize a single vertex
//
//==========================================================================
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
{
x = vt->fX();
y = vt->fY();
z = plane.ZatPoint(vt);
u = vt->fX()/64.f;
v = -vt->fY()/64.f;
}
//==========================================================================
//
// Find a 3D floor
//
//==========================================================================
static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
{
for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *ffloor = target->e->XFloor.ffloors[i];
if (ffloor->model == model) return ffloor;
}
return NULL;
}
//==========================================================================
//
// Creates the vertices for one plane in one subsector
//
//==========================================================================
int FFlatVertexBuffer::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
{
int idx = vbo_shadowdata.Reserve(sub->numlines);
for(unsigned int k=0; k<sub->numlines; k++, idx++)
{
vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane);
if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f;
}
return idx;
}
//==========================================================================
//
// Creates the vertices for one plane in one subsector
//
//==========================================================================
int FFlatVertexBuffer::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor)
{
int rt = vbo_shadowdata.Size();
// First calculate the vertices for the sector itself
for(int j=0; j<sec->subsectorcount; j++)
{
subsector_t *sub = sec->subsectors[j];
CreateSubsectorVertices(sub, plane, floor);
}
return rt;
}
//==========================================================================
//
//
//
//==========================================================================
int FFlatVertexBuffer::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor)
{
// First calculate the vertices for the sector itself
sec->vboheight[h] = sec->GetPlaneTexZ(h);
sec->vboindex[h] = CreateSectorVertices(sec, plane, floor);
// 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->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
}
// 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];
F3DFloor *ffloor = Find3DFloor(fsec, sec);
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)
{
if (dotop) ffloor->top.vindex = vbo_shadowdata.Size();
if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size();
CreateSectorVertices(fsec, plane, false);
}
}
}
sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
return sec->vboindex[h];
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::CreateFlatVBO()
{
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
{
for(int i=0; i<numsectors;i++)
{
CreateVertices(h, &sectors[i], sectors[i].GetSecPlane(h), h == sector_t::floor);
}
}
// 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(int i=0; i<numsectors;i++)
{
for(unsigned j=0;j<sectors[i].e->XFloor.ffloors.Size(); j++)
{
F3DFloor *ff = sectors[i].e->XFloor.ffloors[j];
if (ff->top.model == &sectors[i])
{
ff->top.vindex = sectors[i].vboindex[ff->top.isceiling];
}
if (ff->bottom.model == &sectors[i])
{
ff->bottom.vindex = sectors[i].vboindex[ff->top.isceiling];
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
{
int startvt = sec->vboindex[plane];
int countvt = sec->vbocount[plane];
secplane_t &splane = sec->GetSecPlane(plane);
FFlatVertex *vt = &vbo_shadowdata[startvt];
FFlatVertex *mapvt = &map[startvt];
for(int i=0; i<countvt; i++, vt++, mapvt++)
{
vt->z = splane.ZatPoint(vt->x, vt->y);
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
mapvt->z = vt->z;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::CreateVBO()
{
vbo_shadowdata.Resize(mNumReserved);
CreateFlatVBO();
mCurIndex = mIndex = vbo_shadowdata.Size();
Map();
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
Unmap();
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
{
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
{
UpdatePlaneVertices(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(sector, sector_t::floor);
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
}
}
//==========================================================================
//
// checks the validity of all planes attached to this sector
// and updates them if possible.
//
//==========================================================================
void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
{
CheckPlanes(sector);
sector_t *hs = sector->GetHeightSec();
if (hs != NULL) CheckPlanes(hs);
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
CheckPlanes(sector->e->XFloor.ffloors[i]->model);
}