vkdoom_m/src/gl/scene/gl_drawinfo.cpp
2018-10-20 21:36:50 +02:00

305 lines
7.9 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_load/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 "hwrenderer/scene/hw_clipper.h"
#include "gl/scene/gl_portal.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/dynlights/gl_lightbuffer.h"
class FDrawInfoList
{
public:
TDeletingArray<FDrawInfo *> mList;
FDrawInfo * GetNew();
void Release(FDrawInfo *);
};
static 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 > 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(this, GLPASS_TRANSLUCENT, head->itemindex, true);
if (head->equal)
{
SortNode * ehead=head->equal;
while (ehead)
{
dl->DoDraw(this, 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);
}
//==========================================================================
//
// Sets up a new drawinfo struct
//
//==========================================================================
// OpenGL has no use for multiple clippers so use the same one for all DrawInfos.
static Clipper staticClipper;
FDrawInfo *FDrawInfo::StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
{
FDrawInfo *di=di_list.GetNew();
di->mVBO = GLRenderer->mVBO;
di->mClipper = &staticClipper;
di->Viewpoint = parentvp;
if (uniforms)
{
di->VPUniforms = *uniforms;
// The clip planes will never be inherited from the parent drawinfo.
di->VPUniforms.mClipLine.X = -1000001.f;
di->VPUniforms.mClipHeight = 0;
}
else di->VPUniforms.SetDefaults();
di->mClipper->SetViewpoint(di->Viewpoint);
staticClipper.Clear();
di->StartScene();
return di;
}
void FDrawInfo::StartScene()
{
ClearBuffers();
outer = gl_drawinfo;
gl_drawinfo = this;
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
decals[0].Clear();
decals[1].Clear();
hudsprites.Clear();
vpIndex = 0;
// Fullbright information needs to be propagated from the main view.
if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
else FullbrightFlags = 0;
}
//==========================================================================
//
//
//
//==========================================================================
FDrawInfo *FDrawInfo::EndDrawInfo()
{
assert(this == gl_drawinfo);
for(int i=0;i<GLDL_TYPES;i++) drawlists[i].Reset();
gl_drawinfo=static_cast<FDrawInfo*>(outer);
di_list.Release(this);
if (gl_drawinfo == nullptr)
ResetRenderDataAllocator();
return gl_drawinfo;
}
// Same here for the dependency on the portal.
void FDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
{
auto portal = FindPortal(ptg);
if (!portal)
{
portal = new GLScenePortal(&GLRenderer->mPortalState, new HWSectorStackPortal(ptg));
Portals.Push(portal);
}
auto ptl = static_cast<HWSectorStackPortal*>(static_cast<GLScenePortal*>(portal)->mScene);
ptl->AddSubsector(sub);
}
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);
}
bool FDrawInfo::SetDepthClamp(bool on)
{
return gl_RenderState.SetDepthClamp(on);
}
static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
void FDrawInfo::Draw(EDrawType dt, FRenderState &state, int index, int count, bool apply)
{
assert(&state == &gl_RenderState);
if (apply)
{
gl_RenderState.Apply();
gl_RenderState.ApplyLightIndex(-2);
}
drawcalls.Clock();
glDrawArrays(dt2gl[dt], index, count);
drawcalls.Unclock();
}
void FDrawInfo::DrawIndexed(EDrawType dt, FRenderState &state, int index, int count, bool apply)
{
assert(&state == &gl_RenderState);
if (apply)
{
gl_RenderState.Apply();
gl_RenderState.ApplyLightIndex(-2);
}
drawcalls.Clock();
glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + index);
drawcalls.Unclock();
}