344 lines
8.9 KiB
C++
344 lines
8.9 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 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_drawinfo.cpp
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** Implements the draw info structure which contains most of the
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** data in a scene and the draw lists - including a very thorough BSP
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** style sorting algorithm for translucent objects.
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**
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*/
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#include "gl_load/gl_system.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "doomstat.h"
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#include "g_levellocals.h"
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#include "tarray.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/models/gl_models.h"
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class FDrawInfoList
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{
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public:
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TDeletingArray<FDrawInfo *> mList;
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FDrawInfo * GetNew();
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void Release(FDrawInfo *);
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};
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static FDrawInfo * gl_drawinfo;
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FDrawInfoList di_list;
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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 FDrawInfo::DrawSorted(int listindex)
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{
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HWDrawList *dl = &drawlists[listindex];
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if (dl->drawitems.Size()==0) return;
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if (!dl->sorted)
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{
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GLRenderer->mVBO->Map();
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dl->Sort(this);
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GLRenderer->mVBO->Unmap();
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}
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gl_RenderState.ClearClipSplit();
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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glEnable(GL_CLIP_DISTANCE1);
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glEnable(GL_CLIP_DISTANCE2);
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}
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dl->DrawSorted(this, gl_RenderState, dl->sorted);
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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glDisable(GL_CLIP_DISTANCE1);
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glDisable(GL_CLIP_DISTANCE2);
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}
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gl_RenderState.ClearClipSplit();
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}
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//==========================================================================
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//
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// Try to reuse the lists as often as possible as they contain resources that
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// are expensive to create and delete.
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//
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// Note: If multithreading gets used, this class needs synchronization.
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//
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//==========================================================================
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FDrawInfo *FDrawInfoList::GetNew()
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{
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if (mList.Size() > 0)
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{
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FDrawInfo *di;
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mList.Pop(di);
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return di;
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}
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return new FDrawInfo;
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}
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void FDrawInfoList::Release(FDrawInfo * di)
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{
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di->ClearBuffers();
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mList.Push(di);
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}
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//==========================================================================
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//
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// Sets up a new drawinfo struct
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//
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//==========================================================================
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// OpenGL has no use for multiple clippers so use the same one for all DrawInfos.
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static Clipper staticClipper;
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FDrawInfo *FDrawInfo::StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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FDrawInfo *di=di_list.GetNew();
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di->mVBO = GLRenderer->mVBO;
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di->mClipper = &staticClipper;
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di->Viewpoint = parentvp;
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if (uniforms)
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{
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di->VPUniforms = *uniforms;
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// The clip planes will never be inherited from the parent drawinfo.
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di->VPUniforms.mClipLine.X = -1000001.f;
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di->VPUniforms.mClipHeight = 0;
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}
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else di->VPUniforms.SetDefaults();
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di->mClipper->SetViewpoint(di->Viewpoint);
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staticClipper.Clear();
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di->StartScene();
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return di;
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}
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void FDrawInfo::StartScene()
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{
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ClearBuffers();
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outer = gl_drawinfo;
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gl_drawinfo = this;
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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hudsprites.Clear();
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vpIndex = 0;
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// Fullbright information needs to be propagated from the main view.
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if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
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else FullbrightFlags = 0;
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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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FDrawInfo *FDrawInfo::EndDrawInfo()
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{
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assert(this == gl_drawinfo);
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for(int i=0;i<GLDL_TYPES;i++) drawlists[i].Reset();
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gl_drawinfo=static_cast<FDrawInfo*>(outer);
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di_list.Release(this);
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if (gl_drawinfo == nullptr)
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ResetRenderDataAllocator();
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return gl_drawinfo;
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}
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// Same here for the dependency on the portal.
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void FDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
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{
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auto portal = FindPortal(ptg);
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if (!portal)
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{
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portal = new HWScenePortal(screen->mPortalState, new HWSectorStackPortal(ptg));
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Portals.Push(portal);
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}
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auto ptl = static_cast<HWSectorStackPortal*>(static_cast<HWScenePortal*>(portal)->mScene);
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ptl->AddSubsector(sub);
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}
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std::pair<FFlatVertex *, unsigned int> FDrawInfo::AllocVertices(unsigned int count)
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{
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unsigned int index = -1;
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auto p = GLRenderer->mVBO->Alloc(count, &index);
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return std::make_pair(p, index);
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}
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int FDrawInfo::UploadLights(FDynLightData &data)
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{
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return GLRenderer->mLights->UploadLights(data);
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}
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bool FDrawInfo::SetDepthClamp(bool on)
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{
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return gl_RenderState.SetDepthClamp(on);
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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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static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
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void FDrawInfo::Draw(EDrawType dt, FRenderState &state, int index, int count, bool apply)
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{
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assert(&state == &gl_RenderState);
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if (apply)
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{
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gl_RenderState.Apply();
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}
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drawcalls.Clock();
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glDrawArrays(dt2gl[dt], index, count);
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drawcalls.Unclock();
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}
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void FDrawInfo::DrawIndexed(EDrawType dt, FRenderState &state, int index, int count, bool apply)
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{
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assert(&state == &gl_RenderState);
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if (apply)
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{
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gl_RenderState.Apply();
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}
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drawcalls.Clock();
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glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
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drawcalls.Unclock();
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}
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void FDrawInfo::DrawModel(GLSprite *spr, FRenderState &state)
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{
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FGLModelRenderer renderer(this, state, spr->dynlightindex);
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renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor, Viewpoint.TicFrac);
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}
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void FDrawInfo::DrawHUDModel(HUDSprite *huds, FRenderState &state)
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{
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FGLModelRenderer renderer(this, state, huds->lightindex);
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renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
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}
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void FDrawInfo::RenderPortal(HWPortal *p, bool usestencil)
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{
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auto gp = static_cast<HWPortal *>(p);
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gp->SetupStencil(this, gl_RenderState, usestencil);
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auto new_di = StartDrawInfo(Viewpoint, &VPUniforms);
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new_di->mCurrentPortal = gp;
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gl_RenderState.SetLightIndex(-1);
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gp->DrawContents(new_di, gl_RenderState);
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new_di->EndDrawInfo();
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GLRenderer->mVBO->Bind(gl_RenderState);
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GLRenderer->mViewpoints->Bind(vpIndex);
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gp->RemoveStencil(this, gl_RenderState, usestencil);
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}
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void FDrawInfo::SetDepthMask(bool on)
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{
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glDepthMask(on);
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}
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void FDrawInfo::SetDepthFunc(int func)
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{
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static int df2gl[] = { GL_LESS, GL_LEQUAL, GL_ALWAYS };
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glDepthFunc(df2gl[func]);
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}
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void FDrawInfo::SetDepthRange(float min, float max)
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{
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glDepthRange(min, max);
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}
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void FDrawInfo::EnableDrawBufferAttachments(bool on)
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{
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gl_RenderState.EnableDrawBuffers(on? gl_RenderState.GetPassDrawBufferCount() : 1);
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}
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void FDrawInfo::SetStencil(int offs, int op, int flags)
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{
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static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
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glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
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bool cmon = !(flags & SF_ColorMaskOff);
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glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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if (flags & SF_DepthTestOff)
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glDisable(GL_DEPTH_TEST);
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else
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glEnable(GL_DEPTH_TEST);
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if (flags & SF_DepthClear)
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void FDrawInfo::SetCulling(int mode)
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{
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if (mode != Cull_None)
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{
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glEnable(GL_CULL_FACE);
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glFrontFace(mode == Cull_CCW ? GL_CCW : GL_CW);
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}
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else
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{
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glDisable(GL_CULL_FACE);
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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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//==========================================================================
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void FDrawInfo::ClearScreen()
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{
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bool multi = !!glIsEnabled(GL_MULTISAMPLE);
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GLRenderer->mViewpoints->Set2D(SCREENWIDTH, SCREENHEIGHT);
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gl_RenderState.SetColor(0, 0, 0);
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gl_RenderState.Apply();
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
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glEnable(GL_DEPTH_TEST);
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if (multi) glEnable(GL_MULTISAMPLE);
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}
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