vkdoom_m/src/rendering/hwrenderer/doom_levelmesh.cpp
2024-08-23 00:01:08 +02:00

1342 lines
37 KiB
C++

#include "templates.h"
#include "doom_levelmesh.h"
#include "g_levellocals.h"
#include "texturemanager.h"
#include "playsim/p_lnspec.h"
#include "c_dispatch.h"
#include "g_levellocals.h"
#include "a_dynlight.h"
#include "hw_renderstate.h"
#include "hw_vertexbuilder.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_walldispatcher.h"
#include "hwrenderer/scene/hw_flatdispatcher.h"
#include <unordered_map>
static bool RequireLevelMesh()
{
if (level.levelMesh)
return true;
Printf("No level mesh. Perhaps your level has no lightmap loaded?\n");
return false;
}
static bool RequireLightmap()
{
if (!RequireLevelMesh())
return false;
if (level.lightmaps)
return true;
Printf("Lightmap is not enabled in this level.\n");
return false;
}
ADD_STAT(lightmap)
{
FString out;
DoomLevelMesh* levelMesh = level.levelMesh;
if (!levelMesh || !level.lightmaps)
{
out.Format("No lightmap");
return out;
}
uint32_t atlasPixelCount = levelMesh->AtlasPixelCount();
auto stats = levelMesh->GatherTilePixelStats();
out.Format("Surfaces: %u (awaiting updates: %u)\nSurface pixel area to update: %u\nSurface pixel area: %u\nAtlas pixel area: %u\nAtlas efficiency: %.4f%%",
stats.tiles.total, stats.tiles.dirty,
stats.pixels.dirty,
stats.pixels.total,
atlasPixelCount,
float(stats.pixels.total) / float(atlasPixelCount) * 100.0f );
return out;
}
CCMD(dumplevelmesh)
{
if (!RequireLevelMesh()) return;
level.levelMesh->DumpMesh(FString("levelmesh.obj"), FString("levelmesh.mtl"));
Printf("Level mesh exported.\n");
}
CCMD(invalidatelightmap)
{
if (!RequireLightmap()) return;
int count = 0;
for (auto& tile : level.levelMesh->LightmapTiles)
{
if (!tile.NeedsUpdate)
++count;
tile.NeedsUpdate = true;
}
Printf("Marked %d out of %d tiles for update.\n", count, level.levelMesh->LightmapTiles.Size());
}
void DoomLevelMesh::PrintSurfaceInfo(const LevelMeshSurface* surface)
{
if (!RequireLevelMesh()) return;
int surfaceIndex = (int)(ptrdiff_t)(surface - Mesh.Surfaces.Data());
const auto& info = DoomSurfaceInfos[surfaceIndex];
auto gameTexture = surface->Texture;
Printf("Surface %d (%p)\n Type: %d, TypeIndex: %d, ControlSector: %d\n", surfaceIndex, surface, info.Type, info.TypeIndex, info.ControlSector ? info.ControlSector->Index() : -1);
if (surface->LightmapTileIndex >= 0)
{
LightmapTile* tile = &LightmapTiles[surface->LightmapTileIndex];
Printf(" Atlas page: %d, x:%d, y:%d\n", tile->AtlasLocation.ArrayIndex, tile->AtlasLocation.X, tile->AtlasLocation.Y);
Printf(" Pixels: %dx%d (area: %d)\n", tile->AtlasLocation.Width, tile->AtlasLocation.Height, tile->AtlasLocation.Area());
Printf(" Sample dimension: %d\n", tile->SampleDimension);
Printf(" Needs update?: %d\n", tile->NeedsUpdate);
Printf(" Always update?: %d\n", tile->AlwaysUpdate);
}
Printf(" Sector group: %d\n", surface->SectorGroup);
Printf(" Texture: '%s'\n", gameTexture ? gameTexture->GetName().GetChars() : "<nullptr>");
Printf(" Alpha: %f\n", surface->Alpha);
}
FVector3 RayDir(FAngle angle, FAngle pitch)
{
auto pc = float(pitch.Cos());
return FVector3{ pc * float(angle.Cos()), pc * float(angle.Sin()), -float(pitch.Sin()) };
}
DVector3 RayDir(DAngle angle, DAngle pitch)
{
auto pc = pitch.Cos();
return DVector3{ pc * (angle.Cos()), pc * (angle.Sin()), -(pitch.Sin()) };
}
CCMD(surfaceinfo)
{
if (!RequireLevelMesh()) return;
auto pov = players[consoleplayer].mo;
if (!pov)
{
Printf("players[consoleplayer].mo is null.\n");
return;
}
auto posXYZ = FVector3(pov->Pos());
posXYZ.Z = float(players[consoleplayer].viewz);
auto angle = pov->Angles.Yaw;
auto pitch = pov->Angles.Pitch;
const auto surface = level.levelMesh->Trace(posXYZ, FVector3(RayDir(angle, pitch)), 32000.0f);
if (surface)
{
level.levelMesh->PrintSurfaceInfo(surface);
}
else
{
Printf("No surface was hit.\n");
}
}
EXTERN_CVAR(Float, lm_scale);
/////////////////////////////////////////////////////////////////////////////
DoomLevelMesh::DoomLevelMesh(FLevelLocals& doomMap)
{
// Try to estimate what the worst case memory needs are for the level
LevelMeshLimits limits;
limits.MaxVertices = (doomMap.vertexes.Size() * 10) * 2;
limits.MaxSurfaces = (doomMap.sides.Size() * 3 + doomMap.subsectors.Size() * 2) * 2;
limits.MaxUniforms = (doomMap.sides.Size() * 3 + doomMap.sectors.Size() * 2) * 2;
limits.MaxIndexes = limits.MaxVertices * 10;
Reset(limits);
SunColor = doomMap.SunColor; // TODO keep only one copy?
SunDirection = doomMap.SunDirection;
LightmapSampleDistance = doomMap.LightmapSampleDistance;
BuildSectorGroups(doomMap);
CreatePortals(doomMap);
CreateSurfaces(doomMap);
SortIndexes();
BuildTileSurfaceLists();
UpdateCollision();
Mesh.MaxNodes = std::max(Collision->get_nodes().size() * 2, (size_t)10000);
UploadPortals();
}
void DoomLevelMesh::BeginFrame(FLevelLocals& doomMap)
{
CreateLights(doomMap);
}
void DoomLevelMesh::CreateLights(FLevelLocals& doomMap)
{
if (LightsCreated)
return;
for (const SideSurfaceBlock& side : Sides)
{
int index = side.FirstSurface;
while (index != -1)
{
CreateLightList(doomMap, index);
index = DoomSurfaceInfos[index].NextSurface;
}
}
for (const FlatSurfaceBlock& flat : Flats)
{
int index = flat.FirstSurface;
while (index != -1)
{
CreateLightList(doomMap, index);
index = DoomSurfaceInfos[index].NextSurface;
}
}
LightsCreated = true;
}
void DoomLevelMesh::CreateLightList(FLevelLocals& doomMap, int surfaceIndex)
{
Mesh.Surfaces[surfaceIndex].LightList.Pos = Mesh.LightIndexes.Size();
Mesh.Surfaces[surfaceIndex].LightList.Count = 0;
std::pair<FLightNode*, int> nodePortalGroup = GetSurfaceLightNode(surfaceIndex);
FLightNode* node = nodePortalGroup.first;
int portalgroup = nodePortalGroup.second;
if (!node)
return;
int listpos = 0;
while (node)
{
FDynamicLight* light = node->lightsource;
if (light && light->Trace())
{
int lightindex = GetLightIndex(light, portalgroup);
if (lightindex >= 0)
{
AddRange(UploadRanges.LightIndex, { (int)Mesh.LightIndexes.Size(), (int)Mesh.LightIndexes.Size() + 1 });
Mesh.LightIndexes.Push(lightindex);
Mesh.Surfaces[surfaceIndex].LightList.Count++;
}
}
node = node->nextLight;
}
}
std::pair<FLightNode*, int> DoomLevelMesh::GetSurfaceLightNode(int surfaceIndex)
{
auto doomsurf = &DoomSurfaceInfos[surfaceIndex];
FLightNode* node = nullptr;
int portalgroup = 0;
if (doomsurf->Type == ST_FLOOR || doomsurf->Type == ST_CEILING)
{
node = doomsurf->Subsector->section->lighthead;
portalgroup = doomsurf->Subsector->sector->PortalGroup;
}
else if (doomsurf->Type == ST_MIDDLESIDE || doomsurf->Type == ST_UPPERSIDE || doomsurf->Type == ST_LOWERSIDE)
{
bool isPolyLine = !!(doomsurf->Side->Flags & WALLF_POLYOBJ);
if (isPolyLine)
{
subsector_t* subsector = level.PointInRenderSubsector((doomsurf->Side->V1()->fPos() + doomsurf->Side->V2()->fPos()) * 0.5);
node = subsector->section->lighthead;
portalgroup = subsector->sector->PortalGroup;
}
else
{
node = doomsurf->Side->lighthead;
portalgroup = doomsurf->Side->sector->PortalGroup;
}
}
return { node, portalgroup };
}
int DoomLevelMesh::GetLightIndex(FDynamicLight* light, int portalgroup)
{
int index;
for (index = 0; index < FDynamicLight::max_levelmesh_entries && light->levelmesh[index].index != 0; index++)
{
if (light->levelmesh[index].portalgroup == portalgroup)
return light->levelmesh[index].index - 1;
}
if (index == FDynamicLight::max_levelmesh_entries)
return 0;
DVector3 pos = light->PosRelative(portalgroup);
LevelMeshLight meshlight;
meshlight.Origin = { (float)pos.X, (float)pos.Y, (float)pos.Z };
meshlight.RelativeOrigin = meshlight.Origin;
meshlight.Radius = (float)light->GetRadius();
meshlight.Intensity = light->target ? (float)light->target->Alpha : 1.0f;
if (light->IsSpot() && light->pSpotInnerAngle && light->pSpotOuterAngle && light->pPitch && light->target)
{
meshlight.InnerAngleCos = (float)light->pSpotInnerAngle->Cos();
meshlight.OuterAngleCos = (float)light->pSpotOuterAngle->Cos();
DAngle negPitch = -*light->pPitch;
DAngle Angle = light->target->Angles.Yaw;
double xzLen = negPitch.Cos();
meshlight.SpotDir.X = float(-Angle.Cos() * xzLen);
meshlight.SpotDir.Y = float(-Angle.Sin() * xzLen);
meshlight.SpotDir.Z = float(-negPitch.Sin());
}
else
{
meshlight.InnerAngleCos = -1.0f;
meshlight.OuterAngleCos = -1.0f;
meshlight.SpotDir.X = 0.0f;
meshlight.SpotDir.Y = 0.0f;
meshlight.SpotDir.Z = 0.0f;
}
meshlight.Color.X = light->GetRed() * (1.0f / 255.0f);
meshlight.Color.Y = light->GetGreen() * (1.0f / 255.0f);
meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
meshlight.SoftShadowRadius = light->GetSoftShadowRadius();
if (light->Sector)
meshlight.SectorGroup = sectorGroup[light->Sector->Index()];
else
meshlight.SectorGroup = 0;
int lightindex = Mesh.Lights.Size();
light->levelmesh[index].index = lightindex + 1;
light->levelmesh[index].portalgroup = portalgroup;
AddRange(UploadRanges.Light, { (int)Mesh.Lights.Size(), (int)Mesh.Lights.Size() + 1 });
Mesh.Lights.Push(meshlight);
return lightindex;
}
bool DoomLevelMesh::TraceSky(const FVector3& start, FVector3 direction, float dist)
{
FVector3 end = start + direction * dist;
auto surface = Trace(start, direction, dist);
return surface && surface->IsSky;
}
void DoomLevelMesh::CreateSurfaces(FLevelLocals& doomMap)
{
bindings.clear();
Sides.clear();
Flats.clear();
Sides.resize(doomMap.sides.size());
Flats.resize(doomMap.sectors.Size());
// Create surface objects for all sides
for (unsigned int i = 0; i < doomMap.sides.Size(); i++)
{
side_t* side = &doomMap.sides[i];
bool isPolyLine = !!(side->Flags & WALLF_POLYOBJ);
if (isPolyLine)
continue;
UpdateSide(doomMap, i);
}
// Create surfaces for all flats
for (unsigned int i = 0; i < doomMap.sectors.Size(); i++)
{
sector_t* sector = &doomMap.sectors[i];
if (sector->subsectorcount == 0 || sector->subsectors[0]->flags & SSECF_POLYORG)
continue;
UpdateFlat(doomMap, i);
}
}
void DoomLevelMesh::FreeSide(FLevelLocals& doomMap, unsigned int sideIndex)
{
if (sideIndex < 0 || sideIndex >= Sides.Size())
return;
int surf = Sides[sideIndex].FirstSurface;
while (surf != -1)
{
unsigned int next = DoomSurfaceInfos[surf].NextSurface;
FreeSurface(surf);
surf = next;
}
Sides[sideIndex].FirstSurface = -1;
// To do: call FreeGeometry and FreeUniforms
}
void DoomLevelMesh::FreeFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
{
if (sectorIndex < 0 || sectorIndex >= Flats.Size())
return;
int surf = Flats[sectorIndex].FirstSurface;
while (surf != -1)
{
unsigned int next = DoomSurfaceInfos[surf].NextSurface;
FreeSurface(surf - 1);
surf = next;
}
Flats[sectorIndex].FirstSurface = -1;
// To do: call FreeGeometry and FreeUniforms
}
void DoomLevelMesh::FloorHeightChanged(struct sector_t* sector)
{
// UpdateFlat(level, sector->Index());
}
void DoomLevelMesh::CeilingHeightChanged(struct sector_t* sector)
{
// UpdateFlat(level, sector->Index());
}
void DoomLevelMesh::MidTex3DHeightChanged(struct sector_t* sector)
{
// UpdateFlat(level, sector->Index());
}
void DoomLevelMesh::FloorTextureChanged(struct sector_t* sector)
{
// UpdateFlat(level, sector->Index());
}
void DoomLevelMesh::CeilingTextureChanged(struct sector_t* sector)
{
// UpdateFlat(level, sector->Index());
}
void DoomLevelMesh::SectorChangedOther(struct sector_t* sector)
{
// UpdateFlat(level, sector->Index());
}
void DoomLevelMesh::SideTextureChanged(struct side_t* side, int section)
{
// UpdateSide(level, side->Index());
}
void DoomLevelMesh::SectorLightChanged(struct sector_t* sector)
{
}
void DoomLevelMesh::SectorLightThinkerCreated(struct sector_t* sector, class DLighting* lightthinker)
{
}
void DoomLevelMesh::SectorLightThinkerDestroyed(struct sector_t* sector, class DLighting* lightthinker)
{
}
void DoomLevelMesh::UpdateSide(FLevelLocals& doomMap, unsigned int sideIndex)
{
FreeSide(doomMap, sideIndex);
side_t* side = &doomMap.sides[sideIndex];
seg_t* seg = side->segs[0];
if (!seg)
return;
subsector_t* sub = seg->Subsector;
sector_t* front = side->sector;
sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
HWMeshHelper result;
HWWallDispatcher disp(&doomMap, &result, getRealLightmode(&doomMap, true));
HWWall wall;
wall.sub = sub;
wall.Process(&disp, state, seg, front, back);
// Part 1: solid geometry. This is set up so that there are no transparent parts
state.SetDepthFunc(DF_LEqual);
state.ClearDepthBias();
state.EnableTexture(true);
state.EnableBrightmap(true);
state.AlphaFunc(Alpha_GEqual, 0.f);
CreateWallSurface(side, disp, state, result.list, false, true, sideIndex);
for (HWWall& portal : result.portals)
{
WallPortals.Push(portal);
}
CreateWallSurface(side, disp, state, result.portals, true, false, sideIndex);
/*
// final pass: translucent stuff
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
state.SetRenderStyle(STYLE_Translucent);
CreateWallSurface(side, disp, state, result.translucent, false, true, sideIndex);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetRenderStyle(STYLE_Normal);
*/
}
void DoomLevelMesh::UpdateFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
{
FreeFlat(doomMap, sectorIndex);
sector_t* sector = &doomMap.sectors[sectorIndex];
for (FSection& section : doomMap.sections.SectionsForSector(sectorIndex))
{
HWFlatMeshHelper result;
HWFlatDispatcher disp(&doomMap, &result, getRealLightmode(&doomMap, true));
HWFlat flat;
flat.section = &section;
flat.ProcessSector(&disp, state, sector);
// Part 1: solid geometry. This is set up so that there are no transparent parts
state.SetDepthFunc(DF_LEqual);
state.ClearDepthBias();
state.EnableTexture(true);
state.EnableBrightmap(true);
CreateFlatSurface(disp, state, result.list, false, false, sectorIndex);
CreateFlatSurface(disp, state, result.portals, true, false, sectorIndex);
// final pass: translucent stuff
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
state.SetRenderStyle(STYLE_Translucent);
CreateFlatSurface(disp, state, result.translucentborder, false, true, sectorIndex);
state.SetDepthMask(false);
CreateFlatSurface(disp, state, result.translucent, false, true, sectorIndex);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetDepthMask(true);
state.SetRenderStyle(STYLE_Normal);
}
}
void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isPortal, bool translucent, unsigned int sideIndex)
{
for (HWWall& wallpart : list)
{
if (isPortal)
{
state.SetEffect(EFF_PORTAL);
state.EnableTexture(false);
state.SetRenderStyle(STYLE_Normal);
wallpart.MakeVertices(state, false);
wallpart.RenderWall(state, HWWall::RWF_BLANK);
wallpart.vertcount = 0;
wallpart.LevelMeshInfo.Type = ST_NONE;
wallpart.LevelMeshInfo.ControlSector = nullptr;
state.SetEffect(EFF_NONE);
state.EnableTexture(true);
}
else
{
if (wallpart.texture && wallpart.texture->isMasked())
{
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
}
else
{
state.AlphaFunc(Alpha_GEqual, 0.f);
}
wallpart.DrawWall(&disp, state, translucent);
}
int numVertices = 0;
int numIndexes = 0;
int numUniforms = 0;
for (auto& it : state.mSortedLists)
{
numUniforms++;
for (MeshDrawCommand& command : it.second.mDraws)
{
if (command.DrawType == DT_TriangleFan && command.Count >= 3)
{
numVertices += command.Count;
numIndexes += (command.Count - 2) * 3;
}
}
}
GeometryAllocInfo ginfo = AllocGeometry(numVertices, numIndexes);
UniformsAllocInfo uinfo = AllocUniforms(numUniforms);
SurfaceAllocInfo sinfo = AllocSurface();
int pipelineID = 0;
int uniformsIndex = uinfo.Start;
int vertIndex = ginfo.VertexStart;
for (auto& it : state.mSortedLists)
{
const MeshApplyState& applyState = it.first;
pipelineID = screen->GetLevelMeshPipelineID(applyState.applyData, applyState.surfaceUniforms, applyState.material);
for (MeshDrawCommand& command : it.second.mDraws)
{
if (command.DrawType == DT_TriangleFan && command.Count >= 3)
{
for (int i = 2, count = command.Count; i < count; i++)
{
*(ginfo.Indexes++) = vertIndex;
*(ginfo.Indexes++) = vertIndex + i - 1;
*(ginfo.Indexes++) = vertIndex + i;
}
for (int i = command.Start, end = command.Start + command.Count; i < end; i++)
{
*(ginfo.Vertices++) = state.mVertices[i];
*(ginfo.UniformIndexes++) = uniformsIndex;
}
vertIndex += command.Count;
}
}
*(uinfo.Uniforms++) = applyState.surfaceUniforms;
*(uinfo.Materials++) = applyState.material;
uniformsIndex++;
}
state.mSortedLists.clear();
state.mVertices.Clear();
state.mIndexes.Clear();
FVector2 v1 = FVector2(side->V1()->fPos());
FVector2 v2 = FVector2(side->V2()->fPos());
FVector2 N = FVector2(v2.Y - v1.Y, v1.X - v2.X).Unit();
uint16_t sampleDimension = 0;
if (wallpart.LevelMeshInfo.Type == ST_UPPERSIDE)
{
sampleDimension = side->textures[side_t::top].LightmapSampleDistance;
}
else if (wallpart.LevelMeshInfo.Type == ST_MIDDLESIDE)
{
sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
}
else if (wallpart.LevelMeshInfo.Type == ST_LOWERSIDE)
{
sampleDimension = side->textures[side_t::bottom].LightmapSampleDistance;
}
DoomSurfaceInfo& info = DoomSurfaceInfos[sinfo.Index];
info.Type = wallpart.LevelMeshInfo.Type;
info.ControlSector = wallpart.LevelMeshInfo.ControlSector;
info.TypeIndex = side->Index();
info.Side = side;
if (sideIndex < Sides.Size())
{
info.NextSurface = Sides[sideIndex].FirstSurface;
Sides[sideIndex].FirstSurface = sinfo.Index;
}
sinfo.Surface->PipelineID = pipelineID;
sinfo.Surface->SectorGroup = sectorGroup[side->sector->Index()];
sinfo.Surface->Alpha = float(side->linedef->alpha);
sinfo.Surface->MeshLocation.StartVertIndex = ginfo.VertexStart;
sinfo.Surface->MeshLocation.StartElementIndex = ginfo.IndexStart;
sinfo.Surface->MeshLocation.NumVerts = ginfo.VertexCount;
sinfo.Surface->MeshLocation.NumElements = ginfo.IndexCount;
sinfo.Surface->Plane = FVector4(N.X, N.Y, 0.0f, v1 | N);
sinfo.Surface->Texture = wallpart.texture;
sinfo.Surface->PortalIndex = isPortal ? linePortals[side->linedef->Index()] : 0;
sinfo.Surface->IsSky = isPortal ? (wallpart.portaltype == PORTALTYPE_SKY || wallpart.portaltype == PORTALTYPE_SKYBOX || wallpart.portaltype == PORTALTYPE_HORIZON) : false;
sinfo.Surface->Bounds = GetBoundsFromSurface(*sinfo.Surface);
sinfo.Surface->LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(info, *sinfo.Surface, sampleDimension, !!(side->sector->Flags & SECF_LM_DYNAMIC)) : -1;
SetSideLightmap(sinfo.Index);
}
}
int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMeshSurface& surf, uint16_t sampleDimension, bool alwaysUpdate)
{
if (surf.IsSky)
return -1;
LightmapTileBinding binding;
binding.Type = info.Type;
binding.TypeIndex = info.TypeIndex;
binding.ControlSector = info.ControlSector ? info.ControlSector->Index() : (int)0xffffffffUL;
auto it = bindings.find(binding);
if (it != bindings.end())
{
int index = it->second;
LightmapTile& tile = LightmapTiles[index];
tile.Bounds.min.X = std::min(tile.Bounds.min.X, surf.Bounds.min.X);
tile.Bounds.min.Y = std::min(tile.Bounds.min.Y, surf.Bounds.min.Y);
tile.Bounds.min.Z = std::min(tile.Bounds.min.Z, surf.Bounds.min.Z);
tile.Bounds.max.X = std::max(tile.Bounds.max.X, surf.Bounds.max.X);
tile.Bounds.max.Y = std::max(tile.Bounds.max.Y, surf.Bounds.max.Y);
tile.Bounds.max.Z = std::max(tile.Bounds.max.Z, surf.Bounds.max.Z);
tile.AlwaysUpdate = tile.AlwaysUpdate || alwaysUpdate;
return index;
}
else
{
int index = LightmapTiles.Size();
LightmapTile tile;
tile.Binding = binding;
tile.Bounds = surf.Bounds;
tile.Plane = surf.Plane;
tile.SampleDimension = GetSampleDimension(sampleDimension);
tile.AlwaysUpdate = alwaysUpdate;
LightmapTiles.Push(tile);
bindings[binding] = index;
return index;
}
}
int DoomLevelMesh::GetSampleDimension(uint16_t sampleDimension)
{
if (sampleDimension <= 0)
{
sampleDimension = LightmapSampleDistance;
}
sampleDimension = uint16_t(max(int(roundf(float(sampleDimension) / max(1.0f / 4, float(lm_scale)))), 1));
// Round to nearest power of two
uint32_t n = uint16_t(sampleDimension);
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n = (n + 1) >> 1;
sampleDimension = uint16_t(n) ? uint16_t(n) : uint16_t(0xFFFF);
return sampleDimension;
}
void DoomLevelMesh::CreateFlatSurface(HWFlatDispatcher& disp, MeshBuilder& state, TArray<HWFlat>& list, bool isSky, bool translucent, unsigned int sectorIndex)
{
for (HWFlat& flatpart : list)
{
state.mSortedLists.clear();
state.mVertices.Clear();
state.mIndexes.Clear();
if (isSky)
{
state.SetEffect(EFF_PORTAL);
state.EnableTexture(false);
state.SetRenderStyle(STYLE_Normal);
flatpart.DrawSubsectors(&disp, state);
state.SetEffect(EFF_NONE);
state.EnableTexture(true);
}
else
{
if (flatpart.texture && flatpart.texture->isMasked())
{
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
}
else
{
state.AlphaFunc(Alpha_GEqual, 0.f);
}
flatpart.DrawFlat(&disp, state, translucent);
}
VSMatrix textureMatrix;
textureMatrix.loadIdentity();
int pipelineID = 0;
const SurfaceUniforms* uniforms = nullptr;
const FMaterialState* material = nullptr;
bool foundDraw = false;
for (auto& it : state.mSortedLists)
{
const MeshApplyState& applyState = it.first;
pipelineID = screen->GetLevelMeshPipelineID(applyState.applyData, applyState.surfaceUniforms, applyState.material);
textureMatrix = applyState.textureMatrix;
uniforms = &applyState.surfaceUniforms;
material = &applyState.material;
foundDraw = true;
break;
}
if (!foundDraw)
continue;
int numVertices = 0;
int numIndexes = 0;
for (subsector_t* sub : flatpart.section->subsectors)
{
if (sub->numlines < 3)
continue;
numVertices += sub->numlines;
numIndexes += (sub->numlines - 2) * 3;
}
GeometryAllocInfo ginfo = AllocGeometry(numVertices, numIndexes);
UniformsAllocInfo uinfo = AllocUniforms(1);
*uinfo.Uniforms = *uniforms;
*uinfo.Materials = *material;
int uniformsIndex = uinfo.Start;
int vertIndex = ginfo.VertexStart;
int elementIndex = ginfo.IndexStart;
uint16_t sampleDimension = 0;
if (flatpart.ceiling)
{
sampleDimension = flatpart.sector->planes[sector_t::ceiling].LightmapSampleDistance;
}
else
{
sampleDimension = flatpart.sector->planes[sector_t::floor].LightmapSampleDistance;
}
DoomSurfaceInfo info;
info.Type = flatpart.ceiling ? ST_CEILING : ST_FLOOR;
info.ControlSector = flatpart.controlsector ? flatpart.controlsector->model : nullptr;
LevelMeshSurface surf;
surf.SectorGroup = sectorGroup[flatpart.sector->Index()];
surf.Alpha = flatpart.alpha;
surf.Texture = flatpart.texture;
surf.PipelineID = pipelineID;
surf.PortalIndex = sectorPortals[flatpart.ceiling][flatpart.sector->Index()];
surf.IsSky = isSky;
auto plane = info.ControlSector ? info.ControlSector->GetSecPlane(!flatpart.ceiling) : flatpart.sector->GetSecPlane(flatpart.ceiling);
surf.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.D);
if (info.ControlSector)
surf.Plane = -surf.Plane;
float skyZ = flatpart.ceiling ? 32768.0f : -32768.0f;
for (subsector_t* sub : flatpart.section->subsectors)
{
if (sub->numlines < 3)
continue;
int startVertIndex = vertIndex;
int startElementIndex = elementIndex;
vertIndex += sub->numlines;
elementIndex += (sub->numlines - 2) * 3;
for (int i = 0, end = sub->numlines; i < end; i++)
{
auto& vt = sub->firstline[end - 1 - i].v1;
FVector3 pt((float)vt->fX(), (float)vt->fY(), isSky ? skyZ : (float)plane.ZatPoint(vt));
FVector4 uv = textureMatrix * FVector4(pt.X * (1.0f / 64.0f), pt.Y * (-1.0f / 64.0f), 0.0f, 1.0f);
FFlatVertex ffv;
ffv.x = pt.X;
ffv.y = pt.Y;
ffv.z = pt.Z;
ffv.u = uv.X;
ffv.v = uv.Y;
ffv.lu = 0.0f;
ffv.lv = 0.0f;
ffv.lindex = -1.0f;
*(ginfo.Vertices++) = ffv;
*(ginfo.UniformIndexes++) = uniformsIndex;
}
if (flatpart.ceiling)
{
for (int i = 2, count = sub->numlines; i < count; i++)
{
*(ginfo.Indexes++) = startVertIndex;
*(ginfo.Indexes++) = startVertIndex + i - 1;
*(ginfo.Indexes++) = startVertIndex + i;
}
}
else
{
for (int i = 2, count = sub->numlines; i < count; i++)
{
*(ginfo.Indexes++) = startVertIndex + i;
*(ginfo.Indexes++) = startVertIndex + i - 1;
*(ginfo.Indexes++) = startVertIndex;
}
}
info.TypeIndex = sub->Index();
info.Subsector = sub;
surf.MeshLocation.StartVertIndex = startVertIndex;
surf.MeshLocation.StartElementIndex = startElementIndex;
surf.MeshLocation.NumVerts = sub->numlines;
surf.MeshLocation.NumElements = (sub->numlines - 2) * 3;
surf.Bounds = GetBoundsFromSurface(surf);
surf.LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(info, surf, sampleDimension, !!(flatpart.sector->Flags & SECF_LM_DYNAMIC)) : -1;
SurfaceAllocInfo sinfo = AllocSurface();
if (sectorIndex < Flats.Size())
{
info.NextSurface = Flats[sectorIndex].FirstSurface;
Flats[sectorIndex].FirstSurface = sinfo.Index;
}
*sinfo.Surface = surf;
DoomSurfaceInfos[sinfo.Index] = info;
SetSubsectorLightmap(sinfo.Index);
}
}
}
void DoomLevelMesh::SortIndexes()
{
DrawList.Clear();
PortalList.Clear();
// Order surfaces by pipeline
std::unordered_map<int64_t, TArray<int>> pipelineSurfaces;
for (const SideSurfaceBlock& side : Sides)
{
int index = side.FirstSurface;
while (index != -1)
{
LevelMeshSurface* s = &Mesh.Surfaces[index];
pipelineSurfaces[(int64_t(s->PipelineID) << 32) | int64_t(s->IsSky)].Push(index);
index = DoomSurfaceInfos[index].NextSurface;
}
}
for (const FlatSurfaceBlock& flat : Flats)
{
int index = flat.FirstSurface;
while (index != -1)
{
LevelMeshSurface* s = &Mesh.Surfaces[index];
pipelineSurfaces[(int64_t(s->PipelineID) << 32) | int64_t(s->IsSky)].Push(index);
index = DoomSurfaceInfos[index].NextSurface;
}
}
// Reorder surface indexes by pipeline and create a draw range for each
TArray<uint32_t> sortedIndexes;
TArray<int> sortedSurfaceIndexes;
for (const auto& it : pipelineSurfaces)
{
LevelSubmeshDrawRange range;
range.PipelineID = it.first >> 32;
range.Start = sortedIndexes.Size();
// Move indexes to new array
for (unsigned int i : it.second)
{
LevelMeshSurface& s = Mesh.Surfaces[i];
unsigned int start = s.MeshLocation.StartElementIndex;
unsigned int count = s.MeshLocation.NumElements;
s.MeshLocation.StartElementIndex = sortedIndexes.Size();
for (unsigned int j = 0; j < count; j++)
{
sortedIndexes.Push(Mesh.Indexes[start + j]);
}
for (unsigned int j = 0; j < count; j += 3)
{
sortedSurfaceIndexes.Push((int)i);
}
}
range.Count = sortedIndexes.Size() - range.Start;
if ((it.first & 1) == 0)
DrawList.Push(range);
else
PortalList.Push(range);
}
// Place result at front of buffers and upload
{
int count = sortedIndexes.Size();
memcpy(Mesh.Indexes.Data(), sortedIndexes.Data(), count * sizeof(uint32_t));
UploadRanges.Index.Clear();
UploadRanges.Index.Push({ 0, count });
Mesh.IndexCount = count;
}
{
int count = sortedSurfaceIndexes.Size();
memcpy(Mesh.SurfaceIndexes.Data(), sortedSurfaceIndexes.Data(), count * sizeof(int));
UploadRanges.SurfaceIndex.Clear();
UploadRanges.SurfaceIndex.Push({ 0, count });
}
}
void DoomLevelMesh::SetSubsectorLightmap(int surfaceIndex)
{
int lightmapTileIndex = Mesh.Surfaces[surfaceIndex].LightmapTileIndex;
auto surface = &DoomSurfaceInfos[surfaceIndex];
if (surface->Subsector->firstline && surface->Subsector->firstline->sidedef)
surface->Subsector->firstline->sidedef->sector->HasLightmaps = true;
if (!surface->ControlSector)
{
int index = surface->Type == ST_CEILING ? 1 : 0;
surface->Subsector->LightmapTiles[index][0] = lightmapTileIndex;
}
else
{
int index = surface->Type == ST_CEILING ? 0 : 1;
const auto& ffloors = surface->Subsector->sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
if (ffloors[i]->model == surface->ControlSector)
{
surface->Subsector->LightmapTiles[index][i + 1] = lightmapTileIndex;
}
}
}
}
void DoomLevelMesh::SetSideLightmap(int surfaceIndex)
{
int lightmapTileIndex = Mesh.Surfaces[surfaceIndex].LightmapTileIndex;
auto surface = &DoomSurfaceInfos[surfaceIndex];
if (!surface->ControlSector)
{
if (surface->Type == ST_UPPERSIDE)
{
surface->Side->LightmapTiles[0] = lightmapTileIndex;
}
else if (surface->Type == ST_MIDDLESIDE)
{
surface->Side->LightmapTiles[1] = lightmapTileIndex;
surface->Side->LightmapTiles[2] = lightmapTileIndex;
}
else if (surface->Type == ST_LOWERSIDE)
{
surface->Side->LightmapTiles[3] = lightmapTileIndex;
}
}
else
{
side_t* backside = surface->Side->linedef->sidedef[surface->Side == surface->Side->linedef->sidedef[0]];
const auto& ffloors = backside->sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
if (ffloors[i]->model == surface->ControlSector)
{
backside->LightmapTiles[4 + i] = lightmapTileIndex;
}
}
}
}
BBox DoomLevelMesh::GetBoundsFromSurface(const LevelMeshSurface& surface) const
{
BBox bounds;
bounds.Clear();
for (int i = int(surface.MeshLocation.StartVertIndex); i < int(surface.MeshLocation.StartVertIndex) + surface.MeshLocation.NumVerts; i++)
{
FVector3 v = Mesh.Vertices[(int)i].fPos();
bounds.min.X = std::min(bounds.min.X, v.X);
bounds.min.Y = std::min(bounds.min.Y, v.Y);
bounds.min.Z = std::min(bounds.min.Z, v.Z);
bounds.max.X = std::max(bounds.max.X, v.X);
bounds.max.Y = std::max(bounds.max.Y, v.Y);
bounds.max.Z = std::max(bounds.max.Z, v.Z);
}
return bounds;
}
void DoomLevelMesh::DumpMesh(const FString& objFilename, const FString& mtlFilename) const
{
auto f = fopen(objFilename.GetChars(), "w");
// To do: this dumps the entire vertex buffer, including those not in use
fprintf(f, "# DoomLevelMesh debug export\n");
fprintf(f, "# Vertices: %u, Indexes: %u, Surfaces: %u\n", Mesh.Vertices.Size(), Mesh.IndexCount, Mesh.Surfaces.Size());
fprintf(f, "mtllib %s\n", mtlFilename.GetChars());
double scale = 1 / 10.0;
for (const auto& v : Mesh.Vertices)
{
fprintf(f, "v %f %f %f\n", v.x * scale, v.y * scale, v.z * scale);
}
for (const auto& v : Mesh.Vertices)
{
fprintf(f, "vt %f %f\n", v.lu, v.lv);
}
auto name = [](DoomLevelMeshSurfaceType type) -> const char* {
switch (type)
{
case ST_CEILING:
return "ceiling";
case ST_FLOOR:
return "floor";
case ST_LOWERSIDE:
return "lowerside";
case ST_UPPERSIDE:
return "upperside";
case ST_MIDDLESIDE:
return "middleside";
case ST_NONE:
return "none";
default:
break;
}
return "error";
};
uint32_t lastSurfaceIndex = -1;
bool useErrorMaterial = false;
int highestUsedAtlasPage = -1;
for (unsigned i = 0, count = Mesh.IndexCount; i + 2 < count; i += 3)
{
auto index = Mesh.SurfaceIndexes[i / 3];
if (index != lastSurfaceIndex)
{
lastSurfaceIndex = index;
if (unsigned(index) >= Mesh.Surfaces.Size())
{
fprintf(f, "o Surface[%d] (bad index)\n", index);
fprintf(f, "usemtl error\n");
useErrorMaterial = true;
}
else
{
const auto& info = DoomSurfaceInfos[index];
const auto& surface = Mesh.Surfaces[index];
fprintf(f, "o Surface[%d] %s %d%s\n", index, name(info.Type), info.TypeIndex, surface.IsSky ? " sky" : "");
if (surface.LightmapTileIndex >= 0)
{
auto& tile = LightmapTiles[surface.LightmapTileIndex];
fprintf(f, "usemtl lightmap%d\n", tile.AtlasLocation.ArrayIndex);
if (tile.AtlasLocation.ArrayIndex > highestUsedAtlasPage)
{
highestUsedAtlasPage = tile.AtlasLocation.ArrayIndex;
}
}
}
}
// fprintf(f, "f %d %d %d\n", MeshElements[i] + 1, MeshElements[i + 1] + 1, MeshElements[i + 2] + 1);
fprintf(f, "f %d/%d %d/%d %d/%d\n",
Mesh.Indexes[i + 0] + 1, Mesh.Indexes[i + 0] + 1,
Mesh.Indexes[i + 1] + 1, Mesh.Indexes[i + 1] + 1,
Mesh.Indexes[i + 2] + 1, Mesh.Indexes[i + 2] + 1);
}
fclose(f);
// material
f = fopen(mtlFilename.GetChars(), "w");
fprintf(f, "# DoomLevelMesh debug export\n");
if (useErrorMaterial)
{
fprintf(f, "# Surface indices that are referenced, but do not exists in the 'Surface' array\n");
fprintf(f, "newmtl error\nKa 1 0 0\nKd 1 0 0\nKs 1 0 0\n");
}
for (int page = 0; page <= highestUsedAtlasPage; ++page)
{
fprintf(f, "newmtl lightmap%d\n", page);
fprintf(f, "Ka 1 1 1\nKd 1 1 1\nKs 0 0 0\n");
fprintf(f, "map_Ka lightmap%d.png\n", page);
fprintf(f, "map_Kd lightmap%d.png\n", page);
}
fclose(f);
}
void DoomLevelMesh::BuildSectorGroups(const FLevelLocals& doomMap)
{
int groupIndex = 0;
TArray<sector_t*> queue;
sectorGroup.Resize(doomMap.sectors.Size());
memset(sectorGroup.Data(), 0, sectorGroup.Size() * sizeof(int));
for (int i = 0, count = doomMap.sectors.Size(); i < count; ++i)
{
auto* sector = &doomMap.sectors[i];
auto& currentSectorGroup = sectorGroup[sector->Index()];
if (currentSectorGroup == 0)
{
currentSectorGroup = ++groupIndex;
queue.Push(sector);
while (queue.Size() > 0)
{
auto* sector = queue.Last();
queue.Pop();
for (auto& line : sector->Lines)
{
auto otherSector = line->frontsector == sector ? line->backsector : line->frontsector;
if (otherSector && otherSector != sector)
{
auto& id = sectorGroup[otherSector->Index()];
if (id == 0)
{
id = groupIndex;
queue.Push(otherSector);
}
}
}
}
}
}
if (developer >= 5)
{
Printf("DoomLevelMesh::BuildSectorGroups created %d groups.", groupIndex);
}
}
void DoomLevelMesh::CreatePortals(FLevelLocals& doomMap)
{
std::map<LevelMeshPortal, int, IdenticalPortalComparator> transformationIndices;
transformationIndices.emplace(LevelMeshPortal{}, 0); // first portal is an identity matrix
sectorPortals[0].Resize(doomMap.sectors.Size());
sectorPortals[1].Resize(doomMap.sectors.Size());
for (unsigned int i = 0, count = doomMap.sectors.Size(); i < count; i++)
{
sector_t* sector = &doomMap.sectors[i];
for (int plane = 0; plane < 2; plane++)
{
auto d = sector->GetPortalDisplacement(plane);
if (!d.isZero())
{
// Note: Y and Z is swapped in the shader due to how the hwrenderer was implemented
VSMatrix transformation;
transformation.loadIdentity();
transformation.translate((float)d.X, 0.0f, (float)d.Y);
int targetSectorGroup = 0;
auto portalDestination = sector->GetPortal(plane)->mDestination;
if (portalDestination)
{
targetSectorGroup = sectorGroup[portalDestination->Index()];
}
LevelMeshPortal portal;
portal.transformation = transformation;
portal.sourceSectorGroup = sectorGroup[i];
portal.targetSectorGroup = targetSectorGroup;
auto& index = transformationIndices[portal];
if (index == 0) // new transformation was created
{
index = Portals.Size();
Portals.Push(portal);
}
sectorPortals[plane][i] = index;
}
else
{
sectorPortals[plane][i] = 0;
}
}
}
linePortals.Resize(doomMap.lines.Size());
for (unsigned int i = 0, count = doomMap.lines.Size(); i < count; i++)
{
linePortals[i] = 0;
line_t* sourceLine = &doomMap.lines[i];
if (sourceLine->isLinePortal())
{
VSMatrix transformation;
transformation.loadIdentity();
auto targetLine = sourceLine->getPortalDestination();
if (!targetLine || !sourceLine->frontsector || !targetLine->frontsector)
continue;
double z = 0;
// auto xy = surface.Side->linedef->getPortalDisplacement(); // Works only for static portals... ugh
auto sourceXYZ = DVector2((sourceLine->v1->fX() + sourceLine->v2->fX()) / 2, (sourceLine->v2->fY() + sourceLine->v1->fY()) / 2);
auto targetXYZ = DVector2((targetLine->v1->fX() + targetLine->v2->fX()) / 2, (targetLine->v2->fY() + targetLine->v1->fY()) / 2);
// floor or ceiling alignment
auto alignment = sourceLine->GetLevel()->linePortals[sourceLine->portalindex].mAlign;
if (alignment != PORG_ABSOLUTE)
{
int plane = alignment == PORG_FLOOR ? 1 : 0;
auto& sourcePlane = plane ? sourceLine->frontsector->floorplane : sourceLine->frontsector->ceilingplane;
auto& targetPlane = plane ? targetLine->frontsector->floorplane : targetLine->frontsector->ceilingplane;
auto tz = targetPlane.ZatPoint(targetXYZ);
auto sz = sourcePlane.ZatPoint(sourceXYZ);
z = tz - sz;
}
// Note: Y and Z is swapped in the shader due to how the hwrenderer was implemented
transformation.rotate((float)sourceLine->getPortalAngleDiff().Degrees(), 0.0f, 1.0f, 0.0f);
transformation.translate((float)(targetXYZ.X - sourceXYZ.X), (float)z, (float)(targetXYZ.Y - sourceXYZ.Y));
int targetSectorGroup = 0;
if (auto sector = targetLine->frontsector ? targetLine->frontsector : targetLine->backsector)
{
targetSectorGroup = sectorGroup[sector->Index()];
}
LevelMeshPortal portal;
portal.transformation = transformation;
portal.sourceSectorGroup = sectorGroup[sourceLine->frontsector->Index()];
portal.targetSectorGroup = targetSectorGroup;
auto& index = transformationIndices[portal];
if (index == 0) // new transformation was created
{
index = Portals.Size();
Portals.Push(portal);
}
linePortals[i] = index;
}
}
}