2955 lines
83 KiB
C++
2955 lines
83 KiB
C++
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#include "templates.h"
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#include "doom_levelmesh.h"
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#include "g_levellocals.h"
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#include "texturemanager.h"
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#include "playsim/p_lnspec.h"
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#include "c_dispatch.h"
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#include "models.h"
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#include "a_dynlight.h"
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#include "r_sky.h"
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#include "hw_renderstate.h"
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#include "hw_vertexbuilder.h"
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#include "hw_dynlightdata.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/scene/hw_lighting.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_walldispatcher.h"
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#include "hwrenderer/scene/hw_flatdispatcher.h"
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#include <unordered_map>
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#include "vm.h"
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#include "p_setup.h"
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static void UpdateLightmapTiles();
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static int InvalidateLightmap();
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static void InvalidateActorLightTraceCache();
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static void RefreshLightmap()
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{
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if(level.levelMesh)
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{
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level.levelMesh->FullRefresh();
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InvalidateLightmap();
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InvalidateActorLightTraceCache();
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screen->SetLevelMesh(level.levelMesh); // force lightmap texture binding update
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}
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}
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CUSTOM_CVAR(Bool, lm_dynlights, false, CVAR_ARCHIVE)
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{
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if(*self)
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{
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level.lightmaps = true;
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RefreshLightmap();
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}
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else
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{
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level.lightmaps = level.orig_lightmapped;
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if(level.lightmaps)
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{
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RefreshLightmap();
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}
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}
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}
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static bool RequireLevelMesh()
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{
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if (level.levelMesh)
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return true;
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Printf("No level mesh. Perhaps your level has no lightmap loaded?\n");
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return false;
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}
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static bool RequireLightmap()
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{
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if (!RequireLevelMesh())
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return false;
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if (level.lightmaps)
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return true;
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Printf("Lightmap is not enabled in this level.\n");
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return false;
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}
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// Forces lightmap tiles update
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static void UpdateLightmapTiles()
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{
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for (auto& tile : level.levelMesh->Lightmap.Tiles)
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{
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if (!tile.NeedsInitialBake)
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tile.ReceivedNewLight = true;
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}
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}
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static int InvalidateLightmap()
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{
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int count = 0;
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for (auto& tile : level.levelMesh->Lightmap.Tiles)
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{
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if (!tile.NeedsInitialBake)
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++count;
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tile.NeedsInitialBake = true;
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}
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return count;
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}
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cycle_t ProcessLevelMesh;
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cycle_t DynamicBLASTime;
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ADD_STAT(lightmap)
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{
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FString out;
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DoomLevelMesh* levelMesh = level.levelMesh;
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if (!levelMesh || !level.lightmaps)
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{
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out.Format("No lightmap");
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return out;
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}
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uint32_t atlasPixelCount = levelMesh->AtlasPixelCount();
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auto stats = levelMesh->GatherTilePixelStats();
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int indexBufferTotal = levelMesh->FreeLists.Index.GetTotalSize();
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int indexBufferUsed = levelMesh->FreeLists.Index.GetUsedSize();
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out.Format(
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"Tiles updated this frame: %d\n"
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"Tiles: %u (%u out of date)\n"
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"Tile pixel area to update: %u\n"
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"Tile pixel area: %u\nAtlas pixel area: %u\n"
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"Atlas efficiency: %.4f%%\n"
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"Dynamic BLAS time: %2.3f ms\n"
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"Level mesh process time: %2.3f ms\n"
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"Level mesh index buffer: %d K used (%d%%)\n"
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"Lightmap tiles in use: %d\n"
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"Lightmap texture count: %d",
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screen->FrameTileUpdates,
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stats.tiles.total, stats.tiles.dirty,
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stats.pixels.dirty,
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stats.pixels.total,
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atlasPixelCount,
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float(stats.pixels.total) / float(atlasPixelCount) * 100.0f,
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DynamicBLASTime.TimeMS(),
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ProcessLevelMesh.TimeMS(),
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indexBufferUsed / 1000,
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indexBufferUsed * 100 / indexBufferTotal,
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levelMesh->Lightmap.UsedTiles,
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levelMesh->Lightmap.TextureCount);
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return out;
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}
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ADD_STAT(levelmesh)
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{
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auto& stats = level.levelMesh->LastFrameStats;
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FString out;
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if (level.levelMesh)
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out.Format("Sides=%d, flats=%d, portals=%d, dynlights=%d", stats.SidesUpdated, stats.FlatsUpdated, stats.Portals, stats.DynLights);
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else
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out = "No level mesh";
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return out;
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}
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CCMD(dumplevelmesh)
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{
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if (!RequireLevelMesh()) return;
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level.levelMesh->DumpMesh(FString("levelmesh.obj"), FString("levelmesh.mtl"));
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Printf("Level mesh exported.\n");
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}
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CCMD(invalidatelightmap)
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{
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if (!RequireLightmap()) return;
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int count = InvalidateLightmap();
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Printf("Marked %d out of %d tiles for update.\n", count, level.levelMesh->Lightmap.Tiles.Size());
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}
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CCMD(cpublasinfo)
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{
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if (!level.levelMesh || !level.levelMesh->Collision)
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return;
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CPUAccelStruct* tlas = level.levelMesh->Collision.get();
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tlas->PrintStats();
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}
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void DoomLevelMesh::PrintSurfaceInfo(const LevelMeshSurface* surface)
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{
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if (!RequireLevelMesh()) return;
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int surfaceIndex = (int)(ptrdiff_t)(surface - Mesh.Surfaces.Data());
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const auto& info = DoomSurfaceInfos[surfaceIndex];
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auto gameTexture = surface->Texture;
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Printf("Surface %d (%p)\n Type: %d, TypeIndex: %d, ControlSector: %d\n", surfaceIndex, surface, info.Type, info.TypeIndex, info.ControlSector ? info.ControlSector->Index() : -1);
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if (surface->LightmapTileIndex >= 0)
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{
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LightmapTile* tile = &Lightmap.Tiles[surface->LightmapTileIndex];
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Printf(" Atlas page: %d, x:%d, y:%d\n", tile->AtlasLocation.ArrayIndex, tile->AtlasLocation.X, tile->AtlasLocation.Y);
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Printf(" Pixels: %dx%d (area: %d)\n", tile->AtlasLocation.Width, tile->AtlasLocation.Height, tile->AtlasLocation.Area());
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Printf(" Sample dimension: %d\n", tile->SampleDimension);
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Printf(" Background update?: %d\n", (int)tile->NeedsInitialBake);
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Printf(" Geometry update?: %d\n", (int)tile->GeometryUpdate);
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Printf(" Light update?: %d\n", (int)tile->ReceivedNewLight);
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}
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Printf(" Sector group: %d\n", surface->SectorGroup);
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Printf(" Texture: '%s'\n", gameTexture ? gameTexture->GetName().GetChars() : "<nullptr>");
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Printf(" Alpha: %f\n", surface->Alpha);
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}
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FVector3 RayDir(FAngle angle, FAngle pitch)
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{
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auto pc = float(pitch.Cos());
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return FVector3{ pc * float(angle.Cos()), pc * float(angle.Sin()), -float(pitch.Sin()) };
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}
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DVector3 RayDir(DAngle angle, DAngle pitch)
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{
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auto pc = pitch.Cos();
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return DVector3{ pc * (angle.Cos()), pc * (angle.Sin()), -(pitch.Sin()) };
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}
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CCMD(surfaceinfo)
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{
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if (!RequireLevelMesh()) return;
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auto pov = players[consoleplayer].mo;
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if (!pov)
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{
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Printf("players[consoleplayer].mo is null.\n");
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return;
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}
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auto posXYZ = FVector3(pov->Pos());
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posXYZ.Z = float(players[consoleplayer].viewz);
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auto angle = pov->Angles.Yaw;
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auto pitch = pov->Angles.Pitch;
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const auto surface = level.levelMesh->Trace(posXYZ, FVector3(RayDir(angle, pitch)), 32000.0f);
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if (surface)
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{
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level.levelMesh->PrintSurfaceInfo(surface);
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}
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else
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{
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Printf("No surface was hit.\n");
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}
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}
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EXTERN_CVAR(Float, lm_scale);
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CVAR(Bool, lm_models, true, CVAR_NOSAVE); // CVar-gated for debugging convenience
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/////////////////////////////////////////////////////////////////////////////
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DoomLevelMesh::DoomLevelMesh(FLevelLocals& doomMap)
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{
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SetLimits(doomMap);
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SunColor = doomMap.SunColor; // TODO keep only one copy?
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SunDirection = doomMap.SunDirection;
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SunIntensity = doomMap.SunIntensity;
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Lightmap.SampleDistance = doomMap.LightmapSampleDistance;
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LightBounce = doomMap.LightBounce;
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AmbientOcclusion = doomMap.AmbientOcclusion;
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LevelWideLMDynamic = doomMap.LevelWideLMDynamic;
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// HWWall and HWFlat still looks at r_viewpoint when doing calculations,
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// but we aren't rendering a specific viewpoint when this function gets called
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int oldextralight = r_viewpoint.extralight;
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AActor* oldcamera = r_viewpoint.camera;
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r_viewpoint.extralight = 0;
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r_viewpoint.camera = nullptr;
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BuildHeightGroups(doomMap);
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BuildSideVisibilityLists(doomMap);
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BuildSubsectorVisibilityLists(doomMap);
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BuildSectorGroups(doomMap);
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CreatePortals(doomMap);
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CreateSurfaces(doomMap);
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// This is a bit of a hack. Lights aren't available until BeginFrame is called.
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// Unfortunately we need a surface list already at this point for our Mesh.MaxNodes calculation
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for (unsigned int i = 0; i < Sides.Size(); i++)
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UpdateSide(i, SurfaceUpdateType::LightList);
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for (unsigned int i = 0; i < Flats.Size(); i++)
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UpdateFlat(i, SurfaceUpdateType::LightList);
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// Initial tiles are black and should be background updated
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for (auto& tile : Lightmap.Tiles)
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{
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tile.GeometryUpdate = false;
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tile.NeedsInitialBake = true;
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}
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// Collect all the models we want to bake into the level mesh
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if (lm_models)
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{
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TThinkerIterator<AActor> it(&doomMap, PClass::FindClass("Actor"), STAT_STATIC, FThinkerIteratorMode::forceSearch);
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AActor* thing;
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while ((thing = it.Next()) != nullptr)
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{
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if (thing->IntVar(NAME_ShadowCastingType) == SHADOWCASTING_Static)
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{
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bool isPicnumOverride = thing->picnum.isValid();
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int spritenum = thing->sprite;
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FSpriteModelFrame* modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing, spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (modelframe && modelframe->modelIDs.size() != 0)
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{
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CreateModelSurfaces(thing, modelframe);
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}
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}
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}
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}
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CreateCollision();
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UploadPortals();
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r_viewpoint.extralight = oldextralight;
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r_viewpoint.camera = oldcamera;
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}
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DoomLevelMesh::~DoomLevelMesh()
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{
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}
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void DoomLevelMesh::CreateModelSurfaces(AActor* thing, FSpriteModelFrame* modelframe)
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{
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DVector3 thingpos = thing->Pos();
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double x = thingpos.X + thing->WorldOffset.X;
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double z = thingpos.Z + thing->WorldOffset.Z;
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double y = thingpos.Y + thing->WorldOffset.Y;
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state.mSortedLists.clear();
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state.mVertices.Clear();
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state.mIndexes.Clear();
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state.SetDepthMask(true);
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state.EnableFog(true);
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state.SetRenderStyle(STYLE_Source);
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state.SetDepthFunc(DF_LEqual);
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state.ClearDepthBias();
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state.EnableTexture(true);
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state.EnableBrightmap(true);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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MeshBuilderModelRender renderer(state);
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RenderModel(&renderer, x, y, z, modelframe, thing, 0.0);
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// Flatten the model as we need lightmap UV coordinates uniquely for every vertex for each surface.
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int numUniforms = 0;
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int numSurfaces = 0;
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for (auto& it : state.mSortedLists)
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{
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numUniforms++;
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for (MeshDrawCommand& command : it.second.mDraws)
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{
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if (command.DrawType == DT_Triangles)
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{
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numSurfaces += command.Count / 3;
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}
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}
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for (MeshDrawCommand& command : it.second.mIndexedDraws)
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{
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if (command.DrawType == DT_Triangles)
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{
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numSurfaces += command.Count / 3;
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}
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}
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}
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VSMatrix objectToWorld = state.objectToWorld;
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//VSMatrix normalToWorld = state.normalToWorld;
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GeometryAllocInfo ginfo = AllocGeometry(numSurfaces * 3, numSurfaces * 3);
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UniformsAllocInfo uinfo = AllocUniforms(numUniforms);
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SurfaceAllocInfo sinfo = AllocSurface(numUniforms); // Note: this is not a typo. We currently only create a SurfaceInfo for each apply state.
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SurfaceUniforms* curUniforms = GetUniforms(uinfo);
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SurfaceLightUniforms* curLightUniforms = GetLightUniforms(uinfo);
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FMaterialState* curMaterial = GetMaterials(uinfo);
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auto indexes = GetIndexes(ginfo);
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auto vertices = GetVertices(ginfo);
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auto uniformIndexes = GetUniformIndexes(ginfo);
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int pipelineID = 0;
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int uniformsIndex = uinfo.Start;
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int vertIndex = ginfo.VertexStart;
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for (auto& it : state.mSortedLists)
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{
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const MeshApplyState& applyState = it.first;
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pipelineID = screen->GetLevelMeshPipelineID(applyState.applyData, applyState.surfaceUniforms, applyState.material);
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auto indexBuffer = applyState.indexBuffer->Data.data();
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auto vertexBuffer = applyState.vertexBuffer->Data.data();
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for (MeshDrawCommand& command : it.second.mDraws)
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{
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if (command.DrawType == DT_Triangles)
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{
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int numVertices = command.Count / 3 * 3;
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for (int i = 0; i < numVertices; i++)
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{
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*(indexes++) = vertIndex + i;
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}
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for (int i = command.Start, end = command.Start + numVertices; i < end; i++)
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{
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const FModelVertex& vertIn = vertexBuffer[i];
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FVector4 pos = objectToWorld * FVector4(vertIn.x, vertIn.y, vertIn.z, 1.0f);
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FFlatVertex vertOut;
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vertOut.x = pos.X;
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vertOut.y = pos.Z;
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vertOut.z = pos.Y;
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vertOut.u = vertIn.u;
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vertOut.v = vertIn.v;
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vertOut.lindex = -1.0f;
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*(vertices++) = vertOut;
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*(uniformIndexes++) = uniformsIndex;
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}
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vertIndex += numVertices;
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}
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}
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for (MeshDrawCommand& command : it.second.mIndexedDraws)
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{
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if (command.DrawType == DT_Triangles)
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{
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int numVertices = command.Count / 3 * 3;
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for (int i = 0; i < numVertices; i++)
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{
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*(indexes++) = vertIndex + i;
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}
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for (int i = command.Start, end = command.Start + numVertices; i < end; i++)
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{
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const FModelVertex& vertIn = vertexBuffer[indexBuffer[i]];
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FVector4 pos = objectToWorld * FVector4(vertIn.x, vertIn.y, vertIn.z, 1.0f);
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FFlatVertex vertOut;
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vertOut.x = pos.X;
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vertOut.y = pos.Z;
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vertOut.z = pos.Y;
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vertOut.u = vertIn.u;
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vertOut.v = vertIn.v;
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vertOut.lindex = -1.0f;
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*(vertices++) = vertOut;
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*(uniformIndexes++) = uniformsIndex;
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}
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vertIndex += numVertices;
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}
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}
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*(curUniforms++) = applyState.surfaceUniforms;
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*(curMaterial++) = applyState.material;
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curLightUniforms->uVertexColor = applyState.surfaceUniforms.uVertexColor;
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curLightUniforms->uDesaturationFactor = applyState.surfaceUniforms.uDesaturationFactor;
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curLightUniforms->uLightLevel = applyState.surfaceUniforms.uLightLevel;
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curLightUniforms++;
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auto surface = GetSurface(sinfo);
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surface->PipelineID = pipelineID;
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surface->SectorGroup = thing->Sector ? sectorGroup[thing->Sector->Index()] : 0;
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surface->Alpha = float(thing->Alpha);
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surface->MeshLocation.StartVertIndex = ginfo.VertexStart;
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surface->MeshLocation.StartElementIndex = ginfo.IndexStart;
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surface->MeshLocation.NumVerts = ginfo.VertexCount;
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surface->MeshLocation.NumElements = ginfo.IndexCount;
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surface->Plane = FVector4(0.0f, 0.0f, 0.0f, 0.0f);
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surface->Texture = TexMan.GetGameTexture(skyflatnum); // To do: how to get a FGameTexture from a material?
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surface->PortalIndex = 0;
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surface->IsSky = false;
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surface->Bounds = GetBoundsFromSurface(*surface);
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surface->LightList.Pos = 0; // To do: how to manage the light list for baked models?
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surface->LightList.Count = 0;
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surface->LightmapTileIndex = -1; // To do: create tiles for the model surfaces? Current SurfaceInfo is too big for this
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for (int i = ginfo.IndexStart / 3, end = (ginfo.IndexStart + ginfo.IndexCount) / 3; i < end; i++)
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Mesh.SurfaceIndexes[i] = sinfo.Index;
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auto doomsurface = GetDoomSurface(sinfo);
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doomsurface->Type = ST_NONE; // Maybe add ST_MODEL?
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uniformsIndex++;
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}
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// To do: save ginfo, uinfo and sinfo in a Models list like we are doing for sides and flats? We need that if we are to ever update them
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}
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void DoomLevelMesh::BuildSideVisibilityLists(FLevelLocals& doomMap)
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{
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VisibleSides.resize(doomMap.sides.size());
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for (size_t i = 0, count = VisibleSides.size(); i < count; i++)
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{
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side_t* side = &doomMap.sides[i];
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// Always bake the side
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VisibleSides[i].Push(i);
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// To do: use side->LeftSide and side->RightSide or maybe blockmap to find sides closeby we also want included in the bake
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}
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}
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|
|
void DoomLevelMesh::BuildHeightGroups(FLevelLocals& doomMap)
|
|
{
|
|
// Reset groups
|
|
for (sector_t& sector : doomMap.sectors)
|
|
for (int plane = 0; plane < 2; plane++)
|
|
sector.lightmapHeightGroup[plane] = -1;
|
|
|
|
// Try to group sector flats into continous planes while taking slopes into account
|
|
int nextGroup = 0;
|
|
TArray<sector_t*> stack;
|
|
for (sector_t& sector : doomMap.sectors)
|
|
{
|
|
for (int plane = 0; plane < 2; plane++)
|
|
{
|
|
if (sector.lightmapHeightGroup[plane] != -1)
|
|
continue;
|
|
|
|
int group = nextGroup++;
|
|
sector.lightmapHeightGroup[plane] = group;
|
|
|
|
stack.Push(§or);
|
|
while (stack.Size() != 0)
|
|
{
|
|
sector_t* cur = stack.Last();
|
|
stack.Pop();
|
|
|
|
for (line_t* line : cur->Lines)
|
|
{
|
|
if (!line->backsector)
|
|
continue;
|
|
|
|
auto fs = line->frontsector;
|
|
auto bs = line->backsector;
|
|
auto& fsplane = fs->GetSecPlane(plane);
|
|
auto& bsplane = bs->GetSecPlane(plane);
|
|
|
|
if (std::abs(fsplane.ZatPoint(line->v1) - bsplane.ZatPoint(line->v1)) < 16.0 &&
|
|
std::abs(fsplane.ZatPoint(line->v2) - bsplane.ZatPoint(line->v2)) < 16.0)
|
|
{
|
|
if (fs == cur && bs->lightmapHeightGroup[plane] == -1)
|
|
{
|
|
cur->lightmapHeightGroup[plane] = group;
|
|
stack.Push(bs);
|
|
}
|
|
else if (bs == cur && fs->lightmapHeightGroup[plane] == -1)
|
|
{
|
|
cur->lightmapHeightGroup[plane] = group;
|
|
stack.Push(fs);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::BuildSubsectorVisibilityLists(FLevelLocals& doomMap)
|
|
{
|
|
TArray<subsector_t*> stack;
|
|
VisibleSubsectors.resize(doomMap.subsectors.size());
|
|
for (size_t i = 0, count = VisibleSubsectors.size(); i < count; i++)
|
|
{
|
|
subsector_t* sub = &doomMap.subsectors[i];
|
|
FBoundingBox bbox = sub->bbox;
|
|
bbox.extend(32.0);
|
|
|
|
validcount++;
|
|
|
|
// Always bake the subsector
|
|
VisibleSubsectors[i].Push(i);
|
|
|
|
sub->validcount = validcount;
|
|
stack.Push(sub);
|
|
|
|
// Add neighbouring subsectors that touches the bounding box
|
|
while (stack.size() != 0)
|
|
{
|
|
sub = stack.Last();
|
|
stack.Pop();
|
|
|
|
auto lines = sub->firstline;
|
|
uint32_t count = sub->numlines;
|
|
for (uint32_t j = 0; j < count; j++)
|
|
{
|
|
seg_t* partner = lines[j].PartnerSeg;
|
|
if (partner && partner->Subsector)
|
|
{
|
|
subsector_t* partnersub = partner->Subsector;
|
|
if (partnersub->validcount != validcount)
|
|
{
|
|
partnersub->validcount = validcount;
|
|
if (partnersub->bbox.CheckOverlap(bbox))
|
|
{
|
|
stack.Push(partnersub);
|
|
VisibleSubsectors[i].Push(partnersub->Index());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::SetLimits(FLevelLocals& doomMap)
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
void DoomLevelMesh::AddSectorsToDrawLists(const TArray<int>& sectors, LevelMeshDrawLists& lists)
|
|
{
|
|
for (int sectorIndex : sectors)
|
|
{
|
|
for (const DrawRangeInfo& di : Flats[sectorIndex].DrawRanges)
|
|
{
|
|
lists.Add(di.DrawType, di.PipelineID, { di.IndexStart, di.IndexStart + di.IndexCount });
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::AddSidesToDrawLists(const TArray<int>& sides, LevelMeshDrawLists& lists, HWDrawInfo* di, FRenderState& state)
|
|
{
|
|
for (int sideIndex : sides)
|
|
{
|
|
auto& sideInfo = Sides[sideIndex];
|
|
|
|
if (!sideInfo.NeedsImmediateRendering)
|
|
{
|
|
for (const DrawRangeInfo& di : sideInfo.DrawRanges)
|
|
{
|
|
lists.Add(di.DrawType, di.PipelineID, { di.IndexStart, di.IndexStart + di.IndexCount });
|
|
}
|
|
|
|
for (const HWMissing& missing : sideInfo.MissingUpper)
|
|
{
|
|
di->AddUpperMissingTexture(missing.side, missing.sub, missing.plane);
|
|
}
|
|
|
|
for (const HWMissing& missing : sideInfo.MissingLower)
|
|
{
|
|
di->AddLowerMissingTexture(missing.side, missing.sub, missing.plane);
|
|
}
|
|
|
|
auto& decals = sideInfo.Decals;
|
|
if (decals.Size() != 0)
|
|
{
|
|
int dynlightindex = -1;
|
|
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && decals[0].texture != nullptr && !lm_dynlights)
|
|
{
|
|
dynlightindex = decals[0].SetupLights(di, state, lightdata, &level.sides[sideIndex]);
|
|
}
|
|
|
|
for (const HWDecalCreateInfo& info : decals)
|
|
{
|
|
info.ProcessDecal(di, state, dynlightindex);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// To do: is it good enough to just grab the first seg here?
|
|
side_t* side = &di->Level->sides[sideIndex];
|
|
seg_t* seg = side->segs[0];
|
|
di->ProcessSeg(seg, state);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::BeginFrame(FLevelLocals& doomMap)
|
|
{
|
|
LastFrameStats = CurFrameStats;
|
|
CurFrameStats = Stats();
|
|
|
|
ProcessLevelMesh.ResetAndClock();
|
|
|
|
// HWWall and HWFlat still looks at r_viewpoint when doing calculations,
|
|
// but we aren't rendering a specific viewpoint when this function gets called
|
|
int oldextralight = r_viewpoint.extralight;
|
|
AActor* oldcamera = r_viewpoint.camera;
|
|
r_viewpoint.extralight = 0;
|
|
r_viewpoint.camera = nullptr;
|
|
|
|
// If something changes we put it into new tiles.
|
|
TileBindings.clear();
|
|
|
|
for (side_t* side : PolySides)
|
|
{
|
|
int sideIndex = side->Index();
|
|
Sides[sideIndex].PolySegs.Clear();
|
|
UpdateSide(sideIndex, SurfaceUpdateType::Full);
|
|
}
|
|
|
|
for (auto& poly : doomMap.Polyobjects)
|
|
{
|
|
FPolyNode* pnode = poly.subsectorlinks;
|
|
while (pnode != nullptr)
|
|
{
|
|
subsector_t* sub = pnode->subsector;
|
|
if (sub->BSP == nullptr || sub->BSP->bDirty)
|
|
sub->BuildPolyBSP();
|
|
|
|
for (subsector_t& polysub : sub->BSP->Subsectors)
|
|
{
|
|
int count = polysub.numlines;
|
|
seg_t* line = polysub.firstline;
|
|
while (count--)
|
|
{
|
|
if (line->sidedef)
|
|
{
|
|
Sides[line->sidedef->Index()].PolySegs.Push(line);
|
|
}
|
|
line++;
|
|
}
|
|
}
|
|
pnode = pnode->snext;
|
|
}
|
|
}
|
|
|
|
for (int sideIndex : SideUpdateList)
|
|
{
|
|
if (Sides[sideIndex].UpdateType == SurfaceUpdateType::LightLevel)
|
|
{
|
|
SetSideLights(doomMap, sideIndex);
|
|
}
|
|
else if (Sides[sideIndex].UpdateType == SurfaceUpdateType::Shadows)
|
|
{
|
|
UpdateSideShadows(doomMap, sideIndex);
|
|
}
|
|
else if (Sides[sideIndex].UpdateType == SurfaceUpdateType::LightList)
|
|
{
|
|
UpdateSideLightList(doomMap, sideIndex);
|
|
}
|
|
else // SurfaceUpdateType::Full
|
|
{
|
|
CreateSide(doomMap, sideIndex);
|
|
}
|
|
Sides[sideIndex].UpdateType = SurfaceUpdateType::None;
|
|
}
|
|
SideUpdateList.Clear();
|
|
|
|
for (int flatIndex : FlatUpdateList)
|
|
{
|
|
if (Flats[flatIndex].UpdateType == SurfaceUpdateType::LightLevel)
|
|
{
|
|
SetFlatLights(doomMap, flatIndex);
|
|
}
|
|
else if (Flats[flatIndex].UpdateType == SurfaceUpdateType::Shadows)
|
|
{
|
|
UpdateFlatShadows(doomMap, flatIndex);
|
|
}
|
|
else if (Flats[flatIndex].UpdateType == SurfaceUpdateType::LightList)
|
|
{
|
|
UpdateFlatLightList(doomMap, flatIndex);
|
|
}
|
|
else // SurfaceUpdateType::Full
|
|
{
|
|
CreateFlat(doomMap, flatIndex);
|
|
}
|
|
}
|
|
|
|
PackLightmapAtlas();
|
|
|
|
for (int flatIndex : FlatUpdateList)
|
|
{
|
|
if (Flats[flatIndex].UpdateType == SurfaceUpdateType::Full)
|
|
{
|
|
UpdateVBOLightmap(*screen->RenderState(), &doomMap.sectors[flatIndex]);
|
|
}
|
|
Flats[flatIndex].UpdateType = SurfaceUpdateType::None;
|
|
}
|
|
FlatUpdateList.Clear();
|
|
|
|
UploadDynLights(doomMap);
|
|
|
|
Collision->Update();
|
|
|
|
r_viewpoint.extralight = oldextralight;
|
|
r_viewpoint.camera = oldcamera;
|
|
|
|
ProcessLevelMesh.Unclock();
|
|
}
|
|
|
|
void DoomLevelMesh::UploadDynLights(FLevelLocals& doomMap)
|
|
{
|
|
lightdata.Clear();
|
|
for (auto light = doomMap.lights; light; light = light->next)
|
|
{
|
|
if (!light->IsActive())
|
|
continue;
|
|
|
|
if (light->Trace() || lm_dynlights)
|
|
{
|
|
UpdateLight(light);
|
|
}
|
|
else
|
|
{
|
|
int portalGroup = 0; // What value should this have?
|
|
AddLightToList(lightdata, portalGroup, light, false, false);
|
|
CurFrameStats.DynLights++;
|
|
}
|
|
}
|
|
|
|
// All meaasurements here are in vec4's.
|
|
int size0 = lightdata.arrays[LIGHTARRAY_NORMAL].Size();
|
|
int size1 = lightdata.arrays[LIGHTARRAY_SUBTRACTIVE].Size();
|
|
int size2 = lightdata.arrays[LIGHTARRAY_ADDITIVE].Size();
|
|
int totalsize = size0 + size1 + size2;
|
|
int maxLightData = Mesh.DynLights.Size();
|
|
|
|
int parmcnt[] = { 0, size0, size0 + size1, size0 + size1 + size2 };
|
|
|
|
int* indexptr = (int*)Mesh.DynLights.Data();
|
|
|
|
memcpy(indexptr, parmcnt, sizeof(int) * 4);
|
|
|
|
FDynLightInfo* dataptr = (FDynLightInfo*)(indexptr + 4);
|
|
|
|
memcpy(dataptr, &lightdata.arrays[0][0], size0 * sizeof(FDynLightInfo));
|
|
memcpy(dataptr + size0, &lightdata.arrays[1][0], size1 * sizeof(FDynLightInfo));
|
|
memcpy(dataptr + (size0 + size1), &lightdata.arrays[2][0], size2 * sizeof(FDynLightInfo));
|
|
|
|
UploadRanges.DynLight.Add(0, sizeof(int) * 4 + totalsize * sizeof(FDynLightInfo));
|
|
}
|
|
|
|
TArray<HWWall>& DoomLevelMesh::GetSidePortals(int sideIndex)
|
|
{
|
|
return Sides[sideIndex].WallPortals;
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
LightAllocInfo info = AllocLight();
|
|
CopyToMeshLight(light, *GetLight(info), portalgroup);
|
|
|
|
light->levelmesh[index].index = info.Index + 1;
|
|
light->levelmesh[index].portalgroup = portalgroup;
|
|
return info.Index;
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateLight(FDynamicLight* light)
|
|
{
|
|
for (int index = 0; index < FDynamicLight::max_levelmesh_entries && light->levelmesh[index].index != 0; index++)
|
|
{
|
|
int lightindex = light->levelmesh[index].index - 1;
|
|
int portalgroup = light->levelmesh[index].portalgroup;
|
|
CopyToMeshLight(light, Mesh.Lights[lightindex], portalgroup);
|
|
UploadRanges.Light.Add(lightindex, 1);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::CopyToMeshLight(FDynamicLight* light, LevelMeshLight& meshlight, int portalgroup)
|
|
{
|
|
DVector3 pos = light->PosRelative(portalgroup);
|
|
|
|
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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
Sides.clear();
|
|
Flats.clear();
|
|
Sides.resize(doomMap.sides.size());
|
|
Flats.resize(doomMap.sectors.size());
|
|
SubsectorSurfaces.resize(doomMap.subsectors.size());
|
|
for (int& i : SubsectorSurfaces)
|
|
i = -1;
|
|
|
|
// 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)
|
|
{
|
|
PolySides.Push(side);
|
|
continue;
|
|
}
|
|
|
|
CreateSide(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;
|
|
CreateFlat(doomMap, i);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::ReleaseTiles(int surf)
|
|
{
|
|
while (surf != -1)
|
|
{
|
|
int& tileIndex = Mesh.Surfaces[surf].LightmapTileIndex;
|
|
if (tileIndex != -1)
|
|
{
|
|
LightmapTile& tile = Lightmap.Tiles[tileIndex];
|
|
tile.UseCount--;
|
|
if (tile.UseCount == 0) // Nothing is referencing this tile anymore. Release it back to the atlas packer.
|
|
{
|
|
if (tile.AtlasLocation.Item)
|
|
{
|
|
Lightmap.AtlasPacker->Free(tile.AtlasLocation.Item);
|
|
tile.AtlasLocation.Item = nullptr;
|
|
}
|
|
FreeTile(tileIndex);
|
|
}
|
|
tileIndex = -1;
|
|
}
|
|
surf = DoomSurfaceInfos[surf].NextSurface;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::FreeSide(FLevelLocals& doomMap, unsigned int sideIndex)
|
|
{
|
|
if (sideIndex >= Sides.Size())
|
|
return;
|
|
|
|
ReleaseTiles(Sides[sideIndex].FirstSurface);
|
|
|
|
int surf = Sides[sideIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
unsigned int next = DoomSurfaceInfos[surf].NextSurface;
|
|
FreeSurface(surf);
|
|
surf = next;
|
|
}
|
|
Sides[sideIndex].FirstSurface = -1;
|
|
|
|
FreeLightList(Sides[sideIndex].Lights.Start, Sides[sideIndex].Lights.Count);
|
|
Sides[sideIndex].Lights.Count = 0;
|
|
|
|
for (auto& geo : Sides[sideIndex].Geometries)
|
|
FreeGeometry(geo.VertexStart, geo.VertexCount, geo.IndexStart, geo.IndexCount);
|
|
Sides[sideIndex].Geometries.Clear();
|
|
|
|
Sides[sideIndex].DrawRanges.Clear();
|
|
|
|
for (auto& uni : Sides[sideIndex].Uniforms)
|
|
FreeUniforms(uni.Start, uni.Count);
|
|
Sides[sideIndex].Uniforms.Clear();
|
|
|
|
Sides[sideIndex].WallPortals.Clear();
|
|
Sides[sideIndex].MissingUpper.Clear();
|
|
Sides[sideIndex].MissingLower.Clear();
|
|
Sides[sideIndex].Decals.Clear();
|
|
|
|
Sides[sideIndex].NeedsImmediateRendering = false;
|
|
}
|
|
|
|
void DoomLevelMesh::FreeFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
|
|
{
|
|
if (sectorIndex >= Flats.Size())
|
|
return;
|
|
|
|
for (FSection& section : level.sections.SectionsForSector(&doomMap.sectors[sectorIndex]))
|
|
{
|
|
for (subsector_t* subsector : section.subsectors)
|
|
{
|
|
SubsectorSurfaces[subsector->Index()] = -1;
|
|
}
|
|
}
|
|
|
|
ReleaseTiles(Flats[sectorIndex].FirstSurface);
|
|
|
|
int surf = Flats[sectorIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
unsigned int next = DoomSurfaceInfos[surf].NextSurface;
|
|
FreeSurface(surf);
|
|
surf = next;
|
|
}
|
|
Flats[sectorIndex].FirstSurface = -1;
|
|
|
|
for (auto& list : Flats[sectorIndex].Lights)
|
|
FreeLightList(list.Start, list.Count);
|
|
Flats[sectorIndex].Lights.Clear();
|
|
|
|
for (auto& geo : Flats[sectorIndex].Geometries)
|
|
FreeGeometry(geo.VertexStart, geo.VertexCount, geo.IndexStart, geo.IndexCount);
|
|
Flats[sectorIndex].Geometries.Clear();
|
|
|
|
Flats[sectorIndex].DrawRanges.Clear();
|
|
|
|
for (auto& uni : Flats[sectorIndex].Uniforms)
|
|
FreeUniforms(uni.Start, uni.Count);
|
|
Flats[sectorIndex].Uniforms.Clear();
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateLightShadows(sector_t* sector)
|
|
{
|
|
for (FSection& section : level.sections.SectionsForSector(sector))
|
|
{
|
|
auto flatLightList = level.lightlists.flat_dlist.CheckKey(§ion);
|
|
if (flatLightList)
|
|
{
|
|
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
|
|
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Pair* pair;
|
|
while (it.NextPair(pair))
|
|
{
|
|
auto node = pair->Value.get();
|
|
FDynamicLight* light = node->lightsource;
|
|
if (light && light->IsActive() && (light->Trace() || lm_dynlights))
|
|
{
|
|
UpdateLightShadows(light);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateLightShadows(FDynamicLight* light)
|
|
{
|
|
auto touching_sector = light->touching_sector;
|
|
while (touching_sector)
|
|
{
|
|
UpdateFlat(touching_sector->targSection->sector->Index(), SurfaceUpdateType::LightList);
|
|
touching_sector = touching_sector->nextTarget;
|
|
}
|
|
|
|
auto touching_sides = light->touching_sides;
|
|
while (touching_sides)
|
|
{
|
|
UpdateSide(touching_sides->targLine->Index(), SurfaceUpdateType::LightList);
|
|
touching_sides = touching_sides->nextTarget;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::OnFloorHeightChanged(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::Full);
|
|
for (line_t* line : sector->Lines)
|
|
{
|
|
if (line->sidedef[0])
|
|
UpdateSide(line->sidedef[0]->Index(), SurfaceUpdateType::Full);
|
|
if (line->sidedef[1])
|
|
UpdateSide(line->sidedef[1]->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
UpdateLightShadows(sector);
|
|
}
|
|
|
|
void DoomLevelMesh::OnCeilingHeightChanged(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::Full);
|
|
for (line_t* line : sector->Lines)
|
|
{
|
|
if (line->sidedef[0])
|
|
UpdateSide(line->sidedef[0]->Index(), SurfaceUpdateType::Full);
|
|
if (line->sidedef[1])
|
|
UpdateSide(line->sidedef[1]->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
UpdateLightShadows(sector);
|
|
}
|
|
|
|
void DoomLevelMesh::OnMidTex3DHeightChanged(sector_t* sector)
|
|
{
|
|
// UpdateFlat(sector->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
|
|
void DoomLevelMesh::OnFloorTextureChanged(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
|
|
void DoomLevelMesh::OnCeilingTextureChanged(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
|
|
void DoomLevelMesh::OnSectorChangedTexZ(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::Full);
|
|
for (line_t* line : sector->Lines)
|
|
{
|
|
if (line->sidedef[0])
|
|
UpdateSide(line->sidedef[0]->Index(), SurfaceUpdateType::Full);
|
|
else if (line->sidedef[1])
|
|
UpdateSide(line->sidedef[1]->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::OnSideTextureChanged(side_t* side, int section)
|
|
{
|
|
UpdateSide(side->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
|
|
void DoomLevelMesh::OnSideDecalsChanged(side_t* side)
|
|
{
|
|
UpdateSide(side->Index(), SurfaceUpdateType::Full);
|
|
}
|
|
|
|
void DoomLevelMesh::OnSectorLightChanged(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::LightLevel);
|
|
for (line_t* line : sector->Lines)
|
|
{
|
|
if (line->sidedef[0] && line->sidedef[0]->sector == sector)
|
|
UpdateSide(line->sidedef[0]->Index(), SurfaceUpdateType::LightLevel);
|
|
else if (line->sidedef[1] && line->sidedef[1]->sector == sector)
|
|
UpdateSide(line->sidedef[1]->Index(), SurfaceUpdateType::LightLevel);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::OnSectorLightThinkerCreated(sector_t* sector, DLighting* lightthinker)
|
|
{
|
|
}
|
|
|
|
void DoomLevelMesh::OnSectorLightThinkerDestroyed(sector_t* sector, DLighting* lightthinker)
|
|
{
|
|
}
|
|
|
|
void DoomLevelMesh::OnSectorLightListChanged(sector_t* sector)
|
|
{
|
|
UpdateFlat(sector->Index(), SurfaceUpdateType::LightList);
|
|
}
|
|
|
|
void DoomLevelMesh::OnSideLightListChanged(side_t* side)
|
|
{
|
|
UpdateSide(side->Index(), SurfaceUpdateType::LightList);
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateSideLightList(FLevelLocals& doomMap, unsigned int sideIndex)
|
|
{
|
|
SideSurfaceBlock& sideBlock = Sides[sideIndex];
|
|
side_t* side = &doomMap.sides[sideIndex];
|
|
|
|
if (side->Flags & WALLF_POLYOBJ)
|
|
{
|
|
auto sub = level.PointInRenderSubsector((side->V1()->fPos() + side->V2()->fPos()) * 0.5);
|
|
if (!sub)
|
|
return;
|
|
|
|
FreeLightList(sideBlock.Lights.Start, sideBlock.Lights.Count);
|
|
sideBlock.Lights = CreateLightList(sub->section, nullptr, sub->sector->PortalGroup);
|
|
}
|
|
else
|
|
{
|
|
FreeLightList(sideBlock.Lights.Start, sideBlock.Lights.Count);
|
|
sideBlock.Lights = CreateLightList(nullptr, side, side->sector->PortalGroup);
|
|
}
|
|
|
|
int surf = Sides[sideIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
Mesh.Surfaces[surf].LightList.Pos = sideBlock.Lights.Start;
|
|
Mesh.Surfaces[surf].LightList.Count = sideBlock.Lights.Count;
|
|
UploadRanges.Surface.Add(surf, 1);
|
|
|
|
int tile = Mesh.Surfaces[surf].LightmapTileIndex;
|
|
if (tile != -1)
|
|
{
|
|
Lightmap.Tiles[tile].ReceivedNewLight = true;
|
|
}
|
|
surf = DoomSurfaceInfos[surf].NextSurface;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateFlatLightList(FLevelLocals& doomMap, unsigned int sectorIndex)
|
|
{
|
|
for (auto& lightlist : Flats[sectorIndex].Lights)
|
|
FreeLightList(lightlist.Start, lightlist.Count);
|
|
Flats[sectorIndex].Lights.Clear();
|
|
|
|
sector_t* sector = &doomMap.sectors[sectorIndex];
|
|
for (FSection& section : doomMap.sections.SectionsForSector(sectorIndex))
|
|
{
|
|
Flats[sectorIndex].Lights.Push(CreateLightList(§ion, nullptr, section.sector->PortalGroup));
|
|
}
|
|
|
|
int surf = Flats[sectorIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
const auto& lightlist = Flats[sectorIndex].Lights[DoomSurfaceInfos[surf].LightListSection];
|
|
Mesh.Surfaces[surf].LightList.Pos = lightlist.Start;
|
|
Mesh.Surfaces[surf].LightList.Count = lightlist.Count;
|
|
UploadRanges.Surface.Add(surf, 1);
|
|
|
|
int tile = Mesh.Surfaces[surf].LightmapTileIndex;
|
|
if (tile != -1)
|
|
{
|
|
Lightmap.Tiles[tile].ReceivedNewLight = true;
|
|
}
|
|
surf = DoomSurfaceInfos[surf].NextSurface;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateSideShadows(FLevelLocals& doomMap, unsigned int sideIndex)
|
|
{
|
|
int surf = Sides[sideIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
int tile = Mesh.Surfaces[surf].LightmapTileIndex;
|
|
if (tile != -1)
|
|
{
|
|
Lightmap.Tiles[tile].ReceivedNewLight = true;
|
|
}
|
|
surf = DoomSurfaceInfos[surf].NextSurface;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateFlatShadows(FLevelLocals& doomMap, unsigned int sectorIndex)
|
|
{
|
|
int surf = Flats[sectorIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
int tile = Mesh.Surfaces[surf].LightmapTileIndex;
|
|
if (tile != -1)
|
|
{
|
|
Lightmap.Tiles[tile].ReceivedNewLight = true;
|
|
}
|
|
surf = DoomSurfaceInfos[surf].NextSurface;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateSide(unsigned int sideIndex, SurfaceUpdateType updateType)
|
|
{
|
|
SurfaceUpdateType value = Sides[sideIndex].UpdateType;
|
|
if (value == SurfaceUpdateType::None)
|
|
{
|
|
// First update request
|
|
SideUpdateList.Push(sideIndex);
|
|
Sides[sideIndex].UpdateType = updateType;
|
|
}
|
|
else if (
|
|
(value == SurfaceUpdateType::Shadows && updateType == SurfaceUpdateType::LightList) ||
|
|
(value == SurfaceUpdateType::LightList && updateType == SurfaceUpdateType::Shadows))
|
|
{
|
|
// Shadows only bakes the tile. This is also done by LightList.
|
|
Sides[sideIndex].UpdateType = SurfaceUpdateType::LightList;
|
|
}
|
|
else if (value != updateType)
|
|
{
|
|
// Upgrade to full update if we get multiple upgrade requests of different types
|
|
Sides[sideIndex].UpdateType = SurfaceUpdateType::Full;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::UpdateFlat(unsigned int sectorIndex, SurfaceUpdateType updateType)
|
|
{
|
|
SurfaceUpdateType value = Flats[sectorIndex].UpdateType;
|
|
if (value == SurfaceUpdateType::None)
|
|
{
|
|
// First update request
|
|
FlatUpdateList.Push(sectorIndex);
|
|
Flats[sectorIndex].UpdateType = updateType;
|
|
}
|
|
else if (
|
|
(value == SurfaceUpdateType::Shadows && updateType == SurfaceUpdateType::LightList) ||
|
|
(value == SurfaceUpdateType::LightList && updateType == SurfaceUpdateType::Shadows))
|
|
{
|
|
// Shadows only bakes the tile. This is also done by LightList.
|
|
Flats[sectorIndex].UpdateType = SurfaceUpdateType::LightList;
|
|
}
|
|
else if (value != updateType)
|
|
{
|
|
// Upgrade to full update if we get multiple upgrade requests of different types
|
|
Flats[sectorIndex].UpdateType = SurfaceUpdateType::Full;
|
|
}
|
|
}
|
|
|
|
LightListAllocInfo DoomLevelMesh::CreateLightList(FSection* section, side_t* side, int portalgroup)
|
|
{
|
|
int lightcount = 0;
|
|
|
|
auto srcLightList = section ? level.lightlists.flat_dlist.CheckKey(section) : level.lightlists.wall_dlist.CheckKey(side);
|
|
if (srcLightList)
|
|
{
|
|
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*srcLightList);
|
|
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Pair* pair;
|
|
while (it.NextPair(pair))
|
|
{
|
|
auto node = pair->Value.get();
|
|
if (!node) continue;
|
|
|
|
FDynamicLight* light = node->lightsource;
|
|
if (light && light->IsActive() && (light->Trace() || lm_dynlights) && GetLightIndex(light, portalgroup) >= 0)
|
|
{
|
|
lightcount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
LightListAllocInfo info = AllocLightList(lightcount);
|
|
|
|
if (srcLightList)
|
|
{
|
|
int32_t* lightList = GetLightList(info);
|
|
int i = 0;
|
|
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*srcLightList);
|
|
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Pair* pair;
|
|
while (it.NextPair(pair))
|
|
{
|
|
auto node = pair->Value.get();
|
|
if (!node) continue;
|
|
|
|
FDynamicLight* light = node->lightsource;
|
|
if (light && light->IsActive() && (light->Trace() || lm_dynlights))
|
|
{
|
|
int lightindex = GetLightIndex(light, portalgroup);
|
|
if (lightindex >= 0)
|
|
{
|
|
lightList[i++] = lightindex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return info;
|
|
}
|
|
|
|
void DoomLevelMesh::CreateSide(FLevelLocals& doomMap, unsigned int sideIndex)
|
|
{
|
|
CurFrameStats.SidesUpdated++;
|
|
|
|
FreeSide(doomMap, sideIndex);
|
|
|
|
side_t* side = &doomMap.sides[sideIndex];
|
|
seg_t* seg = side->segs[0];
|
|
if (!seg) // When can this happen?
|
|
return;
|
|
|
|
auto& sideBlock = Sides[sideIndex];
|
|
|
|
if ((side->Flags & WALLF_POLYOBJ) == WALLF_POLYOBJ && sideBlock.PolySegs.size() == 0)
|
|
return;
|
|
|
|
HWMeshHelper result;
|
|
HWWallDispatcher disp(&doomMap, &result, getRealLightmode(&doomMap, true));
|
|
|
|
if (side->Flags & WALLF_POLYOBJ)
|
|
{
|
|
bool lightlistCreated = false;
|
|
for (seg_t* polyseg : sideBlock.PolySegs)
|
|
{
|
|
// Is there really not a better way of finding the subsector a polyseg resides in?
|
|
subsector_t* sub = level.PointInRenderSubsector((polyseg->v1->fPos() + polyseg->v2->fPos()) * 0.5);
|
|
if (sub)
|
|
{
|
|
if (!lightlistCreated)
|
|
{
|
|
sideBlock.Lights = CreateLightList(sub->section, nullptr, sub->sector->PortalGroup);
|
|
lightlistCreated = true;
|
|
}
|
|
|
|
sector_t* front = sub->sector;
|
|
sector_t* back = polyseg->backsector;
|
|
|
|
HWWall wall;
|
|
wall.sub = sub;
|
|
wall.Process(&disp, state, polyseg, front, back);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sideBlock.Lights = CreateLightList(nullptr, side, side->sector->PortalGroup);
|
|
|
|
subsector_t* sub = seg->Subsector;
|
|
sector_t* front = side->sector;
|
|
sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
|
|
|
|
HWWall wall;
|
|
wall.sub = sub;
|
|
wall.Process(&disp, state, seg, front, back);
|
|
}
|
|
|
|
// Grab the decals generated
|
|
sideBlock.Decals = result.decals;
|
|
|
|
state.SetDepthMask(true);
|
|
state.EnableFog(true);
|
|
state.SetRenderStyle(STYLE_Source);
|
|
|
|
// 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.opaque, LevelMeshDrawType::Opaque, sideIndex, sideBlock.Lights);
|
|
|
|
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
|
CreateWallSurface(side, disp, state, result.masked, LevelMeshDrawType::Masked, sideIndex, sideBlock.Lights);
|
|
|
|
// Part 3: masked geometry with polygon offset.
|
|
state.SetDepthBias(-1, -128);
|
|
CreateWallSurface(side, disp, state, result.maskedOffset, LevelMeshDrawType::MaskedOffset, sideIndex, sideBlock.Lights);
|
|
state.ClearDepthBias();
|
|
|
|
// These things aren't working properly with the level mesh.
|
|
bool incompatible = false;
|
|
for (const HWWall& wall : result.opaque)
|
|
if ((wall.flags & HWWall::HWF_SKYHACK) != 0)
|
|
incompatible = true;
|
|
for (const HWWall& wall : result.masked)
|
|
if ((wall.flags & HWWall::HWF_SKYHACK) != 0)
|
|
incompatible = true;
|
|
for (const HWWall& wall : result.maskedOffset)
|
|
if ((wall.flags & HWWall::HWF_SKYHACK) != 0)
|
|
incompatible = true;
|
|
|
|
if (result.translucent.size() != 0 || result.translucentBorder.size() != 0 || incompatible)
|
|
{
|
|
// For things that HWWall doesn't do correctly when drawn into the level mesh for one reason or another.
|
|
sideBlock.NeedsImmediateRendering = true;
|
|
}
|
|
else
|
|
{
|
|
for (const HWWall& portal : result.portals)
|
|
sideBlock.WallPortals.Push(portal);
|
|
}
|
|
|
|
/*
|
|
// final pass: translucent stuff
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.EnableBrightmap(true);
|
|
CreateWallSurface(side, disp, state, result.translucent, LevelMeshDrawType::TranslucentBorder, sideIndex);
|
|
state.SetDepthMask(false);
|
|
CreateWallSurface(side, disp, state, result.translucent, LevelMeshDrawType::Translucent, sideIndex);
|
|
state.EnableBrightmap(false);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.SetDepthMask(true);
|
|
state.SetRenderStyle(STYLE_Normal);
|
|
*/
|
|
|
|
for (const HWMissing& missing : result.upper)
|
|
sideBlock.MissingUpper.Push(missing);
|
|
|
|
for (const HWMissing& missing : result.lower)
|
|
sideBlock.MissingLower.Push(missing);
|
|
|
|
// Add portal surface to the level mesh so raytraces can see them
|
|
CreateWallSurface(side, disp, state, result.portals, LevelMeshDrawType::Portal, sideIndex, sideBlock.Lights);
|
|
}
|
|
|
|
void DoomLevelMesh::CreateFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
|
|
{
|
|
CurFrameStats.FlatsUpdated++;
|
|
|
|
FreeFlat(doomMap, sectorIndex);
|
|
|
|
sector_t* sector = &doomMap.sectors[sectorIndex];
|
|
int lightlistSection = 0;
|
|
for (FSection& section : doomMap.sections.SectionsForSector(sectorIndex))
|
|
{
|
|
Flats[sectorIndex].Lights.Push(CreateLightList(§ion, nullptr, section.sector->PortalGroup));
|
|
const auto& lightlist = Flats[sectorIndex].Lights.Last();
|
|
|
|
HWFlatMeshHelper result;
|
|
HWFlatDispatcher disp(&doomMap, &result, getRealLightmode(&doomMap, true));
|
|
|
|
HWFlat flat;
|
|
flat.section = §ion;
|
|
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, LevelMeshDrawType::Opaque, false, sectorIndex, lightlist, lightlistSection);
|
|
|
|
CreateFlatSurface(disp, state, result.portals, LevelMeshDrawType::Portal, false, sectorIndex, lightlist, lightlistSection);
|
|
|
|
// final pass: translucent stuff
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
CreateFlatSurface(disp, state, result.translucentborder, LevelMeshDrawType::Translucent, true, sectorIndex, lightlist, lightlistSection);
|
|
state.SetDepthMask(false);
|
|
CreateFlatSurface(disp, state, result.translucent, LevelMeshDrawType::Translucent, true, sectorIndex, lightlist, lightlistSection);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.SetDepthMask(true);
|
|
state.SetRenderStyle(STYLE_Normal);
|
|
|
|
lightlistSection++;
|
|
}
|
|
|
|
// Sort the generated surfaces into subsectors
|
|
int surf = Flats[sectorIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
auto& sinfo = DoomSurfaceInfos[surf];
|
|
if (sinfo.Subsector)
|
|
{
|
|
int subsectorIndex = sinfo.Subsector->Index();
|
|
sinfo.NextSubsectorSurface = SubsectorSurfaces[subsectorIndex];
|
|
SubsectorSurfaces[subsectorIndex] = surf;
|
|
}
|
|
else
|
|
{
|
|
sinfo.NextSubsectorSurface = -1;
|
|
}
|
|
surf = sinfo.NextSurface;
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::SetSideLights(FLevelLocals& doomMap, unsigned int sideIndex)
|
|
{
|
|
ELightMode lightmode = getRealLightmode(&doomMap, true);
|
|
|
|
side_t* side = &doomMap.sides[sideIndex];
|
|
|
|
// Global modifiers that affects EVERYTHING.
|
|
// We need to find a way to apply this in the shader.
|
|
int rel = getExtraLight();
|
|
bool fullbrightScene = isFullbrightScene();
|
|
|
|
// To do: we need to know where each uniform block came from:
|
|
sector_t* frontsector = side->sector;
|
|
FColormap Colormap = frontsector->Colormap; // To do: this may come from the lightlist
|
|
bool foggy = (!Colormap.FadeColor.isBlack() || doomMap.flags & LEVEL_HASFADETABLE); // fog disables fake contrast
|
|
float alpha = 1.0f;
|
|
if (side->linedef->alpha != 0)
|
|
{
|
|
switch (side->linedef->flags & ML_ADDTRANS)
|
|
{
|
|
case 0:
|
|
case ML_ADDTRANS:
|
|
alpha = side->linedef->alpha;
|
|
}
|
|
}
|
|
float absalpha = fabsf(alpha);
|
|
|
|
// GetLightLevel changes global extra light. Used for the fake contrast:
|
|
int orglightlevel = hw_ClampLight(frontsector->lightlevel);
|
|
int lightlevel = hw_ClampLight(side->GetLightLevel(foggy, orglightlevel, side_t::mid, false, &rel));
|
|
|
|
for (UniformsAllocInfo& uinfo : Sides[sideIndex].Uniforms)
|
|
{
|
|
auto lightUniforms = GetLightUniforms(uinfo);
|
|
for (int i = 0, count = uinfo.Count; i < count; i++)
|
|
{
|
|
// To do: calculate this correctly (see HWDrawInfo::SetColor)
|
|
// lightUniforms[i].uVertexColor
|
|
// lightUniforms[i].uDesaturationFactor
|
|
if (lightUniforms[i].uLightLevel >= 0.0f)
|
|
{
|
|
lightUniforms[i].uLightLevel = clamp(doomMap.sides[sideIndex].sector->lightlevel * (1.0f / 255.0f), 0.0f, 1.0f);
|
|
}
|
|
|
|
SetColor(lightUniforms[i], &doomMap, lightmode, lightlevel, rel, fullbrightScene, Colormap, absalpha);
|
|
}
|
|
UploadRanges.LightUniforms.Add(uinfo.Start, uinfo.Count);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::SetFlatLights(FLevelLocals& doomMap, unsigned int sectorIndex)
|
|
{
|
|
ELightMode lightmode = getRealLightmode(&doomMap, true);
|
|
|
|
// Global modifiers that affects EVERYTHING.
|
|
// We need to find a way to apply this in the shader.
|
|
int rel = 0;// getExtraLight();
|
|
bool fullbrightScene = false; // isFullbrightScene();
|
|
|
|
// To do: we need to know where each uniform block came from:
|
|
sector_t* frontsector = &doomMap.sectors[sectorIndex];
|
|
int lightlevel = hw_ClampLight(frontsector->GetFloorLight());
|
|
FColormap Colormap = frontsector->Colormap;
|
|
FSectorPortal* portal = frontsector->ValidatePortal(sector_t::floor);
|
|
double alpha = portal ? frontsector->GetAlpha(sector_t::floor) : 1.0f - frontsector->GetReflect(sector_t::floor);
|
|
|
|
for (UniformsAllocInfo& uinfo : Flats[sectorIndex].Uniforms)
|
|
{
|
|
auto lightUniforms = GetLightUniforms(uinfo);
|
|
for (int i = 0, count = uinfo.Count; i < count; i++)
|
|
{
|
|
SetColor(lightUniforms[i], &doomMap, lightmode, lightlevel, rel, fullbrightScene, Colormap, alpha);
|
|
}
|
|
UploadRanges.LightUniforms.Add(uinfo.Start, uinfo.Count);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, LevelMeshDrawType drawType, unsigned int sideIndex, const LightListAllocInfo& lightlist)
|
|
{
|
|
for (HWWall& wallpart : list)
|
|
{
|
|
state.mSortedLists.clear();
|
|
state.mVertices.Clear();
|
|
state.mIndexes.Clear();
|
|
|
|
if (drawType == LevelMeshDrawType::Portal)
|
|
{
|
|
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
|
|
{
|
|
wallpart.DrawWall(&disp, state, drawType == LevelMeshDrawType::Translucent || drawType == LevelMeshDrawType::TranslucentBorder);
|
|
}
|
|
|
|
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();
|
|
|
|
SurfaceUniforms* curUniforms = GetUniforms(uinfo);
|
|
SurfaceLightUniforms* curLightUniforms = GetLightUniforms(uinfo);
|
|
FMaterialState* curMaterial = GetMaterials(uinfo);
|
|
|
|
auto indexes = GetIndexes(ginfo);
|
|
auto vertices = GetVertices(ginfo);
|
|
auto uniformIndexes = GetUniformIndexes(ginfo);
|
|
|
|
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++)
|
|
{
|
|
*(indexes++) = vertIndex;
|
|
*(indexes++) = vertIndex + i - 1;
|
|
*(indexes++) = vertIndex + i;
|
|
}
|
|
|
|
for (int i = command.Start, end = command.Start + command.Count; i < end; i++)
|
|
{
|
|
*(vertices++) = state.mVertices[i];
|
|
*(uniformIndexes++) = uniformsIndex;
|
|
}
|
|
vertIndex += command.Count;
|
|
}
|
|
}
|
|
|
|
*(curUniforms++) = applyState.surfaceUniforms;
|
|
*(curMaterial++) = applyState.material;
|
|
|
|
curLightUniforms->uVertexColor = applyState.surfaceUniforms.uVertexColor;
|
|
curLightUniforms->uDesaturationFactor = applyState.surfaceUniforms.uDesaturationFactor;
|
|
curLightUniforms->uLightLevel = applyState.surfaceUniforms.uLightLevel;
|
|
curLightUniforms++;
|
|
|
|
uniformsIndex++;
|
|
}
|
|
|
|
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 = *GetDoomSurface(sinfo);
|
|
info.Type = wallpart.LevelMeshInfo.Type;
|
|
info.ControlSector = wallpart.LevelMeshInfo.ControlSector;
|
|
info.TypeIndex = side->Index();
|
|
info.Side = side;
|
|
|
|
info.NextSurface = Sides[sideIndex].FirstSurface;
|
|
Sides[sideIndex].FirstSurface = sinfo.Index;
|
|
|
|
auto surface = GetSurface(sinfo);
|
|
surface->PipelineID = pipelineID;
|
|
surface->SectorGroup = sectorGroup[side->sector->Index()];
|
|
surface->Alpha = float(side->linedef->alpha);
|
|
surface->MeshLocation.StartVertIndex = ginfo.VertexStart;
|
|
surface->MeshLocation.StartElementIndex = ginfo.IndexStart;
|
|
surface->MeshLocation.NumVerts = ginfo.VertexCount;
|
|
surface->MeshLocation.NumElements = ginfo.IndexCount;
|
|
surface->Plane = FVector4(N.X, N.Y, 0.0f, v1 | N);
|
|
surface->Texture = wallpart.texture;
|
|
surface->PortalIndex = (drawType == LevelMeshDrawType::Portal) ? linePortals[side->linedef->Index()] : 0;
|
|
surface->IsSky = (drawType == LevelMeshDrawType::Portal) ? (wallpart.portaltype == PORTALTYPE_SKY || wallpart.portaltype == PORTALTYPE_SKYBOX || wallpart.portaltype == PORTALTYPE_HORIZON) : false;
|
|
surface->Bounds = GetBoundsFromSurface(*surface);
|
|
surface->LightList.Pos = lightlist.Start;
|
|
surface->LightList.Count = lightlist.Count;
|
|
|
|
if (disp.Level->lightmaps && !surface->IsSky)
|
|
{
|
|
surface->LightmapTileIndex = AddSurfaceToTile(info, *surface, sampleDimension, !!(side->sector->Flags & SECF_LM_DYNAMIC));
|
|
Lightmap.AddedSurfaces.Push(sinfo.Index);
|
|
}
|
|
else
|
|
{
|
|
surface->LightmapTileIndex = -1;
|
|
}
|
|
|
|
SetSideLightmap(sinfo.Index);
|
|
|
|
for (int i = ginfo.IndexStart / 3, end = (ginfo.IndexStart + ginfo.IndexCount) / 3; i < end; i++)
|
|
Mesh.SurfaceIndexes[i] = sinfo.Index;
|
|
|
|
Sides[sideIndex].Geometries.Push(ginfo);
|
|
Sides[sideIndex].Uniforms.Push(uinfo);
|
|
|
|
AddToDrawList(Sides[sideIndex].DrawRanges, drawType, pipelineID, ginfo.IndexStart, ginfo.IndexCount);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::AddToDrawList(TArray<DrawRangeInfo>& drawRanges, LevelMeshDrawType drawType, int pipelineID, int indexStart, int indexCount)
|
|
{
|
|
DrawRangeInfo info;
|
|
info.DrawType = drawType;
|
|
info.IndexStart = indexStart;
|
|
info.IndexCount = indexCount;
|
|
info.PipelineID = pipelineID;
|
|
drawRanges.Push(info);
|
|
}
|
|
|
|
int DoomLevelMesh::AddSurfaceToTile(const DoomSurfaceInfo& info, const LevelMeshSurface& surf, uint16_t sampleDimension, uint8_t alwaysUpdate)
|
|
{
|
|
LightmapTileBinding binding;
|
|
binding.Type = info.Type;
|
|
binding.TypeIndex = info.TypeIndex;
|
|
binding.ControlSector = info.ControlSector ? info.ControlSector->Index() : (int)0xffffffffUL;
|
|
|
|
auto it = TileBindings.find(binding);
|
|
if (it != TileBindings.end())
|
|
{
|
|
int index = it->second;
|
|
|
|
LightmapTile& tile = Lightmap.Tiles[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.UseCount++;
|
|
|
|
return index;
|
|
}
|
|
else
|
|
{
|
|
LightmapTile tile;
|
|
tile.Binding = binding;
|
|
tile.Bounds = surf.Bounds;
|
|
tile.Plane = surf.Plane;
|
|
tile.SampleDimension = GetSampleDimension(sampleDimension);
|
|
tile.UseCount = 1;
|
|
tile.UseXYAxis = (info.Type == ST_CEILING || info.Type == ST_FLOOR);
|
|
|
|
int index = AllocTile(tile);
|
|
Lightmap.AddedTiles.Push(index);
|
|
TileBindings[binding] = index;
|
|
return index;
|
|
}
|
|
}
|
|
|
|
int DoomLevelMesh::GetSampleDimension(uint16_t sampleDimension)
|
|
{
|
|
if (sampleDimension <= 0)
|
|
{
|
|
sampleDimension = Lightmap.SampleDistance;
|
|
}
|
|
|
|
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, LevelMeshDrawType drawType, bool translucent, unsigned int sectorIndex, const LightListAllocInfo& lightlist, int lightlistSection)
|
|
{
|
|
for (HWFlat& flatpart : list)
|
|
{
|
|
state.mSortedLists.clear();
|
|
state.mVertices.Clear();
|
|
state.mIndexes.Clear();
|
|
|
|
if (drawType == LevelMeshDrawType::Portal)
|
|
{
|
|
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);
|
|
|
|
Flats[sectorIndex].Geometries.Push(ginfo);
|
|
Flats[sectorIndex].Uniforms.Push(uinfo);
|
|
|
|
int* surfaceIndexes = &Mesh.SurfaceIndexes[ginfo.IndexStart / 3];
|
|
|
|
*GetUniforms(uinfo) = *uniforms;
|
|
*GetMaterials(uinfo) = *material;
|
|
|
|
auto lightUniforms = GetLightUniforms(uinfo);
|
|
lightUniforms->uVertexColor = uniforms->uVertexColor;
|
|
lightUniforms->uDesaturationFactor = uniforms->uDesaturationFactor;
|
|
lightUniforms->uLightLevel = uniforms->uLightLevel;
|
|
|
|
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()];
|
|
if(drawType == LevelMeshDrawType::Portal)
|
|
{
|
|
FSectorPortal* port = flatpart.sector->GetPortal(flatpart.ceiling ? sector_t::ceiling : sector_t::floor);
|
|
surf.IsSky = flatpart.plane.texture == skyflatnum || (port && port->mType == PORTS_SKYVIEWPOINT);
|
|
}
|
|
else
|
|
{
|
|
surf.IsSky = false;
|
|
}
|
|
|
|
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;
|
|
bool useSkyZ = (drawType == LevelMeshDrawType::Portal && flatpart.plane.texture == skyflatnum);
|
|
|
|
FFlatVertex* vertices = GetVertices(ginfo);
|
|
int* uniformIndexes = GetUniformIndexes(ginfo);
|
|
uint32_t* indexes = GetIndexes(ginfo);
|
|
|
|
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(), useSkyZ ? 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;
|
|
|
|
*(vertices++) = ffv;
|
|
*(uniformIndexes++) = uniformsIndex;
|
|
}
|
|
|
|
SurfaceAllocInfo sinfo = AllocSurface();
|
|
|
|
if (flatpart.ceiling)
|
|
{
|
|
for (int i = 2, count = sub->numlines; i < count; i++)
|
|
{
|
|
*(indexes++) = startVertIndex;
|
|
*(indexes++) = startVertIndex + i - 1;
|
|
*(indexes++) = startVertIndex + i;
|
|
*(surfaceIndexes++) = sinfo.Index;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 2, count = sub->numlines; i < count; i++)
|
|
{
|
|
*(indexes++) = startVertIndex + i;
|
|
*(indexes++) = startVertIndex + i - 1;
|
|
*(indexes++) = startVertIndex;
|
|
*(surfaceIndexes++) = sinfo.Index;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
if (disp.Level->lightmaps && !surf.IsSky)
|
|
{
|
|
surf.LightmapTileIndex = AddSurfaceToTile(info, surf, sampleDimension, !!(flatpart.sector->Flags & SECF_LM_DYNAMIC));
|
|
Lightmap.AddedSurfaces.Push(sinfo.Index);
|
|
}
|
|
else
|
|
{
|
|
surf.LightmapTileIndex = -1;
|
|
}
|
|
|
|
surf.LightList.Pos = lightlist.Start;
|
|
surf.LightList.Count = lightlist.Count;
|
|
info.LightListSection = lightlistSection;
|
|
|
|
info.NextSurface = Flats[sectorIndex].FirstSurface;
|
|
Flats[sectorIndex].FirstSurface = sinfo.Index;
|
|
|
|
*GetSurface(sinfo) = surf;
|
|
*GetDoomSurface(sinfo) = info;
|
|
|
|
for (int i = ginfo.IndexStart / 3, end = (ginfo.IndexStart + ginfo.IndexCount) / 3; i < end; i++)
|
|
Mesh.SurfaceIndexes[i] = sinfo.Index;
|
|
|
|
SetSubsectorLightmap(sinfo.Index);
|
|
}
|
|
|
|
AddToDrawList(Flats[sectorIndex].DrawRanges, drawType, pipelineID, ginfo.IndexStart, ginfo.IndexCount);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::SetSubsectorLightmap(int surfaceIndex)
|
|
{
|
|
int lightmapTileIndex = Mesh.Surfaces[surfaceIndex].LightmapTileIndex;
|
|
auto surface = &DoomSurfaceInfos[surfaceIndex];
|
|
|
|
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::GetVisibleSurfaces(LightmapTile* tile, TArray<int>& outSurfaces)
|
|
{
|
|
if (tile->Binding.Type == ST_MIDDLESIDE || tile->Binding.Type == ST_UPPERSIDE || tile->Binding.Type == ST_LOWERSIDE)
|
|
{
|
|
for (int sideIndex : VisibleSides[tile->Binding.TypeIndex])
|
|
{
|
|
int surf = Sides[sideIndex].FirstSurface;
|
|
while (surf != -1)
|
|
{
|
|
const auto& sinfo = DoomSurfaceInfos[surf];
|
|
if (sinfo.Type == tile->Binding.Type)
|
|
{
|
|
outSurfaces.Push(surf);
|
|
}
|
|
surf = sinfo.NextSurface;
|
|
}
|
|
}
|
|
}
|
|
else if (tile->Binding.Type == ST_CEILING || tile->Binding.Type == ST_FLOOR)
|
|
{
|
|
int heightGroup = level.subsectors[tile->Binding.TypeIndex].sector->lightmapHeightGroup[ST_FLOOR - tile->Binding.Type];
|
|
for (int subsectorIndex : VisibleSubsectors[tile->Binding.TypeIndex])
|
|
{
|
|
int heightGroup2 = level.subsectors[subsectorIndex].sector->lightmapHeightGroup[ST_FLOOR - tile->Binding.Type];
|
|
if (heightGroup != heightGroup2)
|
|
continue;
|
|
|
|
int surf = SubsectorSurfaces[subsectorIndex];
|
|
while (surf != -1)
|
|
{
|
|
const auto& sinfo = DoomSurfaceInfos[surf];
|
|
uint32_t controlSector = sinfo.ControlSector ? (uint32_t)sinfo.ControlSector->Index() : (uint32_t)0xffffffffUL;
|
|
if (sinfo.Type == (DoomLevelMeshSurfaceType)tile->Binding.Type && controlSector == tile->Binding.ControlSector)
|
|
{
|
|
outSurfaces.Push(surf);
|
|
}
|
|
surf = sinfo.NextSubsectorSurface;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const char* GetDoomLevelMeshSurfaceTypeName(DoomLevelMeshSurfaceType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case ST_NONE:
|
|
return "none";
|
|
case ST_MIDDLESIDE:
|
|
return "middleside";
|
|
case ST_UPPERSIDE:
|
|
return "upperside";
|
|
case ST_LOWERSIDE:
|
|
return "lowerside";
|
|
case ST_CEILING:
|
|
return "ceiling";
|
|
case ST_FLOOR:
|
|
return "floor";
|
|
default:
|
|
break;
|
|
}
|
|
return "unknown";
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
uint32_t lastSurfaceIndex = -1;
|
|
bool useErrorMaterial = false;
|
|
int highestUsedAtlasPage = -1;
|
|
|
|
for (unsigned i = 0, count = Mesh.IndexCount; i + 2 < count; i += 3)
|
|
{
|
|
uint32_t 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, GetDoomLevelMeshSurfaceTypeName(info.Type), info.TypeIndex, surface.IsSky ? " sky" : "");
|
|
|
|
if (surface.LightmapTileIndex >= 0)
|
|
{
|
|
auto& tile = Lightmap.Tiles[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.\n", 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
class LumpWriter
|
|
{
|
|
public:
|
|
LumpWriter(size_t size) { buffer.Reserve(size); }
|
|
|
|
void Write(const void* data, size_t size)
|
|
{
|
|
if (pos + size > buffer.size() || size > 0xffffffff)
|
|
I_FatalError("LumpWriter ran out of space!");
|
|
memcpy(buffer.data() + pos, data, size);
|
|
pos += size;
|
|
}
|
|
|
|
void Write8(const uint8_t val) { Write(&val, sizeof(uint8_t)); }
|
|
void Write16(const short val) { Write(&val, sizeof(uint16_t)); }
|
|
void Write32(const int val) { Write(&val, sizeof(uint32_t)); }
|
|
void WriteFloat(const float val) { Write(&val, sizeof(float)); }
|
|
|
|
TArray<uint8_t> DeflateCompress()
|
|
{
|
|
TArray<uint8_t> output;
|
|
|
|
enum { BUFFER_SIZE = 8192 };
|
|
uint8_t Buffer[BUFFER_SIZE];
|
|
|
|
mz_stream Stream = {};
|
|
int err = deflateInit(&Stream, 9);
|
|
if (err != Z_OK)
|
|
I_FatalError("Could not initialize deflate buffer.");
|
|
|
|
Stream.next_out = Buffer;
|
|
Stream.avail_out = BUFFER_SIZE;
|
|
Stream.next_in = buffer.data();
|
|
Stream.avail_in = buffer.size();
|
|
err = mz_deflate(&Stream, 0);
|
|
while (Stream.avail_out == 0 && err == Z_OK)
|
|
{
|
|
AddBytes(output, Buffer, BUFFER_SIZE);
|
|
|
|
Stream.next_out = Buffer;
|
|
Stream.avail_out = BUFFER_SIZE;
|
|
if (Stream.avail_in != 0)
|
|
{
|
|
err = mz_deflate(&Stream, 0);
|
|
}
|
|
}
|
|
if (err != Z_OK)
|
|
I_FatalError("Error deflating data.");
|
|
|
|
while (true)
|
|
{
|
|
err = mz_deflate(&Stream, Z_FINISH);
|
|
if (err != Z_OK)
|
|
{
|
|
break;
|
|
}
|
|
if (Stream.avail_out == 0)
|
|
{
|
|
AddBytes(output, Buffer, BUFFER_SIZE);
|
|
Stream.next_out = Buffer;
|
|
Stream.avail_out = BUFFER_SIZE;
|
|
}
|
|
}
|
|
mz_deflateEnd(&Stream);
|
|
AddBytes(output, Buffer, BUFFER_SIZE - Stream.avail_out);
|
|
|
|
return output;
|
|
}
|
|
|
|
private:
|
|
static void AddBytes(TArray<uint8_t>& output, const void* data, size_t size)
|
|
{
|
|
int index = output.Reserve(size);
|
|
memcpy(&output[index], data, size);
|
|
}
|
|
|
|
size_t pos = 0;
|
|
TArray<uint8_t> buffer;
|
|
};
|
|
|
|
class MapLump
|
|
{
|
|
public:
|
|
FString Name;
|
|
TArray<uint8_t> Data;
|
|
};
|
|
|
|
TArray<MapLump> LoadMapLumps(FileReader* reader, const char* wadType)
|
|
{
|
|
char magic[4] = {};
|
|
uint32_t numlumps = 0;
|
|
uint32_t infotableofs = 0;
|
|
if (reader->Read(magic, 4) != 4) return {};
|
|
if (memcmp(magic, wadType, 4) != 0) return {};
|
|
if (reader->Read(&numlumps, 4) != 4) return {};
|
|
if (reader->Read(&infotableofs, 4) != 4) return {};
|
|
if (reader->Seek(infotableofs, FileReader::SeekSet) == -1) return {};
|
|
|
|
TArray<MapLump> lumps;
|
|
TArray<uint32_t> offsets;
|
|
lumps.Reserve(numlumps);
|
|
offsets.Reserve(numlumps);
|
|
|
|
for (uint32_t i = 0; i < numlumps; i++)
|
|
{
|
|
uint32_t filepos = 0, lumpsize = 0;
|
|
char name[9] = {};
|
|
if (reader->Read(&filepos, 4) != 4) return {};
|
|
if (reader->Read(&lumpsize, 4) != 4) return {};
|
|
if (reader->Read(name, 8) != 8) return {};
|
|
|
|
offsets[i] = filepos;
|
|
lumps[i].Name = name;
|
|
lumps[i].Data.Reserve(lumpsize);
|
|
}
|
|
|
|
for (uint32_t i = 0; i < numlumps; i++)
|
|
{
|
|
if (reader->Seek(offsets[i], FileReader::SeekSet) == -1) return {};
|
|
if (reader->Read(lumps[i].Data.data(), lumps[i].Data.size()) != (FileReader::Size)lumps[i].Data.size()) return {};
|
|
}
|
|
|
|
return lumps;
|
|
}
|
|
|
|
void SaveMapLumps(FileWriter* writer, const TArray<MapLump>& lumps, const char* wadType)
|
|
{
|
|
uint32_t numlumps = (uint32_t)lumps.size();
|
|
uint32_t infotableofs = 12;
|
|
for (uint32_t i = 0; i < numlumps; i++)
|
|
infotableofs += lumps[i].Data.size();
|
|
|
|
writer->Write(wadType, 4);
|
|
writer->Write(&numlumps, 4);
|
|
writer->Write(&infotableofs, 4);
|
|
|
|
TArray<uint32_t> offsets;
|
|
offsets.Reserve(numlumps);
|
|
|
|
uint32_t pos = 12;
|
|
for (uint32_t i = 0; i < numlumps; i++)
|
|
{
|
|
offsets[i] = pos;
|
|
writer->Write(lumps[i].Data.data(), lumps[i].Data.size());
|
|
pos += lumps[i].Data.size();
|
|
}
|
|
|
|
for (uint32_t i = 0; i < numlumps; i++)
|
|
{
|
|
uint32_t filepos = offsets[i];
|
|
uint32_t lumpsize = lumps[i].Data.size();
|
|
char name[8] = {};
|
|
memcpy(name, lumps[i].Name.GetChars(), lumps[i].Name.Len());
|
|
writer->Write(&filepos, 4);
|
|
writer->Write(&lumpsize, 4);
|
|
writer->Write(name, 8);
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::SaveLightmapLump(FLevelLocals& doomMap)
|
|
{
|
|
/*
|
|
// LIGHTMAP version 4 pseudo-C specification:
|
|
|
|
(Please update LIGHTMAPVER in version.h when upgrading this)
|
|
|
|
struct LightmapLump
|
|
{
|
|
int version;
|
|
uint32_t tileCount;
|
|
uint32_t pixelCount;
|
|
TileEntry tiles[surfaceCount];
|
|
uint16_t pixels[pixelCount * 3];
|
|
};
|
|
|
|
struct TileEntry
|
|
{
|
|
uint32_t type, typeIndex;
|
|
uint32_t controlSector; // 0xFFFFFFFF is none
|
|
uint16_t width, height; // in pixels
|
|
uint32_t pixelsOffset; // offset in pixels array
|
|
vec3f translateWorldToLocal;
|
|
vec3f projLocalToU;
|
|
vec3f projLocalToV;
|
|
};
|
|
*/
|
|
|
|
Lightmap.TextureData.Resize(Lightmap.TextureSize * Lightmap.TextureSize * Lightmap.TextureCount * 4);
|
|
for (int arrayIndex = 0; arrayIndex < Lightmap.TextureCount; arrayIndex++)
|
|
{
|
|
screen->DownloadLightmap(arrayIndex, Lightmap.TextureData.Data() + arrayIndex * Lightmap.TextureSize * Lightmap.TextureSize * 4);
|
|
}
|
|
|
|
// Calculate size of lump
|
|
uint32_t tileCount = 0;
|
|
uint32_t pixelCount = 0;
|
|
|
|
for (unsigned int i = 0; i < Lightmap.Tiles.Size(); i++)
|
|
{
|
|
LightmapTile* tile = &Lightmap.Tiles[i];
|
|
if (tile->AtlasLocation.ArrayIndex != -1 && tile->AtlasLocation.ArrayIndex < Lightmap.TextureCount)
|
|
{
|
|
tileCount++;
|
|
pixelCount += tile->AtlasLocation.Area();
|
|
}
|
|
}
|
|
|
|
const int version = LIGHTMAPVER;
|
|
|
|
const uint32_t headerSize = sizeof(int) + 2 * sizeof(uint32_t);
|
|
const uint32_t bytesPerTileEntry = sizeof(uint32_t) * 4 + sizeof(uint16_t) * 2 + sizeof(float) * 9;
|
|
const uint32_t bytesPerPixel = sizeof(uint16_t) * 3; // F16 RGB
|
|
|
|
uint32_t lumpSize = headerSize + tileCount * bytesPerTileEntry + pixelCount * bytesPerPixel;
|
|
|
|
LumpWriter lumpFile(lumpSize);
|
|
|
|
// Write header
|
|
lumpFile.Write32(version);
|
|
lumpFile.Write32(tileCount);
|
|
lumpFile.Write32(pixelCount);
|
|
|
|
// Write tiles
|
|
uint32_t pixelsOffset = 0;
|
|
|
|
for (unsigned int i = 0; i < Lightmap.Tiles.Size(); i++)
|
|
{
|
|
LightmapTile* tile = &Lightmap.Tiles[i];
|
|
|
|
if (tile->AtlasLocation.ArrayIndex == -1 || tile->AtlasLocation.ArrayIndex >= Lightmap.TextureCount)
|
|
continue;
|
|
|
|
lumpFile.Write32(tile->Binding.Type);
|
|
lumpFile.Write32(tile->Binding.TypeIndex);
|
|
lumpFile.Write32(tile->Binding.ControlSector);
|
|
|
|
lumpFile.Write16(uint16_t(tile->AtlasLocation.Width));
|
|
lumpFile.Write16(uint16_t(tile->AtlasLocation.Height));
|
|
|
|
lumpFile.Write32(pixelsOffset * 3);
|
|
|
|
lumpFile.WriteFloat(tile->Transform.TranslateWorldToLocal.X);
|
|
lumpFile.WriteFloat(tile->Transform.TranslateWorldToLocal.Y);
|
|
lumpFile.WriteFloat(tile->Transform.TranslateWorldToLocal.Z);
|
|
|
|
lumpFile.WriteFloat(tile->Transform.ProjLocalToU.X);
|
|
lumpFile.WriteFloat(tile->Transform.ProjLocalToU.Y);
|
|
lumpFile.WriteFloat(tile->Transform.ProjLocalToU.Z);
|
|
|
|
lumpFile.WriteFloat(tile->Transform.ProjLocalToV.X);
|
|
lumpFile.WriteFloat(tile->Transform.ProjLocalToV.Y);
|
|
lumpFile.WriteFloat(tile->Transform.ProjLocalToV.Z);
|
|
|
|
pixelsOffset += tile->AtlasLocation.Area();
|
|
}
|
|
|
|
// Write surface pixels
|
|
for (unsigned int i = 0; i < Lightmap.Tiles.Size(); i++)
|
|
{
|
|
LightmapTile* tile = &Lightmap.Tiles[i];
|
|
|
|
if (tile->AtlasLocation.ArrayIndex == -1 || tile->AtlasLocation.ArrayIndex >= Lightmap.TextureCount)
|
|
continue;
|
|
|
|
const uint16_t* pixels = Lightmap.TextureData.Data() + tile->AtlasLocation.ArrayIndex * Lightmap.TextureSize * Lightmap.TextureSize * 4;
|
|
int width = tile->AtlasLocation.Width;
|
|
int height = tile->AtlasLocation.Height;
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
const uint16_t* srcline = pixels + (tile->AtlasLocation.X + (tile->AtlasLocation.Y + y) * Lightmap.TextureSize) * 4;
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
lumpFile.Write16(*(srcline++));
|
|
lumpFile.Write16(*(srcline++));
|
|
lumpFile.Write16(*(srcline++));
|
|
srcline++;
|
|
}
|
|
}
|
|
}
|
|
|
|
FString fullpath = GetMapFilename(doomMap);
|
|
if (fullpath.Len() == 0)
|
|
return;
|
|
|
|
Printf("Saving LIGHTMAP lump into %s\n", fullpath.GetChars());
|
|
|
|
FileReader reader;
|
|
if (!reader.OpenFile(fullpath.GetChars()))
|
|
{
|
|
I_Error("Could not open map WAD file");
|
|
return;
|
|
}
|
|
|
|
TArray<MapLump> lumps = LoadMapLumps(&reader, "PWAD");
|
|
if (lumps.Size() == 0)
|
|
{
|
|
I_Error("Could not read map WAD file");
|
|
return;
|
|
}
|
|
|
|
reader.Close();
|
|
|
|
int lightmapIndex = -1;
|
|
int endmapIndex = lumps.size();
|
|
FString strLightmap = "LIGHTMAP";
|
|
FString strEndmap = "ENDMAP";
|
|
for (int i = 0, count = lumps.size(); i < count; i++)
|
|
{
|
|
if (lumps[i].Name == strLightmap)
|
|
lightmapIndex = i;
|
|
else if (lumps[i].Name == strEndmap)
|
|
endmapIndex = i;
|
|
}
|
|
|
|
if (lightmapIndex != -1)
|
|
lumps[lightmapIndex].Data = lumpFile.DeflateCompress();
|
|
else
|
|
lumps.Insert(endmapIndex, { "LIGHTMAP", lumpFile.DeflateCompress()});
|
|
|
|
std::unique_ptr<FileWriter> writer(FileWriter::Open(fullpath.GetChars()));
|
|
if (writer)
|
|
{
|
|
SaveMapLumps(writer.get(), lumps, "PWAD");
|
|
}
|
|
else
|
|
{
|
|
I_Error("Could not write map WAD file");
|
|
}
|
|
}
|
|
|
|
void DoomLevelMesh::DeleteLightmapLump(FLevelLocals& doomMap)
|
|
{
|
|
FString fullpath = GetMapFilename(doomMap);
|
|
if (fullpath.Len() == 0)
|
|
return;
|
|
|
|
Printf("Deleting LIGHTMAP lump from %s\n", fullpath.GetChars());
|
|
|
|
FileReader reader;
|
|
if (!reader.OpenFile(fullpath.GetChars()))
|
|
{
|
|
I_Error("Could not open map WAD file");
|
|
return;
|
|
}
|
|
|
|
TArray<MapLump> lumps = LoadMapLumps(&reader, "PWAD");
|
|
if (lumps.Size() == 0)
|
|
{
|
|
I_Error("Could not read map WAD file");
|
|
return;
|
|
}
|
|
reader.Close();
|
|
|
|
int lightmapIndex = -1;
|
|
FString strLightmap = "LIGHTMAP";
|
|
for (int i = 0, count = lumps.size(); i < count; i++)
|
|
{
|
|
if (lumps[i].Name == strLightmap)
|
|
lightmapIndex = i;
|
|
}
|
|
|
|
if (lightmapIndex == -1)
|
|
return;
|
|
|
|
lumps.Delete(lightmapIndex);
|
|
|
|
std::unique_ptr<FileWriter> writer(FileWriter::Open(fullpath.GetChars()));
|
|
if (writer)
|
|
{
|
|
SaveMapLumps(writer.get(), lumps, "PWAD");
|
|
}
|
|
else
|
|
{
|
|
I_Error("Could not write map WAD file");
|
|
}
|
|
}
|
|
|
|
FString DoomLevelMesh::GetMapFilename(FLevelLocals& doomMap)
|
|
{
|
|
const char* mapname = doomMap.MapName.GetChars();
|
|
|
|
FString fmt;
|
|
fmt.Format("maps/%s.wad", mapname);
|
|
int lump_wad = fileSystem.CheckNumForFullName(fmt.GetChars());
|
|
if (lump_wad == -1)
|
|
{
|
|
I_Error("Could not find map lump");
|
|
return {};
|
|
}
|
|
|
|
int wadnum = fileSystem.GetFileContainer(lump_wad);
|
|
if (wadnum == -1)
|
|
{
|
|
I_Error("Could not find map folder");
|
|
return {};
|
|
}
|
|
|
|
FString filename = fileSystem.GetFileFullName(lump_wad);
|
|
FString folder = fileSystem.GetResourceFileFullName(wadnum);
|
|
FString fullpath = folder + filename;
|
|
return fullpath;
|
|
}
|
|
|
|
// struct lightmap
|
|
|
|
static void InvalidateActorLightTraceCache()
|
|
{
|
|
auto it = level.GetThinkerIterator<AActor>();
|
|
AActor* ac;
|
|
while ((ac = it.Next()))
|
|
{
|
|
ac->InvalidateLightTraceCache();
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Lightmap, Update)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
UpdateLightmapTiles();
|
|
InvalidateActorLightTraceCache();
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Lightmap, Invalidate)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
InvalidateLightmap();
|
|
InvalidateActorLightTraceCache();
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Lightmap, SetSunDirection)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_FLOAT(ang);
|
|
PARAM_FLOAT(pch);
|
|
|
|
auto a = FAngle::fromDeg(float(ang));
|
|
auto p = FAngle::fromDeg(float(pch));
|
|
auto cosp = p.Cos();
|
|
auto vec = -FVector3{ cosp * a.Cos(), cosp * a.Sin(), -p.Sin() };
|
|
|
|
if (!vec.isZero() && level.levelMesh)
|
|
{
|
|
vec.MakeUnit();
|
|
level.SunDirection = vec;
|
|
level.levelMesh->SunDirection = vec;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Lightmap, SetSunColor)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
|
|
if (level.levelMesh)
|
|
{
|
|
auto vec = FVector3(float(x), float(y), float(z));
|
|
level.SunColor = vec;
|
|
level.levelMesh->SunColor = vec;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Lightmap, SetSunIntensity)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_FLOAT(i);
|
|
|
|
if (level.levelMesh)
|
|
{
|
|
level.SunIntensity = i;
|
|
level.levelMesh->SunIntensity = i;
|
|
}
|
|
return 0;
|
|
}
|
|
|