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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-22 01:45:19 +01:00

ref_gl: new dlights implementation (do not share buffers with static array)

This commit is contained in:
mittorn 2023-12-27 23:22:16 +03:00
parent 65bfff69d0
commit c73a522872

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@ -1724,6 +1724,9 @@ typedef unsigned int vboindex_t;
#define GL_VBOINDEX_TYPE GL_UNSIGNED_INT
#endif
#define NEW_DLIGHTS
// store indexes for each texture
typedef struct vbotexture_s
{
@ -1785,7 +1788,11 @@ struct vbo_static_s
// separate areay for dlights (build during draw)
vboindex_t *dlight_index; // array
#ifdef NEW_DLIGHTS
vbovertex_t *dlight_arr; // array
#else
vec2_t *dlight_tc; // array
#endif
unsigned int dlight_vbo;
vbovertex_t decal_dlight[MAX_RENDER_DECALS * DECAL_VERTS_MAX];
unsigned int decal_dlight_vbo;
@ -2049,15 +2056,21 @@ void R_GenerateVBO( void )
// preallocate dlight arrays
vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( *vbos.dlight_index ) * 6 );
#ifdef NEW_DLIGHTS
vbos.dlight_arr = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ));
#else
// select maximum possible length for dlight
vbos.dlight_tc = Mem_Calloc( vbos.mempool, sizeof( vec2_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ));
#endif
if( r_vbo_dlightmode.value )
{
pglGenBuffersARB( 1, &vbos.dlight_vbo );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
#ifdef NEW_DLIGHTS
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ), NULL, GL_STREAM_DRAW_ARB );
#else
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ), NULL, GL_STREAM_DRAW_ARB );
#endif
pglGenBuffersARB( 1, &vbos.decal_dlight_vbo );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
@ -2277,8 +2290,10 @@ void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean dra
{
// bind array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
#ifndef NEW_DLIGHTS
// dlights use same vertex array
if( vboarray.astate != VBO_ARRAY_DLIGHT )
#endif
{
pglEnableClientState( GL_VERTEX_ARRAY );
@ -2315,7 +2330,32 @@ void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean dra
}
#ifdef NEW_DLIGHTS
static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
{
if( vboarray.astate != VBO_ARRAY_DLIGHT )
{
char *arr_start = (char*)( vbos.dlight_vbo ? NULL : vbos.dlight_arr );
// bind array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglEnableClientState( GL_VERTEX_ARRAY );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(arr_start + offsetof(vbovertex_t,pos)));
R_SetupVBOTexture( texture, vboarray.itexture );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(arr_start + offsetof(vbovertex_t, gl_tc )));
vboarray.tstate = VBO_TEXTURE_NONE;
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
// replace lightmap texcoord array by dlight array
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(arr_start + offsetof(vbovertex_t, lm_tc )));
vboarray.astate = VBO_ARRAY_DLIGHT;
}
}
#else
static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
{
@ -2347,13 +2387,14 @@ static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
vboarray.astate = VBO_ARRAY_DLIGHT;
}
}
#endif
#define SPARSE_DECALS_UPLOAD 0
static void R_SetupVBOArrayDecalDlight( int decalcount )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
#if !SPARSE_DECALS_UPLOAD
if( vbos.decal_dlight_vbo )
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_MAX * decalcount, vbos.decal_dlight , GL_STREAM_DRAW_ARB );
#endif
R_SetDecalMode( true );
@ -2382,7 +2423,6 @@ static void R_SetupVBOArrayDecalDlight( int decalcount )
vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
}
/*
===================
R_AdditionalPasses
@ -2408,11 +2448,11 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
pglEnable( GL_BLEND );
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
#ifndef NEW_DLIGHTS
// when drawing dlights, we need to bind array and unbind it again
if( resetvbo )
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
#endif
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offset + offsetof( vbovertex_t, gl_tc )));
// apply scale
@ -2450,7 +2490,6 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
}
}
#define MINIMIZE_UPLOAD
#define DISCARD_DLIGHTS
@ -2520,40 +2559,6 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
R_SetDecalMode( false );
}
static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, vboindex_t *dlightarray )
{
if( max_index == 0 )
return;
if( vbos.dlight_vbo )
{
#ifndef MINIMIZE_UPLOAD
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
#endif
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
if( mtst.details_enabled && mtst.tmu_dt != -1 )
{
GL_SelectTexture( mtst.tmu_dt );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
}
}
//GL_SelectTexture( mtst.tmu_lm );
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
LM_UploadDynamicBlock();
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
}
static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount )
{
@ -2613,6 +2618,209 @@ static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount )
}
#ifdef NEW_DLIGHTS
static void R_FlushDlights( vboarray_t *vbo, int dlightindex, vboindex_t *dlightarray, unsigned int array_len )
{
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t )* array_len, vbos.dlight_arr, GL_STREAM_DRAW_ARB );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,pos)));
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
if( mtst.details_enabled && mtst.tmu_dt != -1 )
{
GL_SelectTexture( mtst.tmu_dt );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
}
}
//GL_SelectTexture( mtst.tmu_lm );
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
LM_UploadDynamicBlock();
if( vbos.dlight_vbo )
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,lm_tc)));
}
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, 0, array_len, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
}
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
{
// draw dlights and dlighted decals
if( vbotex->dlightchain )
{
vboindex_t *dlightarray = vbos.dlight_index; // preallocated array
unsigned int dlightindex = 0;
msurface_t *surf, *newsurf;
int decalcount = 0;
uint indexbase = 0;
R_SetupVBOArrayDlight( vbo, texture );
// clear the block
LM_InitBlock();
// accumulate indexes for every dlighted surface until dlight block full
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
{
int smax, tmax;
byte *base;
const uint surfindex = surf - WORLDMODEL->surfaces;
const int startindex = vbos.surfdata[surfindex].startindex;
uint index;
mextrasurf_t *info; // this stores current dlight offset
int sample_size;
info = surf->info;
sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
smax = ( info->lightextents[0] / sample_size ) + 1;
tmax = ( info->lightextents[1] / sample_size ) + 1;
// find space for this surface and get offsets
if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
{
base = gl_lms.lightmap_buffer;
base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
}
else
{
// out of free block space. Draw all generated index array and clear it
// upload already generated block
R_FlushDlights( vbo, dlightindex, dlightarray, indexbase );
indexbase = 0;
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, 0 );
// draw decals that lighted with this lightmap
if( decalcount )
R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
decalcount = 0;
R_SetupVBOArrayDlight( vbo, texture );
// clear the block
LM_InitBlock();
dlightindex = 0;
// try upload the block now
if( !LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
gEngfuncs.Host_Error( "AllocBlock: full\n" );
base = gl_lms.lightmap_buffer;
base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
}
// build index and texcoords arrays
vbos.dlight_arr[indexbase].lm_tc[0] = surf->polys->verts[0][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.dlight_arr[indexbase].lm_tc[1] = surf->polys->verts[0][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.dlight_arr[indexbase + 1].lm_tc[0] = surf->polys->verts[1][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.dlight_arr[indexbase + 1].lm_tc[1] = surf->polys->verts[1][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
// copy array from static
Vector2Copy( vbo->array[startindex].gl_tc, vbos.dlight_arr[indexbase].gl_tc );
VectorCopy( vbo->array[startindex].pos, vbos.dlight_arr[indexbase].pos );
Vector2Copy( vbo->array[startindex + 1].gl_tc, vbos.dlight_arr[indexbase + 1].gl_tc );
VectorCopy( vbo->array[startindex + 1].pos, vbos.dlight_arr[indexbase + 1].pos );
for( index = 2; index < surf->polys->numverts; index++ )
{
dlightarray[dlightindex++] = indexbase;
dlightarray[dlightindex++] = indexbase + index - 1;
dlightarray[dlightindex++] = indexbase + index;
vbos.dlight_arr[indexbase + index].lm_tc[0] = surf->polys->verts[index][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.dlight_arr[indexbase + index].lm_tc[1] = surf->polys->verts[index][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
Vector2Copy( vbo->array[startindex + index].gl_tc, vbos.dlight_arr[indexbase + index].gl_tc );
VectorCopy( vbo->array[startindex + index].pos, vbos.dlight_arr[indexbase + index].pos );
}
indexbase += index;
// if surface has decals, build decal array
R_AddSurfaceDecalsDlight( surf, &decalcount );
//info->dlight_s = info->dlight_t = 0;
}
if( dlightindex )
{
R_FlushDlights( vbo, dlightindex, dlightarray, indexbase );
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, 0);
// draw remaining decals
if( decalcount )
{
R_DrawDlightedDecals( vbo, newsurf, NULL, decalcount, texture );
}
}
if( vbos.dlight_vbo )
{
// invalidate state to reset vertex array offset
vboarray.astate = VBO_ARRAY_NONE;
vboarray.tstate = VBO_TEXTURE_NONE;
vboarray.lstate = VBO_LIGHTMAP_NONE;
}
R_SetupVBOArrayStatic( vbo, true, true );
R_SetupVBOTexture( texture, vboarray.itexture );
// prepare to next frame
vbotex->dlightchain = NULL;
}
}
#else
static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, vboindex_t *dlightarray )
{
if( max_index == 0 )
return;
if( vbos.dlight_vbo )
{
#ifndef MINIMIZE_UPLOAD
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
#endif
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
if( mtst.details_enabled && mtst.tmu_dt != -1 )
{
GL_SelectTexture( mtst.tmu_dt );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
}
}
//GL_SelectTexture( mtst.tmu_lm );
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
LM_UploadDynamicBlock();
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
}
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
{
// draw dlights and dlighted decals
@ -2777,8 +2985,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
vbotex->dlightchain = NULL;
}
}
#endif
/*
=====================