diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 8f6a56235..d2985dc21 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -452,6 +452,7 @@ endif()
if(${SRB2_CONFIG_HWRENDER})
add_definitions(-DHWRENDER)
set(SRB2_HWRENDER_SOURCES
+ ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_batching.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_bsp.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_cache.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.c
@@ -467,6 +468,7 @@ if(${SRB2_CONFIG_HWRENDER})
)
set (SRB2_HWRENDER_HEADERS
+ ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_batching.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_data.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_defs.h
diff --git a/src/Makefile b/src/Makefile
index 06567753a..8af668744 100644
--- a/src/Makefile
+++ b/src/Makefile
@@ -275,7 +275,7 @@ else
OPTS+=-DHWRENDER
OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o $(OBJDIR)/hw_light.o \
$(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o \
- $(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o
+ $(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o $(OBJDIR)/hw_batching.o
endif
OPTS += -DCOMPVERSION
diff --git a/src/hardware/hw_batching.c b/src/hardware/hw_batching.c
new file mode 100644
index 000000000..e3d02c4b4
--- /dev/null
+++ b/src/hardware/hw_batching.c
@@ -0,0 +1,463 @@
+// SONIC ROBO BLAST 2
+//-----------------------------------------------------------------------------
+// Copyright (C) 2020-2023 by Sonic Team Junior.
+//
+// This program is free software distributed under the
+// terms of the GNU General Public License, version 2.
+// See the 'LICENSE' file for more details.
+//-----------------------------------------------------------------------------
+/// \file hw_batching.c
+/// \brief Draw call batching and related things.
+
+#ifdef HWRENDER
+#include "hw_glob.h"
+#include "hw_batching.h"
+#include "hw_main.h"
+#include "../i_system.h"
+
+typedef struct
+{
+ FSurfaceInfo surf; // surf also has its own polyflags for some reason, but it seems unused
+ unsigned int vertsIndex; // location of verts in unsortedVertices
+ FUINT numVerts;
+ FBITFIELD polyFlags;
+ GLMipmap_t *texture;
+ int shader;
+ // this tells batching that the plane belongs to a horizon line and must be drawn in correct order with the skywalls
+ boolean horizonSpecial;
+} DrawCallInfo;
+
+// The texture for the next polygon given to HWR_ProcessPolygon.
+// Set with HWR_SetCurrentTexture.
+GLMipmap_t *current_texture = NULL;
+
+boolean currently_batching = false;
+
+// Dynamic arrays for:
+// - unsorted draw calls
+// - sorted order of draw calls
+// - unsorted vertices
+// - final (sorted) vertices
+// - vertex indices for sorted vertices
+
+// contains the draw calls from DrawPolygon, waiting to be processed
+DrawCallInfo* drawCalls = NULL;
+int drawCallsSize = 0;
+int drawCallsCapacity = 65536;
+
+// contains sorted order (array indices) for drawCalls
+// (therefore size and capacity shared with it)
+UINT32* drawCallOrder = NULL;
+
+// contains unsorted vertices and texture coordinates from DrawPolygon
+FOutVector* unsortedVertices = NULL;
+int unsortedVerticesSize = 0;
+int unsortedVerticesCapacity = 65536;
+
+// contains subset of sorted vertices and texture coordinates to be sent to gpu
+FOutVector* finalVertices = NULL;
+int finalVerticesSize = 0;
+int finalVerticesCapacity = 65536;
+
+// contains vertex indices into finalVertices for glDrawElements,
+// taking into account fan->triangles conversion
+UINT32* finalIndices = NULL; // this is alloced with 3x finalVertices size
+int finalIndicesSize = 0;
+
+// Enables batching mode. HWR_ProcessPolygon will collect polygons instead of passing them directly to the rendering backend.
+// Call HWR_RenderBatches to render all the collected geometry.
+void HWR_StartBatching(void)
+{
+ if (currently_batching)
+ I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches");
+
+ // init arrays if that has not been done yet
+ if (!finalVertices)
+ {
+ finalVertices = malloc(finalVerticesCapacity * sizeof(FOutVector));
+ finalIndices = malloc(finalVerticesCapacity * 3 * sizeof(UINT32));
+ drawCalls = malloc(drawCallsCapacity * sizeof(DrawCallInfo));
+ drawCallOrder = malloc(drawCallsCapacity * sizeof(UINT32));
+ unsortedVertices = malloc(unsortedVerticesCapacity * sizeof(FOutVector));
+ }
+
+ currently_batching = true;
+}
+
+// This replaces the direct calls to pfnSetTexture in cases where batching is available.
+// The texture selection is saved for the next HWR_ProcessPolygon call.
+// Doing this was easier than getting a texture pointer to HWR_ProcessPolygon.
+void HWR_SetCurrentTexture(GLMipmap_t *texture)
+{
+ if (currently_batching)
+ current_texture = texture;
+ else
+ HWD.pfnSetTexture(texture);
+}
+
+static void HWR_CollectDrawCallInfo(FSurfaceInfo *pSurf, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial)
+{
+ // make sure dynamic array has capacity
+ if (drawCallsSize == drawCallsCapacity)
+ {
+ DrawCallInfo* new_array;
+ // ran out of space, make new array double the size
+ drawCallsCapacity *= 2;
+ new_array = malloc(drawCallsCapacity * sizeof(DrawCallInfo));
+ memcpy(new_array, drawCalls, drawCallsSize * sizeof(DrawCallInfo));
+ free(drawCalls);
+ drawCalls = new_array;
+ // also need to redo the index array, dont need to copy it though
+ free(drawCallOrder);
+ drawCallOrder = malloc(drawCallsCapacity * sizeof(UINT32));
+ }
+ // add entry to array
+ drawCalls[drawCallsSize].surf = *pSurf;
+ drawCalls[drawCallsSize].vertsIndex = unsortedVerticesSize;
+ drawCalls[drawCallsSize].numVerts = iNumPts;
+ drawCalls[drawCallsSize].polyFlags = PolyFlags;
+ drawCalls[drawCallsSize].texture = current_texture;
+ drawCalls[drawCallsSize].shader = shader;
+ drawCalls[drawCallsSize].horizonSpecial = horizonSpecial;
+ drawCallsSize++;
+}
+
+static void HWR_CollectDrawCallVertices(FOutVector *pOutVerts, FUINT iNumPts)
+{
+ // make sure dynamic array has capacity
+ while (unsortedVerticesSize + (int)iNumPts > unsortedVerticesCapacity)
+ {
+ FOutVector* new_array;
+ // need more space for vertices in unsortedVertices
+ unsortedVerticesCapacity *= 2;
+ new_array = malloc(unsortedVerticesCapacity * sizeof(FOutVector));
+ memcpy(new_array, unsortedVertices, unsortedVerticesSize * sizeof(FOutVector));
+ free(unsortedVertices);
+ unsortedVertices = new_array;
+ }
+ // add vertices to array
+ memcpy(&unsortedVertices[unsortedVerticesSize], pOutVerts, iNumPts * sizeof(FOutVector));
+ unsortedVerticesSize += iNumPts;
+}
+
+// If batching is enabled, this function collects the polygon data and the chosen texture
+// for later use in HWR_RenderBatches. Otherwise the rendering backend is used to
+// render the polygon immediately.
+void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial)
+{
+ if (currently_batching)
+ {
+ if (!pSurf)
+ {
+ // handling null FSurfaceInfo is not implemented
+ I_Error("Got a null FSurfaceInfo in batching");
+ }
+
+ HWR_CollectDrawCallInfo(pSurf, iNumPts, PolyFlags, shader, horizonSpecial);
+ HWR_CollectDrawCallVertices(pOutVerts, iNumPts);
+ }
+ else
+ {
+ if (shader)
+ HWD.pfnSetShader(shader);
+ HWD.pfnDrawPolygon(pSurf, pOutVerts, iNumPts, PolyFlags);
+ }
+}
+
+static int compareDrawCalls(const void *p1, const void *p2)
+{
+ UINT32 index1 = *(const UINT32*)p1;
+ UINT32 index2 = *(const UINT32*)p2;
+ DrawCallInfo* poly1 = &drawCalls[index1];
+ DrawCallInfo* poly2 = &drawCalls[index2];
+ int diff;
+ INT64 diff64;
+ UINT32 downloaded1 = 0;
+ UINT32 downloaded2 = 0;
+
+ int shader1 = poly1->shader;
+ int shader2 = poly2->shader;
+ // make skywalls and horizon lines first in order
+ if (poly1->polyFlags & PF_NoTexture || poly1->horizonSpecial)
+ shader1 = -1;
+ if (poly2->polyFlags & PF_NoTexture || poly2->horizonSpecial)
+ shader2 = -1;
+ diff = shader1 - shader2;
+ if (diff != 0) return diff;
+
+ // skywalls and horizon lines must retain their order for horizon lines to work
+ if (shader1 == -1 && shader2 == -1)
+ return index1 - index2;
+
+ if (poly1->texture)
+ downloaded1 = poly1->texture->downloaded; // there should be a opengl texture name here, usable for comparisons
+ if (poly2->texture)
+ downloaded2 = poly2->texture->downloaded;
+ diff64 = downloaded1 - downloaded2;
+ if (diff64 != 0) return diff64;
+
+ diff = poly1->polyFlags - poly2->polyFlags;
+ if (diff != 0) return diff;
+
+ diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
+ if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
+ diff64 = poly1->surf.TintColor.rgba - poly2->surf.TintColor.rgba;
+ if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
+ diff64 = poly1->surf.FadeColor.rgba - poly2->surf.FadeColor.rgba;
+ if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
+
+ diff = poly1->surf.LightInfo.light_level - poly2->surf.LightInfo.light_level;
+ if (diff != 0) return diff;
+ diff = poly1->surf.LightInfo.fade_start - poly2->surf.LightInfo.fade_start;
+ if (diff != 0) return diff;
+ diff = poly1->surf.LightInfo.fade_end - poly2->surf.LightInfo.fade_end;
+ return diff;
+}
+
+static int compareDrawCallsNoShaders(const void *p1, const void *p2)
+{
+ UINT32 index1 = *(const UINT32*)p1;
+ UINT32 index2 = *(const UINT32*)p2;
+ DrawCallInfo* poly1 = &drawCalls[index1];
+ DrawCallInfo* poly2 = &drawCalls[index2];
+ int diff;
+ INT64 diff64;
+
+ GLMipmap_t *texture1 = poly1->texture;
+ GLMipmap_t *texture2 = poly2->texture;
+ UINT32 downloaded1 = 0;
+ UINT32 downloaded2 = 0;
+ if (poly1->polyFlags & PF_NoTexture || poly1->horizonSpecial)
+ texture1 = NULL;
+ if (poly2->polyFlags & PF_NoTexture || poly2->horizonSpecial)
+ texture2 = NULL;
+ if (texture1)
+ downloaded1 = texture1->downloaded; // there should be a opengl texture name here, usable for comparisons
+ if (texture2)
+ downloaded2 = texture2->downloaded;
+ // skywalls and horizon lines must retain their order for horizon lines to work
+ if (!texture1 && !texture2)
+ return index1 - index2;
+ diff64 = downloaded1 - downloaded2;
+ if (diff64 != 0) return diff64;
+
+ diff = poly1->polyFlags - poly2->polyFlags;
+ if (diff != 0) return diff;
+
+ diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
+ if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
+
+ return 0;
+}
+
+static void HWR_CollectVerticesIntoBatch(DrawCallInfo *drawCall)
+{
+ int firstVIndex;
+ int lastVIndex;
+ int numVerts = drawCall->numVerts;
+ // before writing, check if there is enough room
+ // using 'while' instead of 'if' here makes sure that there will *always* be enough room.
+ // probably never will this loop run more than once though
+ while (finalVerticesSize + numVerts > finalVerticesCapacity)
+ {
+ FOutVector* new_array;
+ UINT32* new_index_array;
+ finalVerticesCapacity *= 2;
+ new_array = malloc(finalVerticesCapacity * sizeof(FOutVector));
+ memcpy(new_array, finalVertices, finalVerticesSize * sizeof(FOutVector));
+ free(finalVertices);
+ finalVertices = new_array;
+ // also increase size of index array, 3x of vertex array since
+ // going from fans to triangles increases vertex count to 3x
+ new_index_array = malloc(finalVerticesCapacity * 3 * sizeof(UINT32));
+ memcpy(new_index_array, finalIndices, finalIndicesSize * sizeof(UINT32));
+ free(finalIndices);
+ finalIndices = new_index_array;
+ }
+ // write the vertices of the polygon
+ memcpy(&finalVertices[finalVerticesSize], &unsortedVertices[drawCall->vertsIndex],
+ numVerts * sizeof(FOutVector));
+ // write the indexes, pointing to the fan vertexes but in triangles format
+ firstVIndex = finalVerticesSize;
+ lastVIndex = finalVerticesSize + numVerts;
+ finalVerticesSize += 2;
+ while (finalVerticesSize < lastVIndex)
+ {
+ finalIndices[finalIndicesSize++] = firstVIndex;
+ finalIndices[finalIndicesSize++] = finalVerticesSize - 1;
+ finalIndices[finalIndicesSize++] = finalVerticesSize++;
+ }
+}
+
+static GLMipmap_t *HWR_GetDrawCallTexture(DrawCallInfo *dc)
+{
+ return (dc->polyFlags & PF_NoTexture) ? NULL : dc->texture;
+}
+
+// flags returned by HWR_MarkStateChanges
+#define SHADER_CHANGED 1
+#define TEXTURE_CHANGED 2
+#define POLYFLAGS_CHANGED 4
+#define SURFACEINFO_CHANGED 8
+
+static unsigned int HWR_MarkStateChanges(DrawCallInfo *current, DrawCallInfo *next)
+{
+ unsigned int stateChanges = 0;
+ FSurfaceInfo *currentSI = ¤t->surf;
+ FSurfaceInfo *nextSI = &next->surf;
+
+ // check if a state change is required and flag it to stateChanges
+
+ if (current->shader != next->shader && cv_grshaders.value && gr_shadersavailable)
+ stateChanges |= SHADER_CHANGED;
+ if (HWR_GetDrawCallTexture(current) != HWR_GetDrawCallTexture(next))
+ stateChanges |= TEXTURE_CHANGED;
+ if (current->polyFlags != next->polyFlags)
+ stateChanges |= POLYFLAGS_CHANGED;
+ if (cv_grshaders.value && gr_shadersavailable)
+ {
+ if (currentSI->PolyColor.rgba != nextSI->PolyColor.rgba ||
+ currentSI->TintColor.rgba != nextSI->TintColor.rgba ||
+ currentSI->FadeColor.rgba != nextSI->FadeColor.rgba ||
+ currentSI->LightInfo.light_level != nextSI->LightInfo.light_level ||
+ currentSI->LightInfo.fade_start != nextSI->LightInfo.fade_start ||
+ currentSI->LightInfo.fade_end != nextSI->LightInfo.fade_end)
+ {
+ stateChanges |= SURFACEINFO_CHANGED;
+ }
+ }
+ else
+ {
+ if (currentSI->PolyColor.rgba != nextSI->PolyColor.rgba)
+ stateChanges |= SURFACEINFO_CHANGED;
+ }
+
+ return stateChanges;
+}
+
+static void HWR_ExecuteStateChanges(unsigned int stateChanges, DrawCallInfo *dc)
+{
+ if ((stateChanges & SHADER_CHANGED) && cv_grshaders.value && gr_shadersavailable)
+ {
+ HWD.pfnSetShader(dc->shader);
+ ps_hw_numshaders.value.i++;
+ }
+ if (stateChanges & TEXTURE_CHANGED)
+ {
+ // for PF_NoTexture the texture is set in DrawIndexedTriangles
+ if (!(dc->polyFlags & PF_NoTexture))
+ {
+ // texture should be already ready for use from calls to
+ // SetTexture during batch collection
+ HWD.pfnSetTexture(dc->texture);
+ }
+ ps_hw_numtextures.value.i++;
+ }
+ // these two are just parameters to DrawIndexedTriangles
+ // (changes to polyflags states are tracked in r_opengl.c though)
+ if (stateChanges & POLYFLAGS_CHANGED)
+ ps_hw_numpolyflags.value.i++;
+ if (stateChanges & SURFACEINFO_CHANGED)
+ ps_hw_numcolors.value.i++;
+}
+
+
+static void HWR_InitBatchingStats(void)
+{
+ ps_hw_numpolys.value.i = drawCallsSize;
+ ps_hw_numcalls.value.i = ps_hw_numverts.value.i
+ = ps_hw_numshaders.value.i = ps_hw_numtextures.value.i
+ = ps_hw_numpolyflags.value.i = ps_hw_numcolors.value.i = 0;
+}
+
+// This function organizes the geometry and draw calls collected by HWR_ProcessPolygon
+// calls into batches and uses the rendering backend to draw them.
+void HWR_RenderBatches(void)
+{
+ int drawCallReadPos = 0; // position in drawCallOrder
+ int i;
+
+ if (!currently_batching)
+ I_Error("HWR_RenderBatches called without starting batching");
+
+ currently_batching = false; // no longer collecting batches
+
+ HWR_InitBatchingStats();
+
+ if (!drawCallsSize)
+ return; // nothing to draw
+
+ // init drawCallOrder
+ for (i = 0; i < drawCallsSize; i++)
+ drawCallOrder[i] = i;
+
+ // sort the draw calls
+ PS_START_TIMING(ps_hw_batchsorttime);
+ if (cv_grshaders.value && gr_shadersavailable)
+ qsort(drawCallOrder, drawCallsSize, sizeof(UINT32), compareDrawCalls);
+ else
+ qsort(drawCallOrder, drawCallsSize, sizeof(UINT32), compareDrawCallsNoShaders);
+ PS_STOP_TIMING(ps_hw_batchsorttime);
+ // sort grouping order
+ // 1. shader
+ // 2. texture
+ // 3. polyflags
+ // 4. colors + light level
+ // not sure about what order of the last 2 should be, or if it even matters
+
+ PS_START_TIMING(ps_hw_batchdrawtime);
+
+ // set state for first batch
+ HWR_ExecuteStateChanges(0xFFFF, &drawCalls[drawCallOrder[0]]);
+
+ // - iterate through draw calls
+ // - accumulate converted vertices and indices into finalVertices and finalIndices
+ // and send them as a combined draw call when a state change occurs
+ while (1)
+ {
+ boolean stopFlag = false;
+ unsigned int stateChanges = 0; // flags defined above HWR_MarkStateChanges
+ DrawCallInfo *currentDrawCall = &drawCalls[drawCallOrder[drawCallReadPos++]];
+ DrawCallInfo *nextDrawCall = NULL;
+
+ HWR_CollectVerticesIntoBatch(currentDrawCall);
+
+ if (drawCallReadPos >= drawCallsSize) // was that the last draw call?
+ {
+ stopFlag = true;
+ }
+ else
+ {
+ nextDrawCall = &drawCalls[drawCallOrder[drawCallReadPos]];
+ stateChanges = HWR_MarkStateChanges(currentDrawCall, nextDrawCall);
+ }
+
+ if (stateChanges || stopFlag)
+ {
+ // execute combined draw call
+ HWD.pfnDrawIndexedTriangles(¤tDrawCall->surf, finalVertices,
+ finalIndicesSize, currentDrawCall->polyFlags, finalIndices);
+ // update stats
+ ps_hw_numcalls.value.i++;
+ ps_hw_numverts.value.i += finalIndicesSize;
+ // reset final geometry collection arrays
+ finalVerticesSize = 0;
+ finalIndicesSize = 0;
+ }
+ else
+ continue;
+
+ // if we're here then either its time to stop or time to change state
+ if (stopFlag)
+ break;
+ else
+ HWR_ExecuteStateChanges(stateChanges, nextDrawCall);
+ }
+ // reset the arrays (set sizes to 0)
+ drawCallsSize = 0;
+ unsortedVerticesSize = 0;
+
+ PS_STOP_TIMING(ps_hw_batchdrawtime);
+}
+
+#endif // HWRENDER
diff --git a/src/hardware/hw_batching.h b/src/hardware/hw_batching.h
new file mode 100644
index 000000000..b4e4bd9e3
--- /dev/null
+++ b/src/hardware/hw_batching.h
@@ -0,0 +1,27 @@
+// SONIC ROBO BLAST 2
+//-----------------------------------------------------------------------------
+// Copyright (C) 1998-2000 by DooM Legacy Team.
+// Copyright (C) 1999-2020 by Sonic Team Junior.
+//
+// This program is free software distributed under the
+// terms of the GNU General Public License, version 2.
+// See the 'LICENSE' file for more details.
+//-----------------------------------------------------------------------------
+/// \file hw_batching.h
+/// \brief Draw call batching and related things.
+
+#ifndef __HWR_BATCHING_H__
+#define __HWR_BATCHING_H__
+
+#include "hw_defs.h"
+#include "hw_data.h"
+#include "hw_drv.h"
+
+void HWR_StartBatching(void);
+void HWR_SetCurrentTexture(GLMipmap_t *texture);
+void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial);
+void HWR_RenderBatches(void);
+
+extern boolean currently_batching;
+
+#endif
diff --git a/src/hardware/hw_cache.c b/src/hardware/hw_cache.c
index 642e28354..593da1058 100644
--- a/src/hardware/hw_cache.c
+++ b/src/hardware/hw_cache.c
@@ -17,6 +17,7 @@
#include "hw_main.h"
#include "hw_glob.h"
#include "hw_drv.h"
+#include "hw_batching.h"
#include "../doomstat.h" //gamemode
#include "../i_video.h" //rendermode
@@ -592,7 +593,11 @@ GLTexture_t *HWR_GetTexture(INT32 tex)
if (!grtex->mipmap.grInfo.data && !grtex->mipmap.downloaded)
HWR_GenerateTexture(tex, grtex);
- HWD.pfnSetTexture(&grtex->mipmap);
+ // If hardware does not have the texture, then call pfnSetTexture to upload it
+ if (!grtex->mipmap.downloaded)
+ HWD.pfnSetTexture(&grtex->mipmap);
+
+ HWR_SetCurrentTexture(&grtex->mipmap);
// The system-memory data can be purged now.
Z_ChangeTag(grtex->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
@@ -676,7 +681,11 @@ void HWR_GetFlat(lumpnum_t flatlumpnum, boolean noencoremap)
if (!grmip->downloaded && !grmip->grInfo.data)
HWR_CacheFlat(grmip, flatlumpnum);
- HWD.pfnSetTexture(grmip);
+ // If hardware does not have the texture, then call pfnSetTexture to upload it
+ if (!grmip->downloaded)
+ HWD.pfnSetTexture(grmip);
+
+ HWR_SetCurrentTexture(grmip);
// The system-memory data can be purged now.
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
@@ -702,8 +711,11 @@ static void HWR_LoadMappedPatch(GLMipmap_t *grmip, GLPatch_t *gpatch)
Z_Free(patch);
}
-
- HWD.pfnSetTexture(grmip);
+ // If hardware does not have the texture, then call pfnSetTexture to upload it
+ if (!grmip->downloaded)
+ HWD.pfnSetTexture(grmip);
+
+ HWR_SetCurrentTexture(grmip);
// The system-memory data can be purged now.
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
@@ -733,7 +745,11 @@ void HWR_GetPatch(GLPatch_t *gpatch)
Z_Free(ptr);
}
- HWD.pfnSetTexture(gpatch->mipmap);
+ // If hardware does not have the texture, then call pfnSetTexture to upload it
+ if (!gpatch->mipmap->downloaded)
+ HWD.pfnSetTexture(gpatch->mipmap);
+
+ HWR_SetCurrentTexture(gpatch->mipmap);
// The system-memory patch data can be purged now.
Z_ChangeTag(gpatch->mipmap->grInfo.data, PU_HWRCACHE_UNLOCKED);
diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c
index 653157990..f35ee6fde 100644
--- a/src/hardware/hw_draw.c
+++ b/src/hardware/hw_draw.c
@@ -122,7 +122,7 @@ void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option)
flags |= PF_ForceWrapY;
// clip it since it is used for bunny scroll in doom I
- HWD.pfnDrawPolygon(NULL, v, 4, flags, false);
+ HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap)
@@ -300,10 +300,10 @@ void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t
else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[hudtrans];
else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel];
flags |= PF_Modulated;
- HWD.pfnDrawPolygon(&Surf, v, 4, flags, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
else
- HWD.pfnDrawPolygon(NULL, v, 4, flags, false);
+ HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, INT32 option, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h)
@@ -454,10 +454,10 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value];
else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel];
flags |= PF_Modulated;
- HWD.pfnDrawPolygon(&Surf, v, 4, flags, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
else
- HWD.pfnDrawPolygon(NULL, v, 4, flags, false);
+ HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
// ==========================================================================
@@ -533,7 +533,7 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum
// BTW, I see we put 0 for PFs, and If I'm right, that
// means we take the previous PFs as default
// how can we be sure they are ok?
- HWD.pfnDrawPolygon(NULL, v, 4, PF_NoDepthTest, false); //PF_Translucent);
+ HWD.pfnDrawPolygon(NULL, v, 4, PF_NoDepthTest); //PF_Translucent);
}
@@ -576,7 +576,7 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
Surf.PolyColor.s.alpha = (UINT8)(strength*25.5f);
}
- HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// Draw the console background with translucency support
@@ -603,7 +603,7 @@ void HWR_DrawConsoleBack(UINT32 color, INT32 height)
Surf.PolyColor.rgba = UINT2RGBA(color);
Surf.PolyColor.s.alpha = 0x80;
- HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
@@ -854,7 +854,7 @@ void HWR_DrawDiag(INT32 x, INT32 y, INT32 wh, INT32 color)
Surf.PolyColor = palette[color&0xFF];
HWD.pfnDrawPolygon(&Surf, v, 4,
- PF_Modulated|PF_NoTexture|PF_NoDepthTest, false);
+ PF_Modulated|PF_NoTexture|PF_NoDepthTest);
}
// -------------------+
@@ -963,7 +963,7 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32
Surf.PolyColor.rgba = UINT2RGBA(color);
Surf.PolyColor.s.alpha = 0x80;
- HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// -----------------+
@@ -1081,7 +1081,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel];
}
- HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
#ifdef HAVE_PNG
diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h
index 60ea552b2..66ddf3a33 100644
--- a/src/hardware/hw_drv.h
+++ b/src/hardware/hw_drv.h
@@ -32,7 +32,8 @@ EXPORT void HWRAPI(SetupGLInfo) (void);
EXPORT void HWRAPI(SetTexturePalette) (RGBA_t *ppal);
EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
-EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, boolean horizonSpecial);
+EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
+EXPORT void HWRAPI(DrawIndexedTriangles) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, unsigned int *IndexArray);
EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags);
EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FBOOLEAN StencilMask, FRGBAFloat *ClearColor);
EXPORT void HWRAPI(SetTexture) (FTextureInfo *TexInfo);
@@ -77,9 +78,6 @@ EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value);
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment);
EXPORT boolean HWRAPI(InitCustomShaders) (void);
-EXPORT void HWRAPI(StartBatching) (void);
-EXPORT void HWRAPI(RenderBatches) (precise_t *sSortTime, precise_t *sDrawTime, int *sNumPolys, int *sNumVerts, int *sNumCalls, int *sNumShaders, int *sNumTextures, int *sNumPolyFlags, int *sNumColors);
-
EXPORT void HWRAPI(SetPaletteLookup)(UINT8 *lut);
EXPORT UINT32 HWRAPI(CreateLightTable)(RGBA_t *hw_lighttable);
EXPORT void HWRAPI(ClearLightTables)(void);
@@ -99,6 +97,7 @@ struct hwdriver_s
FinishUpdate pfnFinishUpdate;
Draw2DLine pfnDraw2DLine;
DrawPolygon pfnDrawPolygon;
+ DrawIndexedTriangles pfnDrawIndexedTriangles;
SetBlend pfnSetBlend;
ClearBuffer pfnClearBuffer;
SetTexture pfnSetTexture;
@@ -133,9 +132,6 @@ struct hwdriver_s
LoadCustomShader pfnLoadCustomShader;
InitCustomShaders pfnInitCustomShaders;
- StartBatching pfnStartBatching;
- RenderBatches pfnRenderBatches;
-
SetPaletteLookup pfnSetPaletteLookup;
CreateLightTable pfnCreateLightTable;
ClearLightTables pfnClearLightTables;
diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index f927eb9e3..a7fca8729 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -19,6 +19,7 @@
#include "hw_main.h"
#include "hw_glob.h"
#include "hw_drv.h"
+#include "hw_batching.h"
#include "hw_md2.h"
#include "hw_clip.h"
#include "hw_light.h"
@@ -649,6 +650,8 @@ void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isc
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
+
+ INT32 shader = 0;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
@@ -826,16 +829,16 @@ void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isc
if (HWR_UseShader())
{
if (PolyFlags & PF_Fog)
- HWD.pfnSetShader(6); // fog shader
+ shader = 6; // fog shader
else if (PolyFlags & PF_Ripple)
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 11 : 5); // water shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 11 : 5); // water shader
else
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 9 : 1); // floor shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 9 : 1); // floor shader
PolyFlags |= PF_ColorMapped;
}
- HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, false);
+ HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
if (subsector)
{
@@ -920,7 +923,7 @@ void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isc
horizonpts[4].y = gr_viewz;
// Draw
- HWD.pfnDrawPolygon(&Surf, horizonpts, 6, PolyFlags, true);
+ HWR_ProcessPolygon(&Surf, horizonpts, 6, PolyFlags, shader, true);
}
}
}
@@ -936,6 +939,8 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
fixed_t i;
// seg bbox
fixed_t segbbox[4];
+
+ INT32 shader = 0;
M_ClearBox(segbbox);
M_AddToBox(segbbox,
@@ -989,10 +994,10 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 2); // wall shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 2); // wall shader
}
- HWD.pfnDrawPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal, false);
+ HWR_ProcessPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal, shader, false);
}
}
#endif
@@ -1023,11 +1028,13 @@ FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
//
void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
{
+ INT32 shader = 0;
+
HWR_Lighting(pSurf, lightlevel, wallcolormap);
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 2); // wall shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 2); // wall shader
blendmode |= PF_ColorMapped;
}
@@ -1038,7 +1045,7 @@ void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend
blendmode &= ~PF_Masked;
}
- HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, false);
+ HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, shader, false); // wall shader
#ifdef WALLSPLATS
if (gr_curline->linedef->splats && cv_splats.value)
@@ -1394,11 +1401,11 @@ static void HWR_DrawSkyWallList(void)
surf.PolyColor.rgba = 0xFFFFFFFF;
- HWD.pfnSetTexture(NULL);
+ HWR_SetCurrentTexture(NULL);
HWD.pfnUnSetShader();
for (i = 0; i < skyWallVertexArraySize; i++)
{
- HWD.pfnDrawPolygon(&surf, skyWallVertexArray + i * 4, 4, PF_Occlude|PF_Invisible|PF_NoTexture, false);
+ HWD.pfnDrawPolygon(&surf, skyWallVertexArray + i * 4, 4, PF_Occlude|PF_Invisible|PF_NoTexture);
}
}
@@ -1419,7 +1426,7 @@ void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf)
}
else
{
- HWD.pfnSetTexture(NULL);
+ HWR_SetCurrentTexture(NULL);
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_NoTexture, 255, NULL);
}
// PF_Invisible so it's not drawn into the colour buffer
@@ -3114,6 +3121,8 @@ void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
+
+ INT32 shader = 0;
nrPlaneVerts = polysector->numVertices;
@@ -3259,11 +3268,11 @@ void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 9 : 1); // floor shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 9 : 1); // floor shader
blendmode |= PF_ColorMapped;
}
- HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, false);
+ HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, shader, false); // floor shader
}
void HWR_AddPolyObjectPlanes(void)
@@ -3919,6 +3928,8 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
fixed_t slopez;
float offset = 0;
+ INT32 shader = 0;
+
R_GetShadowZ(spr->mobj, &floorslope);
mobjfloor = HWR_OpaqueFloorAtPos(
@@ -4068,10 +4079,10 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 9 : 1); // floor shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 9 : 1); // floor shader
}
-
- HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated, false);
+
+ HWR_ProcessPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated, shader, false);
}
}
@@ -4167,6 +4178,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
fixed_t v1x, v1y, v2x, v2y;
#endif
+ INT32 shader = 0;
+
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
@@ -4440,11 +4453,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
blend |= PF_ColorMapped;
}
- HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, false);
+ HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false); // sprite shader
top = bot;
#ifdef ESLOPE
@@ -4485,11 +4498,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
blend |= PF_ColorMapped;
}
- HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, false);
+ HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false); // sprite shader
}
// -----------------+
@@ -4503,6 +4516,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
FOutVector wallVerts[4];
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
+
+ INT32 shader = 0;
+
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)( (spr->mobj->localskin) ? spr->mobj->localskin : spr->mobj->skin ))->flags & SF_HIRES);
if (spr->mobj)
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
@@ -4643,11 +4659,11 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
blend |= PF_ColorMapped;
}
- HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, false);
+ HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
}
}
@@ -4658,6 +4674,8 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
FOutVector wallVerts[4];
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
+
+ INT32 shader = 0;
if (!spr->mobj)
return;
@@ -4742,11 +4760,11 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 3); // sprite shader
blend |= PF_ColorMapped;
}
- HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, false);
+ HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
}
// --------------------------------------------------------------------------
@@ -6043,8 +6061,9 @@ static void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, playe
}
//drawcount = 0;
validcount++;
+
if (cv_grbatching.value)
- HWD.pfnStartBatching();
+ HWR_StartBatching();
ps_numbspcalls.value.i = 0;
ps_numpolyobjects.value.i = 0;
@@ -6065,14 +6084,10 @@ static void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, playe
gr_portal = oldgl_portal_state;
PS_STOP_TIMING(ps_bsptime);
-
+
if (cv_grbatching.value)
- {
- HWD.pfnRenderBatches(&ps_hw_batchsorttime.value.p, &ps_hw_batchdrawtime.value.p,
- &ps_hw_numpolys.value.i, &ps_hw_numverts.value.i, &ps_hw_numcalls.value.i,
- &ps_hw_numshaders.value.i, &ps_hw_numtextures.value.i, &ps_hw_numpolyflags.value.i,
- &ps_hw_numcolors.value.i);
- }
+ HWR_RenderBatches();
+
if (skyWallVertexArraySize)// if there are skywalls to draw using the alternate method
{
HWR_SetStencilState(HWR_STENCIL_SKY, -1);
@@ -6362,7 +6377,7 @@ void HWR_AddCommands(void)
CV_RegisterVar(&cv_granisotropicmode);
CV_RegisterVar(&cv_grcorrecttricks);
CV_RegisterVar(&cv_grsolvetjoin);
-
+
CV_RegisterVar(&cv_grbatching);
CV_RegisterVar(&cv_grfofcut);
CV_RegisterVar(&cv_fofzfightfix);
@@ -6452,6 +6467,8 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
{
FBITFIELD blendmode = blend;
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
+
+ INT32 shader = 0;
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
HWR_Lighting(pSurf, lightlevel, wallcolormap);
@@ -6464,7 +6481,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
if (fogwall)
{
blendmode |= PF_Fog;
- HWD.pfnSetShader(6); // fog shader
+ shader = 6; // fog shader
}
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
@@ -6473,12 +6490,12 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
{
if (HWR_UseShader())
{
- HWD.pfnSetShader(HWR_ShouldUsePaletteRendering() ? 10 : 2); // wall shader
+ shader = (HWR_ShouldUsePaletteRendering() ? 10 : 2); // wall shader
blendmode |= PF_ColorMapped;
}
}
- HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode, false);
+ HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
#ifdef WALLSPLATS
if (gr_curline->linedef->splats && cv_splats.value)
@@ -6529,7 +6546,7 @@ void HWR_DoPostProcessor(player_t *player)
Surf.PolyColor.s.alpha = 0xc0; // match software mode
- HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Translucent|PF_NoTexture|PF_NoDepthTest, false);
+ HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Translucent|PF_NoTexture|PF_NoDepthTest);
}
if (!cv_grscreentextures.value) // screen textures are needed for the rest of the effects
diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h
index b1c18518a..dbcb93bb1 100644
--- a/src/hardware/hw_main.h
+++ b/src/hardware/hw_main.h
@@ -64,6 +64,8 @@ extern ps_metric_t ps_hw_numcolors;
extern ps_metric_t ps_hw_batchsorttime;
extern ps_metric_t ps_hw_batchdrawtime;
+extern boolean gr_shadersavailable;
+
// hw_draw.c
void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap);
diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c
index 6a17f6524..581fa8625 100644
--- a/src/hardware/r_opengl/r_opengl.c
+++ b/src/hardware/r_opengl/r_opengl.c
@@ -31,6 +31,7 @@
#include "../../i_system.h" // for I_GetPreciseTime (batching time measurements)
#include "../hw_main.h"
+#include "../hw_batching.h"
// Eeeeh not sure is this right way, but it works < sry :c
extern consvar_t cv_grusecustomshaders;
@@ -78,10 +79,7 @@ static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE;
// **************************************************************************
static GLuint tex_downloaded = 0;
-// these didnt work with karts batching system, hope this is not an issue
-//static GLuint lt_downloaded = 0; // currently bound lighttable texture - currentSurfaceInfo
-//static GLuint lt_downloaded2 = 0; // currently bound lighttable texture - nextSurfaceInfo
-//static GLuint lt_downloaded3 = 0; // currently bound lighttable texture - pSurf
+static GLuint lt_downloaded = 0; // currently bound lighttable texture
static GLfloat fov = 90.0f;
static FBITFIELD CurrentPolyFlags;
@@ -132,9 +130,10 @@ static GLuint endScreenWipe = 0;
static GLuint finalScreenTexture = 0;
// Lactozilla: Set shader programs and uniforms
-static void *Shader_Load(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade);
static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade);
+static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f};
+
// shortcut for ((float)1/i)
static const GLfloat byte2float[256] = {
0.000000f, 0.003922f, 0.007843f, 0.011765f, 0.015686f, 0.019608f, 0.023529f, 0.027451f,
@@ -1344,7 +1343,7 @@ EXPORT void HWRAPI(KillShaders) (void)
static void SetNoTexture(void)
{
// Disable texture.
- if (tex_downloaded != NOTEXTURE_NUM && !gl_batching)
+ if (tex_downloaded != NOTEXTURE_NUM)
{
pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
tex_downloaded = NOTEXTURE_NUM;
@@ -2103,43 +2102,33 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
}
}
-
-static void *Shader_Load(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade)
-{
-#ifdef GL_SHADERS
- if (gl_shadersenabled && pglUseProgram)
- {
- gl_shaderprogram_t *shader = &gl_shaderprograms[gl_currentshaderprogram];
- if (shader->program)
- {
- if (gl_shaderprogramchanged)
- {
- pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program);
- gl_shaderprogramchanged = false;
- }
- Shader_SetUniforms(Surface, poly, tint, fade);
- return shader;
- }
- else
- pglUseProgram(0);
- }
-#else
- (void)Surface;
- (void)poly;
- (void)tint;
- (void)fade;
-#endif
- return NULL;
-}
-
static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade)
{
+ gl_shaderprogram_t *shader = &gl_shaderprograms[gl_currentshaderprogram];
+
#ifdef GL_SHADERS
- if (gl_shadersenabled)
+ if (gl_shadersenabled && (shader != NULL) && pglUseProgram)
{
- gl_shaderprogram_t *shader = &gl_shaderprograms[gl_currentshaderprogram];
+
if (!shader->program)
+ {
+ pglUseProgram(0);
return;
+ }
+
+ if (gl_shaderprogramchanged)
+ {
+ pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program);
+ gl_shaderprogramchanged = false;
+ }
+
+ // Color uniforms can be left NULL and will be set to white (1.0f, 1.0f, 1.0f, 1.0f)
+ if (poly == NULL)
+ poly = &shader_defaultcolor;
+ if (tint == NULL)
+ tint = &shader_defaultcolor;
+ if (fade == NULL)
+ fade = &shader_defaultcolor;
#define UNIFORM_1(uniform, a, function) \
if (uniform != -1) \
@@ -2182,636 +2171,85 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF
#endif
}
-
-// unfinished draw call batching
-
-// Note: could use realloc in the array reallocation code
-
-typedef struct
+// code that is common between DrawPolygon and DrawIndexedTriangles
+// the corona thing is there too, i have no idea if that stuff works with DrawIndexedTriangles and batching
+static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD PolyFlags)
{
- FSurfaceInfo surf;// surf also has its own polyflags for some reason, but it seems unused
- unsigned int vertsIndex;// location of verts in unsortedVertexArray
- FUINT numVerts;
- FBITFIELD polyFlags;
- GLuint texNum;
- GLuint shader;
- // this tells batching that the plane belongs to a horizon line and must be drawn in correct order with the skywalls
- boolean horizonSpecial;
-} PolygonArrayEntry;
+ static GLRGBAFloat poly = {0,0,0,0};
+ static GLRGBAFloat tint = {0,0,0,0};
+ static GLRGBAFloat fade = {0,0,0,0};
-FOutVector* finalVertexArray = NULL;// contains subset of sorted vertices and texture coordinates to be sent to gpu
-UINT32* finalVertexIndexArray = NULL;// contains indexes for glDrawElements, taking into account fan->triangles conversion
-// NOTE have this alloced as 3x finalVertexArray size
-int finalVertexArrayAllocSize = 65536;
-//GLubyte* colorArray = NULL;// contains color data to be sent to gpu, if needed
-//int colorArrayAllocSize = 65536;
-// not gonna use this for now, just sort by color and change state when it changes
-// later maybe when using vertex attributes if it's needed
+ SetBlend(PolyFlags); //TODO: inline (#pragma..)
-PolygonArrayEntry* polygonArray = NULL;// contains the polygon data from DrawPolygon, waiting to be processed
-int polygonArraySize = 0;
-UINT32* polygonIndexArray = NULL;// contains sorting pointers for polygonArray
-int polygonArrayAllocSize = 65536;
-
-FOutVector* unsortedVertexArray = NULL;// contains unsorted vertices and texture coordinates from DrawPolygon
-int unsortedVertexArraySize = 0;
-int unsortedVertexArrayAllocSize = 65536;
-
-EXPORT void HWRAPI(StartBatching) (void)
-{
- //CONS_Printf("StartBatching begin\n");
- // init arrays if that has not been done yet
- if (!finalVertexArray)
+ // PolyColor
+ if (pSurf)
{
- finalVertexArray = malloc(finalVertexArrayAllocSize * sizeof(FOutVector));
- finalVertexIndexArray = malloc(finalVertexArrayAllocSize * 3 * sizeof(UINT32));
- polygonArray = malloc(polygonArrayAllocSize * sizeof(PolygonArrayEntry));
- polygonIndexArray = malloc(polygonArrayAllocSize * sizeof(UINT32));
- unsortedVertexArray = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector));
- }
- // drawing functions will now collect the drawing data instead of passing it to opengl
- gl_batching = true;
- //CONS_Printf("StartBatching end\n");
-}
+ // If Modulated, mix the surface colour to the texture
+ if (CurrentPolyFlags & PF_Modulated)
+ {
+ // Poly color
+ poly.red = byte2float[pSurf->PolyColor.s.red];
+ poly.green = byte2float[pSurf->PolyColor.s.green];
+ poly.blue = byte2float[pSurf->PolyColor.s.blue];
+ poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
-static int comparePolygons(const void *p1, const void *p2)
-{
- unsigned int index1 = *(const unsigned int*)p1;
- unsigned int index2 = *(const unsigned int*)p2;
- PolygonArrayEntry* poly1 = &polygonArray[index1];
- PolygonArrayEntry* poly2 = &polygonArray[index2];
- int diff;
- INT64 diff64;
+ pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
+ }
- int shader1 = poly1->shader;
- int shader2 = poly2->shader;
- // make skywalls and horizon lines first in order
- if (poly1->polyFlags & PF_NoTexture || poly1->horizonSpecial)
- shader1 = -1;
- if (poly2->polyFlags & PF_NoTexture || poly2->horizonSpecial)
- shader2 = -1;
- diff = shader1 - shader2;
- if (diff != 0) return diff;
+ // Tint color
+ tint.red = byte2float[pSurf->TintColor.s.red];
+ tint.green = byte2float[pSurf->TintColor.s.green];
+ tint.blue = byte2float[pSurf->TintColor.s.blue];
+ tint.alpha = byte2float[pSurf->TintColor.s.alpha];
- // skywalls and horizon lines must retain their order for horizon lines to work
- if (shader1 == -1 && shader2 == -1)
- return index1 - index2;
-
- diff = poly1->texNum - poly2->texNum;
- if (diff != 0) return diff;
-
- if (HWR_ShouldUsePaletteRendering())
- {
- diff = poly1->surf.LightTableId - poly2->surf.LightTableId;
- if (diff != 0) return diff;
- }
-
- diff = poly1->polyFlags - poly2->polyFlags;
- if (diff != 0) return diff;
-
- diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
- if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
- diff64 = poly1->surf.TintColor.rgba - poly2->surf.TintColor.rgba;
- if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
- diff64 = poly1->surf.FadeColor.rgba - poly2->surf.FadeColor.rgba;
- if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
-
- diff = poly1->surf.LightInfo.light_level - poly2->surf.LightInfo.light_level;
- if (diff != 0) return diff;
- diff = poly1->surf.LightInfo.fade_start - poly2->surf.LightInfo.fade_start;
- if (diff != 0) return diff;
- diff = poly1->surf.LightInfo.fade_end - poly2->surf.LightInfo.fade_end;
- return diff;
-}
-
-static int comparePolygonsNoShaders(const void *p1, const void *p2)
-{
- unsigned int index1 = *(const unsigned int*)p1;
- unsigned int index2 = *(const unsigned int*)p2;
- PolygonArrayEntry* poly1 = &polygonArray[index1];
- PolygonArrayEntry* poly2 = &polygonArray[index2];
- int diff;
- INT64 diff64;
-
- GLuint texNum1 = poly1->texNum;
- GLuint texNum2 = poly2->texNum;
- if (poly1->polyFlags & PF_NoTexture || poly1->horizonSpecial)
- texNum1 = 0;
- if (poly2->polyFlags & PF_NoTexture || poly2->horizonSpecial)
- texNum2 = 0;
- diff = texNum1 - texNum2;
- if (diff != 0) return diff;
-
- // skywalls and horizon lines must retain their order for horizon lines to work
- if (texNum1 == 0 && texNum2 == 0)
- return index1 - index2;
-
- diff = poly1->polyFlags - poly2->polyFlags;
- if (diff != 0) return diff;
-
- diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
- if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
-
- return 0;
-}
-
-// the parameters for this functions (numPolys etc.) are used to return rendering stats
-EXPORT void HWRAPI(RenderBatches) (precise_t *sSortTime, precise_t *sDrawTime, int *sNumPolys, int *sNumVerts, int *sNumCalls, int *sNumShaders, int *sNumTextures, int *sNumPolyFlags, int *sNumColors)
-{
- int finalVertexWritePos = 0;// position in finalVertexArray
- int finalIndexWritePos = 0;// position in finalVertexIndexArray
-
- int polygonReadPos = 0;// position in polygonIndexArray
-
- GLuint currentShader;
- GLuint currentTexture;
- FBITFIELD currentPolyFlags;
- FSurfaceInfo currentSurfaceInfo;
-
- GLRGBAFloat firstPoly = {0,0,0,0}; // may be misleading but this means first PolyColor
- GLRGBAFloat firstTint = {0,0,0,0};
- GLRGBAFloat firstFade = {0,0,0,0};
-
- boolean needRebind = false;
-
- int i;
-
- //CONS_Printf("RenderBatches\n");
- gl_batching = false;// no longer collecting batches
- if (!polygonArraySize)
- {
- *sSortTime = *sDrawTime = *sNumPolys = *sNumCalls = *sNumShaders = *sNumTextures = *sNumPolyFlags = *sNumColors = 0;
- return;// nothing to draw
- }
- // init stats vars
- *sNumPolys = polygonArraySize;
- *sNumCalls = *sNumVerts = 0;
- *sNumShaders = *sNumTextures = *sNumPolyFlags = *sNumColors = 1;
- // init polygonIndexArray
- for (i = 0; i < polygonArraySize; i++)
- {
- polygonIndexArray[i] = i;
- }
-
- // sort polygons
- //CONS_Printf("qsort polys\n");
- *sSortTime = I_GetPreciseTime();
- if (gl_allowshaders)
- qsort(polygonIndexArray, polygonArraySize, sizeof(unsigned int), comparePolygons);
- else
- qsort(polygonIndexArray, polygonArraySize, sizeof(unsigned int), comparePolygonsNoShaders);
- *sSortTime = I_GetPreciseTime() - *sSortTime;
- //CONS_Printf("sort done\n");
- // sort order
- // 1. shader
- // 2. texture
- // 3. polyflags
- // 4. colors + light level
- // not sure about order of last 2, or if it even matters
-
- *sDrawTime = I_GetPreciseTime();
-
- currentShader = polygonArray[polygonIndexArray[0]].shader;
- currentTexture = polygonArray[polygonIndexArray[0]].texNum;
- currentPolyFlags = polygonArray[polygonIndexArray[0]].polyFlags;
- currentSurfaceInfo = polygonArray[polygonIndexArray[0]].surf;
- // For now, will sort and track the colors. Vertex attributes could be used instead of uniforms
- // and a color array could replace the color calls.
-
- // set state for first batch
- //CONS_Printf("set first state\n");
- gl_currentshaderprogram = currentShader;
- gl_shaderprogramchanged = true;
- if (currentPolyFlags & PF_Modulated)
- {
- // Poly color
- firstPoly.red = byte2float[currentSurfaceInfo.PolyColor.s.red];
- firstPoly.green = byte2float[currentSurfaceInfo.PolyColor.s.green];
- firstPoly.blue = byte2float[currentSurfaceInfo.PolyColor.s.blue];
- firstPoly.alpha = byte2float[currentSurfaceInfo.PolyColor.s.alpha];
- pglColor4ubv((GLubyte*)¤tSurfaceInfo.PolyColor.s);
- }
- // Tint color
- firstTint.red = byte2float[currentSurfaceInfo.TintColor.s.red];
- firstTint.green = byte2float[currentSurfaceInfo.TintColor.s.green];
- firstTint.blue = byte2float[currentSurfaceInfo.TintColor.s.blue];
- firstTint.alpha = byte2float[currentSurfaceInfo.TintColor.s.alpha];
- // Fade color
- firstFade.red = byte2float[currentSurfaceInfo.FadeColor.s.red];
- firstFade.green = byte2float[currentSurfaceInfo.FadeColor.s.green];
- firstFade.blue = byte2float[currentSurfaceInfo.FadeColor.s.blue];
- firstFade.alpha = byte2float[currentSurfaceInfo.FadeColor.s.alpha];
-
- if (gl_allowshaders)
- {
- Shader_Load(¤tSurfaceInfo, &firstPoly, &firstTint, &firstFade);
+ // Fade color
+ fade.red = byte2float[pSurf->FadeColor.s.red];
+ fade.green = byte2float[pSurf->FadeColor.s.green];
+ fade.blue = byte2float[pSurf->FadeColor.s.blue];
+ fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
- //if (currentSurfaceInfo.LightTableId && currentSurfaceInfo.LightTableId != lt_downloaded)
- if (HWR_ShouldUsePaletteRendering())
+ if (pSurf->LightTableId && pSurf->LightTableId != lt_downloaded)
{
pglActiveTexture(GL_TEXTURE2);
- pglBindTexture(GL_TEXTURE_2D, currentSurfaceInfo.LightTableId);
+ pglBindTexture(GL_TEXTURE_2D, pSurf->LightTableId);
pglActiveTexture(GL_TEXTURE0);
- //lt_downloaded = currentSurfaceInfo.LightTableId;
+ lt_downloaded = pSurf->LightTableId;
}
}
- if (currentPolyFlags & PF_NoTexture)
- currentTexture = 0;
- pglBindTexture(GL_TEXTURE_2D, currentTexture);
- tex_downloaded = currentTexture;
-
- SetBlend(currentPolyFlags);
-
- //CONS_Printf("first pointers to ogl\n");
- pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &finalVertexArray[0].x);
- pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &finalVertexArray[0].s);
-
- while (1)// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons)
- {
- int firstIndex;
- int lastIndex;
-
- boolean stopFlag = false;
- boolean changeState = false;
- boolean changeShader = false;
- GLuint nextShader = 0U;
- boolean changeTexture = false;
- GLuint nextTexture = 0U;
- boolean changePolyFlags = false;
- FBITFIELD nextPolyFlags = 0U;
- boolean changeSurfaceInfo = false;
- FSurfaceInfo nextSurfaceInfo;
-
- //CONS_Printf("loop iter start\n");
- // new try:
- // write vertices
- // check for changes or end, otherwise go back to writing
- // changes will affect the next vars and the change bools
- // end could set flag for stopping
- // execute draw call
- // could check ending flag here
- // change states according to next vars and change bools, updating the current vars and reseting the bools
- // reset write pos
- // repeat loop
-
- int index = polygonIndexArray[polygonReadPos++];
- int numVerts = polygonArray[index].numVerts;
- // before writing, check if there is enough room
- // using 'while' instead of 'if' here makes sure that there will *always* be enough room.
- // probably never will this loop run more than once though
- while (finalVertexWritePos + numVerts > finalVertexArrayAllocSize)
- {
- FOutVector* new_array;
- unsigned int* new_index_array;
- //CONS_Printf("final vert realloc\n");
- finalVertexArrayAllocSize *= 2;
- new_array = malloc(finalVertexArrayAllocSize * sizeof(FOutVector));
- memcpy(new_array, finalVertexArray, finalVertexWritePos * sizeof(FOutVector));
- free(finalVertexArray);
- finalVertexArray = new_array;
- // also increase size of index array, 3x of vertex array since
- // going from fans to triangles increases vertex count to 3x
- new_index_array = malloc(finalVertexArrayAllocSize * 3 * sizeof(UINT32));
- memcpy(new_index_array, finalVertexIndexArray, finalIndexWritePos * sizeof(UINT32));
- free(finalVertexIndexArray);
- finalVertexIndexArray = new_index_array;
- // if vertex buffers are reallocated then opengl needs to know too
- needRebind = true;
- }
- //CONS_Printf("write verts to final\n");
- // write the vertices of the polygon
- memcpy(&finalVertexArray[finalVertexWritePos], &unsortedVertexArray[polygonArray[index].vertsIndex],
- numVerts * sizeof(FOutVector));
- // write the indexes, pointing to the fan vertexes but in triangles format
- firstIndex = finalVertexWritePos;
- lastIndex = finalVertexWritePos + numVerts;
- finalVertexWritePos += 2;
- //CONS_Printf("write final vert indices\n");
- while (finalVertexWritePos < lastIndex)
- {
- finalVertexIndexArray[finalIndexWritePos++] = firstIndex;
- finalVertexIndexArray[finalIndexWritePos++] = finalVertexWritePos - 1;
- finalVertexIndexArray[finalIndexWritePos++] = finalVertexWritePos++;
- }
-
- if (polygonReadPos >= polygonArraySize)
- {
- stopFlag = true;
- }
- else
- {
- //CONS_Printf("state change check\n");
- // check if a state change is required, set the change bools and next vars
- int nextIndex = polygonIndexArray[polygonReadPos];
- nextShader = polygonArray[nextIndex].shader;
- nextTexture = polygonArray[nextIndex].texNum;
- nextPolyFlags = polygonArray[nextIndex].polyFlags;
- nextSurfaceInfo = polygonArray[nextIndex].surf;
- if (nextPolyFlags & PF_NoTexture)
- nextTexture = 0;
- if (currentShader != nextShader)
- {
- changeState = true;
- changeShader = true;
- }
- if (currentTexture != nextTexture)
- {
- changeState = true;
- changeTexture = true;
- }
- if (currentPolyFlags != nextPolyFlags)
- {
- changeState = true;
- changePolyFlags = true;
- }
- if (gl_allowshaders && HWR_ShouldUsePaletteRendering())
- {
- if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba ||
- currentSurfaceInfo.TintColor.rgba != nextSurfaceInfo.TintColor.rgba ||
- currentSurfaceInfo.FadeColor.rgba != nextSurfaceInfo.FadeColor.rgba ||
- currentSurfaceInfo.LightInfo.light_level != nextSurfaceInfo.LightInfo.light_level ||
- currentSurfaceInfo.LightInfo.fade_start != nextSurfaceInfo.LightInfo.fade_start ||
- currentSurfaceInfo.LightInfo.fade_end != nextSurfaceInfo.LightInfo.fade_end ||
- currentSurfaceInfo.LightTableId != nextSurfaceInfo.LightTableId)
- {
- changeState = true;
- changeSurfaceInfo = true;
- }
- }
- else if ((gl_allowshaders) && (!HWR_ShouldUsePaletteRendering()))
- {
- if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba ||
- currentSurfaceInfo.TintColor.rgba != nextSurfaceInfo.TintColor.rgba ||
- currentSurfaceInfo.FadeColor.rgba != nextSurfaceInfo.FadeColor.rgba ||
- currentSurfaceInfo.LightInfo.light_level != nextSurfaceInfo.LightInfo.light_level ||
- currentSurfaceInfo.LightInfo.fade_start != nextSurfaceInfo.LightInfo.fade_start ||
- currentSurfaceInfo.LightInfo.fade_end != nextSurfaceInfo.LightInfo.fade_end)
- {
- changeState = true;
- changeSurfaceInfo = true;
- }
- }
- else
- {
- if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba)
- {
- changeState = true;
- changeSurfaceInfo = true;
- }
- }
- }
-
- if (changeState || stopFlag)
- {
- if (needRebind)
- {
- //CONS_Printf("rebind\n");
- pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &finalVertexArray[0].x);
- pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &finalVertexArray[0].s);
- needRebind = false;
- }
- //CONS_Printf("exec draw call\n");
- // execute draw call
- pglDrawElements(GL_TRIANGLES, finalIndexWritePos, GL_UNSIGNED_INT, finalVertexIndexArray);
- //CONS_Printf("draw call done\n");
- // update stats
- (*sNumCalls)++;
- *sNumVerts += finalIndexWritePos;
- // reset write positions
- finalVertexWritePos = 0;
- finalIndexWritePos = 0;
- }
- else continue;
-
- // if we're here then either its time to stop or time to change state
- if (stopFlag) break;
-
- //CONS_Printf("state change\n");
-
- // change state according to change bools and next vars, update current vars and reset bools
- if (changeShader)
- {
- GLRGBAFloat poly = {0,0,0,0};
- GLRGBAFloat tint = {0,0,0,0};
- GLRGBAFloat fade = {0,0,0,0};
- gl_currentshaderprogram = nextShader;
- gl_shaderprogramchanged = true;
- if (nextPolyFlags & PF_Modulated)
- {
- // Poly color
- poly.red = byte2float[nextSurfaceInfo.PolyColor.s.red];
- poly.green = byte2float[nextSurfaceInfo.PolyColor.s.green];
- poly.blue = byte2float[nextSurfaceInfo.PolyColor.s.blue];
- poly.alpha = byte2float[nextSurfaceInfo.PolyColor.s.alpha];
- }
- // Tint color
- tint.red = byte2float[nextSurfaceInfo.TintColor.s.red];
- tint.green = byte2float[nextSurfaceInfo.TintColor.s.green];
- tint.blue = byte2float[nextSurfaceInfo.TintColor.s.blue];
- tint.alpha = byte2float[nextSurfaceInfo.TintColor.s.alpha];
- // Fade color
- fade.red = byte2float[nextSurfaceInfo.FadeColor.s.red];
- fade.green = byte2float[nextSurfaceInfo.FadeColor.s.green];
- fade.blue = byte2float[nextSurfaceInfo.FadeColor.s.blue];
- fade.alpha = byte2float[nextSurfaceInfo.FadeColor.s.alpha];
-
- Shader_Load(&nextSurfaceInfo, &poly, &tint, &fade);
-
- currentShader = nextShader;
- changeShader = false;
-
- (*sNumShaders)++;
- }
- if (changeTexture)
- {
- // texture should be already ready for use from calls to SetTexture during batch collection
- pglBindTexture(GL_TEXTURE_2D, nextTexture);
- tex_downloaded = nextTexture;
- currentTexture = nextTexture;
- changeTexture = false;
-
- (*sNumTextures)++;
- }
- if (changePolyFlags)
- {
- SetBlend(nextPolyFlags);
- currentPolyFlags = nextPolyFlags;
- changePolyFlags = false;
-
- (*sNumPolyFlags)++;
- }
- if (changeSurfaceInfo)
- {
- GLRGBAFloat poly = {0,0,0,0};
- GLRGBAFloat tint = {0,0,0,0};
- GLRGBAFloat fade = {0,0,0,0};
- gl_shaderprogramchanged = false;
- if (nextPolyFlags & PF_Modulated)
- {
- // Poly color
- poly.red = byte2float[nextSurfaceInfo.PolyColor.s.red];
- poly.green = byte2float[nextSurfaceInfo.PolyColor.s.green];
- poly.blue = byte2float[nextSurfaceInfo.PolyColor.s.blue];
- poly.alpha = byte2float[nextSurfaceInfo.PolyColor.s.alpha];
- pglColor4ubv((GLubyte*)&nextSurfaceInfo.PolyColor.s);
- }
- if (gl_allowshaders)
- {
- // Tint color
- tint.red = byte2float[nextSurfaceInfo.TintColor.s.red];
- tint.green = byte2float[nextSurfaceInfo.TintColor.s.green];
- tint.blue = byte2float[nextSurfaceInfo.TintColor.s.blue];
- tint.alpha = byte2float[nextSurfaceInfo.TintColor.s.alpha];
- // Fade color
- fade.red = byte2float[nextSurfaceInfo.FadeColor.s.red];
- fade.green = byte2float[nextSurfaceInfo.FadeColor.s.green];
- fade.blue = byte2float[nextSurfaceInfo.FadeColor.s.blue];
- fade.alpha = byte2float[nextSurfaceInfo.FadeColor.s.alpha];
-
- Shader_Load(&nextSurfaceInfo, &poly, &tint, &fade);
-
- //if (nextSurfaceInfo.LightTableId && nextSurfaceInfo.LightTableId != lt_downloaded2)
- if (HWR_ShouldUsePaletteRendering())
- {
- pglActiveTexture(GL_TEXTURE2);
- pglBindTexture(GL_TEXTURE_2D, nextSurfaceInfo.LightTableId);
- pglActiveTexture(GL_TEXTURE0);
- //lt_downloaded2 = nextSurfaceInfo.LightTableId;
- }
- }
-
- currentSurfaceInfo = nextSurfaceInfo;
- changeSurfaceInfo = false;
-
- (*sNumColors)++;
- }
- // and that should be it?
- }
- // reset the arrays (set sizes to 0)
- polygonArraySize = 0;
- unsortedVertexArraySize = 0;
-
- *sDrawTime = I_GetPreciseTime() - *sDrawTime;
+ Shader_SetUniforms(pSurf, &poly, &tint, &fade);
}
// -----------------+
// DrawPolygon : Render a polygon, set the texture, set render mode
// -----------------+
-EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, boolean horizonSpecial)
+EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags)
{
- if (gl_batching)
- {
- //CONS_Printf("Batched DrawPolygon\n");
- if (!pSurf)
- I_Error("Got a null FSurfaceInfo in batching");// nulls should only come in sky background pic drawing
- if (polygonArraySize == polygonArrayAllocSize)
- {
- PolygonArrayEntry* new_array;
- // ran out of space, make new array double the size
- polygonArrayAllocSize *= 2;
- new_array = malloc(polygonArrayAllocSize * sizeof(PolygonArrayEntry));
- memcpy(new_array, polygonArray, polygonArraySize * sizeof(PolygonArrayEntry));
- free(polygonArray);
- polygonArray = new_array;
- // also need to redo the index array, dont need to copy it though
- free(polygonIndexArray);
- polygonIndexArray = malloc(polygonArrayAllocSize * sizeof(unsigned int));
- }
+ PreparePolygon(pSurf, pOutVerts, PolyFlags);
- while (unsortedVertexArraySize + (int)iNumPts > unsortedVertexArrayAllocSize)
- {
- FOutVector* new_array;
- // need more space for vertices in unsortedVertexArray
- unsortedVertexArrayAllocSize *= 2;
- new_array = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector));
- memcpy(new_array, unsortedVertexArray, unsortedVertexArraySize * sizeof(FOutVector));
- free(unsortedVertexArray);
- unsortedVertexArray = new_array;
- }
+ pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
+ pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
+ pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts);
- // add the polygon data to the arrays
+ if (PolyFlags & PF_RemoveYWrap)
+ pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- polygonArray[polygonArraySize].surf = *pSurf;
- polygonArray[polygonArraySize].vertsIndex = unsortedVertexArraySize;
- polygonArray[polygonArraySize].numVerts = iNumPts;
- polygonArray[polygonArraySize].polyFlags = PolyFlags;
- polygonArray[polygonArraySize].texNum = tex_downloaded;
- polygonArray[polygonArraySize].shader = gl_currentshaderprogram;
- polygonArray[polygonArraySize].horizonSpecial = horizonSpecial;
- polygonArraySize++;
+ if (PolyFlags & PF_ForceWrapX)
+ Clamp2D(GL_TEXTURE_WRAP_S);
- memcpy(&unsortedVertexArray[unsortedVertexArraySize], pOutVerts, iNumPts * sizeof(FOutVector));
- unsortedVertexArraySize += iNumPts;
- }
- else
- {
- static GLRGBAFloat poly = {0,0,0,0};
- static GLRGBAFloat tint = {0,0,0,0};
- static GLRGBAFloat fade = {0,0,0,0};
+ if (PolyFlags & PF_ForceWrapY)
+ Clamp2D(GL_TEXTURE_WRAP_T);
+}
- SetBlend(PolyFlags); //TODO: inline (#pragma..)
+EXPORT void HWRAPI(DrawIndexedTriangles) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, unsigned int *IndexArray)
+{
+ PreparePolygon(pSurf, pOutVerts, PolyFlags);
- if (gl_portal_mode == HWD_PORTAL_NORMAL)
- {
- // PolyColor
- if (pSurf)
- {
- // If modulated, mix the surface colour to the texture
- if (CurrentPolyFlags & PF_Modulated)
- pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
+ pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
+ pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
+ pglDrawElements(GL_TRIANGLES, iNumPts, GL_UNSIGNED_INT, IndexArray);
- // If the surface is either modulated or colormapped, or both
- if (CurrentPolyFlags & (PF_Modulated | PF_ColorMapped))
- {
- poly.red = byte2float[pSurf->PolyColor.s.red];
- poly.green = byte2float[pSurf->PolyColor.s.green];
- poly.blue = byte2float[pSurf->PolyColor.s.blue];
- poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
- }
-
- // Only if the surface is colormapped
- if (CurrentPolyFlags & PF_ColorMapped)
- {
- tint.red = byte2float[pSurf->TintColor.s.red];
- tint.green = byte2float[pSurf->TintColor.s.green];
- tint.blue = byte2float[pSurf->TintColor.s.blue];
- tint.alpha = byte2float[pSurf->TintColor.s.alpha];
-
- fade.red = byte2float[pSurf->FadeColor.s.red];
- fade.green = byte2float[pSurf->FadeColor.s.green];
- fade.blue = byte2float[pSurf->FadeColor.s.blue];
- fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
-
- //if (pSurf->LightTableId && pSurf->LightTableId != lt_downloaded3)
- if (HWR_ShouldUsePaletteRendering())
- {
- pglActiveTexture(GL_TEXTURE2);
- pglBindTexture(GL_TEXTURE_2D, pSurf->LightTableId);
- pglActiveTexture(GL_TEXTURE0);
- //lt_downloaded3 = pSurf->LightTableId;
- }
- }
- }
-
- Shader_Load(pSurf, &poly, &tint, &fade);
- }
- else
- UnSetShader();
-
- pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
- pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
- pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts);
-
- if (PolyFlags & PF_RemoveYWrap)
- pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
- if (PolyFlags & PF_ForceWrapX)
- Clamp2D(GL_TEXTURE_WRAP_S);
-
- if (PolyFlags & PF_ForceWrapY)
- Clamp2D(GL_TEXTURE_WRAP_T);
- }
+ // the DrawPolygon variant of this has some code about polyflags and wrapping here but havent noticed any problems from omitting it?
}
// Sky dome code, taken/backported from SRB2
@@ -3550,8 +2988,16 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, float duration, float
fade.green = byte2float[Surface->FadeColor.s.green];
fade.blue = byte2float[Surface->FadeColor.s.blue];
fade.alpha = byte2float[Surface->FadeColor.s.alpha];
+
+ if (Surface->LightTableId && Surface->LightTableId != lt_downloaded)
+ {
+ pglActiveTexture(GL_TEXTURE2);
+ pglBindTexture(GL_TEXTURE_2D, Surface->LightTableId);
+ pglActiveTexture(GL_TEXTURE0);
+ lt_downloaded = Surface->LightTableId;
+ }
- Shader_Load(Surface, &poly, &tint, &fade);
+ Shader_SetUniforms(Surface, &poly, &tint, &fade);
pglEnable(GL_CULL_FACE);
pglEnable(GL_NORMALIZE);
@@ -4416,9 +3862,7 @@ EXPORT void HWRAPI(ClearLightTables)(void)
LightTablesTail = NULL;
// we no longer have a bound light table (if we had one), we just deleted it!
- //lt_downloaded = 0;
- //lt_downloaded2 = 0;
- //lt_downloaded3 = 0;
+ lt_downloaded = 0;
}
// This palette is used for the palette rendering postprocessing step.
diff --git a/src/sdl/Srb2SDL-vc10.vcxproj b/src/sdl/Srb2SDL-vc10.vcxproj
index 813e31a98..e51799314 100644
--- a/src/sdl/Srb2SDL-vc10.vcxproj
+++ b/src/sdl/Srb2SDL-vc10.vcxproj
@@ -218,6 +218,7 @@
+
@@ -364,6 +365,7 @@
+
diff --git a/src/sdl/Srb2SDL-vc10.vcxproj.filters b/src/sdl/Srb2SDL-vc10.vcxproj.filters
index f197a394b..2234d7620 100644
--- a/src/sdl/Srb2SDL-vc10.vcxproj.filters
+++ b/src/sdl/Srb2SDL-vc10.vcxproj.filters
@@ -215,6 +215,9 @@
Hw_Hardware
+
+
+ Hw_Hardware
Hw_Hardware
@@ -617,6 +620,9 @@
Hw_Hardware
+
+
+ Hw_Hardware
Hw_Hardware
diff --git a/src/sdl/hwsym_sdl.c b/src/sdl/hwsym_sdl.c
index bbb5d9df3..1ea07f3d4 100644
--- a/src/sdl/hwsym_sdl.c
+++ b/src/sdl/hwsym_sdl.c
@@ -81,6 +81,7 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(SetupGLInfo);
GETFUNC(Draw2DLine);
GETFUNC(DrawPolygon);
+ GETFUNC(DrawIndexedTriangles);
GETFUNC(SetBlend);
GETFUNC(ClearBuffer);
GETFUNC(SetTexture);
@@ -115,9 +116,6 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(LoadCustomShader);
GETFUNC(InitCustomShaders);
- GETFUNC(StartBatching);
- GETFUNC(RenderBatches);
-
GETFUNC(SetPaletteLookup);
GETFUNC(CreateLightTable);
GETFUNC(ClearLightTables);
diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c
index d3a7c8ae3..4e9a98433 100644
--- a/src/sdl/i_video.c
+++ b/src/sdl/i_video.c
@@ -2125,6 +2125,7 @@ void I_StartupGraphics(void)
HWD.pfnFinishUpdate = NULL;
HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL);
HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL);
+ HWD.pfnDrawIndexedTriangles = hwSym("DrawIndexedTriangles",NULL);
HWD.pfnSetBlend = hwSym("SetBlend",NULL);
HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL);
HWD.pfnSetTexture = hwSym("SetTexture",NULL);
@@ -2160,9 +2161,6 @@ void I_StartupGraphics(void)
HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL);
HWD.pfnInitCustomShaders = hwSym("InitCustomShaders",NULL);
- HWD.pfnStartBatching = hwSym("StartBatching",NULL);
- HWD.pfnRenderBatches = hwSym("RenderBatches",NULL);
-
HWD.pfnSetPaletteLookup = hwSym("SetPaletteLookup",NULL);
HWD.pfnCreateLightTable = hwSym("CreateLightTable",NULL);
HWD.pfnClearLightTables = hwSym("ClearLightTables",NULL);