Serious-Engine/Sources/Engine/Graphics/DepthCheck.cpp
Ryan C. Gordon 9820436fbe First pass at cleaning out 64-bit issues.
Touches a lot of code to remove long constants like "1L", so this patch is
large and ugly, but I think it makes all those Clamp() calls look nicer in
the long run.

Most of the game is 64-bit clean, since we can build without assembly code
now. I've marked the things that are obviously still wrong with STUBBED lines.

That being said: a 64-bit build can already run the demos mostly correctly,
so we're actually almost there!

There are a few obvious things that are obviously wrong, to be fixed.
2016-04-06 23:20:29 -04:00

295 lines
11 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Base/Console.h>
#include <Engine/Graphics/GfxLibrary.h>
#include <Engine/Graphics/Raster.h>
#include <Engine/Graphics/ViewPort.h>
#include <Engine/Base/Statistics_Internal.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Templates/StaticStackArray.cpp>
extern INDEX gap_iOptimizeDepthReads;
#ifdef SE1_D3D
extern COLOR UnpackColor_D3D( UBYTE *pd3dColor, D3DFORMAT d3dFormat, SLONG &slColorSize);
#endif // SE1_D3D
static INDEX _iCheckIteration = 0;
static CTimerValue _tvLast[8]; // 8 is max mirror recursion
#define KEEP_BEHIND 8
// info of one point for delayed depth buffer lookup
struct DepthInfo {
INDEX di_iID; // unique identifier
PIX di_pixI, di_pixJ; // last requested coordinates
FLOAT di_fOoK; // last requested depth
INDEX di_iSwapLastRequest; // index of swap when last requested
INDEX di_iMirrorLevel; // level of mirror recursion in which flare is
BOOL di_bVisible; // whether the point was visible
};
CStaticStackArray<DepthInfo> _adiDelayed; // active delayed points
// don't ask, these are for D3D
CStaticStackArray<CTVERTEX> _avtxDelayed;
CStaticStackArray<COLOR> _acolDelayed;
// read depth buffer and update visibility flag of depth points
static void UpdateDepthPointsVisibility( const CDrawPort *pdp, const INDEX iMirrorLevel,
DepthInfo *pdi, const INDEX ctCount)
{
const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI;
ASSERT(GfxValidApi(eAPI));
ASSERT( pdp!=NULL && ctCount>0);
const CRaster *pra = pdp->dp_Raster;
// OpenGL
if( eAPI==GAT_OGL)
{
_sfStats.StartTimer(CStatForm::STI_GFXAPI);
FLOAT fPointOoK;
// for each stored point
for( INDEX idi=0; idi<ctCount; idi++) {
DepthInfo &di = pdi[idi];
// skip if not in required mirror level or was already checked in this iteration
if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue;
const PIX pixJ = pra->ra_Height-1 - di.di_pixJ; // OpenGL has Y-inversed buffer!
pglReadPixels( di.di_pixI, pixJ, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &fPointOoK);
OGL_CHECKERROR;
// it is visible if there is nothing nearer in z-buffer already
di.di_bVisible = (di.di_fOoK<fPointOoK);
}
// done
_sfStats.StopTimer(CStatForm::STI_GFXAPI);
return;
}
// Direct3D
#ifdef SE1_D3D
if( eAPI==GAT_D3D)
{
_sfStats.StartTimer(CStatForm::STI_GFXAPI);
// ok, this will get really complicated ...
// We'll have to do it thru back buffer because darn DX8 won't let us have values from z-buffer;
// Anyway, we'll lock backbuffer, read color from the lens location and try to write little triangle there
// with slightly modified color. Then we'll readout that color and see if triangle passes z-test. Voila! :)
// P.S. To avoid lock-modify-lock, we need to batch all the locks in one. Uhhhh ... :(
COLOR col;
INDEX idi;
SLONG slColSize;
HRESULT hr;
D3DLOCKED_RECT rectLocked;
D3DSURFACE_DESC surfDesc;
LPDIRECT3DSURFACE8 pBackBuffer;
// fetch back buffer (different for full screen and windowed mode)
const BOOL bFullScreen = _pGfx->gl_ulFlags & GLF_FULLSCREEN;
if( bFullScreen) {
hr = _pGfx->gl_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
} else {
hr = pra->ra_pvpViewPort->vp_pSwapChain->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
}
// what, cannot get a back buffer?
if( hr!=D3D_OK) {
// to hell with it all
_sfStats.StopTimer(CStatForm::STI_GFXAPI);
return;
}
// keep format of back-buffer
pBackBuffer->GetDesc(&surfDesc);
const D3DFORMAT d3dfBack = surfDesc.Format;
// prepare array that'll back-buffer colors from depth point locations
_acolDelayed.Push(ctCount);
// store all colors
for( idi=0; idi<ctCount; idi++) {
DepthInfo &di = pdi[idi];
// skip if not in required mirror level or was already checked in this iteration
if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue;
// fetch pixel
_acolDelayed[idi] = 0;
const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 };
hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY);
if( hr!=D3D_OK) continue; // skip if lock didn't make it
// read, convert and store original color
_acolDelayed[idi] = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE;
pBackBuffer->UnlockRect();
}
// prepare to draw little triangles there with slightly adjusted colors
_sfStats.StopTimer(CStatForm::STI_GFXAPI);
gfxEnableDepthTest();
gfxDisableDepthWrite();
gfxDisableBlend();
gfxDisableAlphaTest();
gfxDisableTexture();
_sfStats.StartTimer(CStatForm::STI_GFXAPI);
// prepare array and shader
_avtxDelayed.Push(ctCount*3);
d3dSetVertexShader(D3DFVF_CTVERTEX);
// draw one trianle around each depth point
INDEX ctVertex = 0;
for( idi=0; idi<ctCount; idi++) {
DepthInfo &di = pdi[idi];
col = _acolDelayed[idi];
// skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all
if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue;
const ULONG d3dCol = rgba2argb(col^0x20103000);
const PIX pixI = di.di_pixI - pdp->dp_MinI; // convert raster loc to drawport loc
const PIX pixJ = di.di_pixJ - pdp->dp_MinJ;
// batch it and advance to next triangle
CTVERTEX &vtx0 = _avtxDelayed[ctVertex++];
CTVERTEX &vtx1 = _avtxDelayed[ctVertex++];
CTVERTEX &vtx2 = _avtxDelayed[ctVertex++];
vtx0.fX=pixI; vtx0.fY=pixJ-2; vtx0.fZ=di.di_fOoK; vtx0.ulColor=d3dCol; vtx0.fU=vtx0.fV=0;
vtx1.fX=pixI-2; vtx1.fY=pixJ+2; vtx1.fZ=di.di_fOoK; vtx1.ulColor=d3dCol; vtx1.fU=vtx0.fV=0;
vtx2.fX=pixI+2; vtx2.fY=pixJ; vtx2.fZ=di.di_fOoK; vtx2.ulColor=d3dCol; vtx2.fU=vtx0.fV=0;
}
// draw a bunch
hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, ctVertex/3, &_avtxDelayed[0], sizeof(CTVERTEX));
D3D_CHECKERROR(hr);
// readout colors again and compare to old ones
for( idi=0; idi<ctCount; idi++) {
DepthInfo &di = pdi[idi];
col = _acolDelayed[idi];
// skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all
if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue;
// fetch pixel
const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 };
hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY);
if( hr!=D3D_OK) continue; // skip if lock didn't make it
// read new color
const COLOR colNew = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE;
pBackBuffer->UnlockRect();
// if we managed to write adjusted color, point is visible!
di.di_bVisible = (col!=colNew);
}
// phew, done! :)
D3DRELEASE( pBackBuffer, TRUE);
_acolDelayed.PopAll();
_avtxDelayed.PopAll();
_sfStats.StopTimer(CStatForm::STI_GFXAPI);
return;
}
#endif // SE1_D3D
}
// check point against depth buffer
extern BOOL CheckDepthPoint( const CDrawPort *pdp, PIX pixI, PIX pixJ, FLOAT fOoK, INDEX iID, INDEX iMirrorLevel/*=0*/)
{
// no raster?
const CRaster *pra = pdp->dp_Raster;
if( pra==NULL) return FALSE;
// almoust out of raster?
pixI += pdp->dp_MinI;
pixJ += pdp->dp_MinJ;
if( pixI<1 || pixJ<1 || pixI>pra->ra_Width-2 || pixJ>pra->ra_Height-2) return FALSE;
// if shouldn't delay
if( gap_iOptimizeDepthReads==0) {
// just check immediately
DepthInfo di = { iID, pixI, pixJ, fOoK, _iCheckIteration, iMirrorLevel, FALSE };
UpdateDepthPointsVisibility( pdp, iMirrorLevel, &di, 1);
return di.di_bVisible;
}
// for each stored point
for( INDEX idi=0; idi<_adiDelayed.Count(); idi++) {
DepthInfo &di = _adiDelayed[idi];
// if same id
if( di.di_iID == iID) {
// remember parameters
di.di_pixI = pixI;
di.di_pixJ = pixJ;
di.di_fOoK = fOoK;
di.di_iSwapLastRequest = _iCheckIteration;
// return visibility
return di.di_bVisible;
}
}
// if not found...
// create new one
DepthInfo &di = _adiDelayed.Push();
// remember parameters
di.di_iID = iID;
di.di_pixI = pixI;
di.di_pixJ = pixJ;
di.di_fOoK = fOoK;
di.di_iSwapLastRequest = _iCheckIteration;
di.di_iMirrorLevel = iMirrorLevel;
di.di_bVisible = FALSE;
// not visible by default
return FALSE;
}
// check all delayed depth points
extern void CheckDelayedDepthPoints( const CDrawPort *pdp, INDEX iMirrorLevel/*=0*/)
{
// skip if not delayed or mirror level is to high
gap_iOptimizeDepthReads = Clamp( gap_iOptimizeDepthReads, 0, 2);
if( gap_iOptimizeDepthReads==0 || iMirrorLevel>7) return;
ASSERT( pdp!=NULL && iMirrorLevel>=0);
// check only if time lapse allows
const CTimerValue tvNow = _pTimer->GetHighPrecisionTimer();
const TIME tmDelta = (tvNow-_tvLast[iMirrorLevel]).GetSeconds();
ASSERT( tmDelta>=0);
if( gap_iOptimizeDepthReads==2 && tmDelta<0.1f) return;
// prepare
_tvLast[iMirrorLevel] = tvNow;
INDEX ctPoints = _adiDelayed.Count();
if( ctPoints==0) return; // done if no points in queue
// for each point
INDEX iPoint = 0;
while( iPoint<ctPoints) {
DepthInfo &di = _adiDelayed[iPoint];
// if the point is not active any more
if( iMirrorLevel==di.di_iMirrorLevel && di.di_iSwapLastRequest<_iCheckIteration-KEEP_BEHIND) {
// delete it by moving the last one on its place
di = _adiDelayed[ctPoints-1];
ctPoints--;
// if the point is still active
} else {
// go to next point
iPoint++;
}
}
// remove unused points at the end
if( ctPoints==0) _adiDelayed.PopAll();
else _adiDelayed.PopUntil(ctPoints-1);
// ignore stalls
if( tmDelta>1.0f) return;
// check and update visibility of what has left
ASSERT( ctPoints == _adiDelayed.Count());
if( ctPoints>0) UpdateDepthPointsVisibility( pdp, iMirrorLevel, &_adiDelayed[0], ctPoints);
// mark checking
_iCheckIteration++;
}