mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
295 lines
11 KiB
C++
Executable File
295 lines
11 KiB
C++
Executable File
/* 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->GetLowPrecisionTimer();
|
|
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++;
|
|
}
|
|
|