A speed up for people who are fillrate limited: 1. The stencil buffer is no longer cleared each frame when shadows are disabled. 2. The color buffer

is no longer cleared each frame, but care is taken do draw on the entire screen so that no smearing takes place. This patch gives me about +30 fps. 
(from 45 to 75)


git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1302 4a71c877-e1ca-e34f-864e-861f7616d084
master
Gerard Krol 2007-03-30 17:38:35 +00:00
parent bfa9d23e01
commit 290fb5ebe2
11 changed files with 153 additions and 105 deletions

View File

@ -41,7 +41,8 @@ extern UBYTE pie_ByteScale(UBYTE a, UBYTE b);
extern void pie_CornerBox(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1, UDWORD colour,
UBYTE a, UBYTE b, UBYTE c, UBYTE d);
extern void pie_TransColouredTriangle( PIEVERTEX *vrt, UDWORD rgb );
extern void pie_DrawSkybox(iView player, iView camera, float rotation, int texpage, int u, int v, int w, int h);
extern void pie_DrawSkybox(float scale, int u, int v, int w, int h);
extern void pie_DrawFogBox(float left, float right, float front, float back, float height, float wider);
extern void pie_DrawViewingWindow( Vector3i *v, UDWORD x1, UDWORD y1, UDWORD x2, UDWORD y2, UDWORD colour);
#endif // _piedef_h

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@ -39,15 +39,14 @@
* Global Definitions
*/
/***************************************************************************/
typedef enum CLEAR_MODE
{
CLEAR_OFF,
CLEAR_OFF_AND_NO_BUFFER_DOWNLOAD,
CLEAR_BLACK,
CLEAR_FOG,
}
CLEAR_MODE;
#define CLEAR_MODE_MASK 0x03
#define CLEAR_OFF 0x00
#define CLEAR_OFF_AND_NO_BUFFER_DOWNLOAD 0x01
#define CLEAR_BLACK 0x02
#define CLEAR_FOG 0x03
#define CLEAR_SHADOW_MASK 0x04
#define CLEAR_SHADOW 0x04
/***************************************************************************/
/*
@ -64,7 +63,7 @@ extern Sint32 _iVPRIM_DIVTABLE[];
/***************************************************************************/
extern BOOL pie_Initialise(void);
extern void pie_ShutDown(void);
extern void pie_ScreenFlip(CLEAR_MODE ClearMode);
extern void pie_ScreenFlip(int ClearMode);
extern UDWORD pie_GetResScalingFactor( void );
#endif

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@ -139,6 +139,7 @@ typedef struct RENDER_STATE
RENDER_STATE;
#define NO_TEXPAGE -1
#define SKY_TEXPAGE 30
/***************************************************************************/
/*

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@ -800,7 +800,6 @@ static void pie_DrawShadows(void)
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
if (stencil_one_pass()) {
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
@ -887,7 +886,10 @@ static void pie_DrawRemainingTransShapes(void)
void pie_RemainingPasses(void)
{
pie_DrawShadows();
if(shadows)
{
pie_DrawShadows();
}
pie_DrawRemainingTransShapes();
}

View File

@ -149,50 +149,16 @@ void pie_TransColouredTriangle( PIEVERTEX *vrt, UDWORD rgb )
/* ---------------------------------------------------------------------------------- */
void pie_DrawSkybox(iView player, iView camera, float rotation, int texpage, int u, int v, int w, int h)
void pie_DrawSkybox(float scale, int u, int v, int w, int h)
{
const int scale = 10000;
const float r = 1.0f; // just because it is shorter than 1.0f
// save previous states
BOOL oldFogState = glIsEnabled(GL_FOG);
BOOL oldAlphaTestState = glIsEnabled(GL_ALPHA_TEST);
// set up matrices and textures
pie_PerspectiveBegin();
// Push identity matrix onto stack
pie_MatBegin();
// Now, scale the world according to what resolution we're running in
pie_MatScale(pie_GetResScalingFactor());
// Set the camera position
pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z);
// Rotate for the player and for the wind
pie_MatRotZ(player.r.z);
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y + DEG(1) * rotation);
// Apply scale matrix
glScalef(scale,scale / 2.0,scale);
// move it somewhat below ground level for the blending effect
glTranslatef(0, -1 * r / 4, 0);
// Standard color/alpha for texturing
glColor4f(1.0, 1.0, 1.0, 1.0f);
// Set the texture page
pie_SetTexturePage(texpage);
// the texture wraps over at the edges (repeat)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT);
// fog should not affect the sky
glDisable(GL_FOG);
// So we have realistic colors
glColor4ub(0xFF,0xFF,0xFF,0xFF);
// enable alpha
glEnable(GL_BLEND);
@ -200,9 +166,9 @@ void pie_DrawSkybox(iView player, iView camera, float rotation, int texpage, int
// for the nice blend of the sky with the fog
glDisable(GL_ALPHA_TEST);
// It is behind everything
glDisable(GL_DEPTH_TEST);
// Apply scale matrix
glScalef(scale,scale / 2.0,scale);
glBegin(GL_QUAD_STRIP);
// Front
@ -224,20 +190,42 @@ void pie_DrawSkybox(iView player, iView camera, float rotation, int texpage, int
glTexCoord2i(u + w * 8, v); glVertex3f(-r, r, r); // top r
glEnd();
// Load Saved State
pie_MatEnd();
pie_PerspectiveEnd();
glPopAttrib();
}
/// Draws a fog colored box which is wider at the top
void pie_DrawFogBox(float left, float right, float front, float back, float height, float wider)
{
PIELIGHT fog_colour;
fog_colour.argb = pie_GetFogColour();
glColor4ub(fog_colour.byte.r,fog_colour.byte.g,fog_colour.byte.b,0xFF);
glPushAttrib(GL_ENABLE_BIT | GL_FOG_BIT);
glDepthMask(GL_FALSE);
glDisable(GL_FOG);
pie_SetRendMode(REND_FLAT);
glBegin(GL_QUAD_STRIP);
// Front
glVertex3f(-left, 0, front); // bottom left
glVertex3f(-left-wider, height, front+wider); // top left
glVertex3f( right, 0, front); // bottom right
glVertex3f( right+wider, height, front+wider); // top right
// Right
glVertex3f( right, 0,-back); // bottom r
glVertex3f( right+wider, height,-back-wider); // top r
// Back
glVertex3f(-left, 0, -back); // bottom right
glVertex3f(-left-wider, height, -back-wider); // top right
// Left
glVertex3f(-left, 0, front); // bottom r
glVertex3f(-left-wider, height, front+wider); // top r
glEnd();
glPopAttrib();
if (oldFogState)
{
glEnable(GL_FOG);
}
if (oldAlphaTestState)
{
glEnable(GL_ALPHA_TEST);
}
glDisable (GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
/* ---------------------------------------------------------------------------------- */

View File

@ -136,30 +136,33 @@ void pie_ShutDown(void) {
/***************************************************************************/
void pie_ScreenFlip(CLEAR_MODE clearMode) {
void pie_ScreenFlip(int clearMode) {
PIELIGHT fog_colour;
GLbitfield clearFlags = 0;
screenDoDumpToDiskIfRequired();
SDL_GL_SwapBuffers();
switch (clearMode) {
switch (clearMode&CLEAR_MODE_MASK) {
case CLEAR_OFF_AND_NO_BUFFER_DOWNLOAD:
break;
case CLEAR_BLACK:
glDepthMask(GL_TRUE);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
clearFlags = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
break;
default:
glDepthMask(GL_TRUE);
fog_colour.argb = pie_GetFogColour();
glClearColor(fog_colour.byte.r/255.0f,
fog_colour.byte.g/255.0f,
fog_colour.byte.b/255.0f,
fog_colour.byte.a/255.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
clearFlags = GL_DEPTH_BUFFER_BIT;
break;
}
if(clearMode&CLEAR_SHADOW_MASK)
{
clearFlags |= GL_STENCIL_BUFFER_BIT;
}
if(clearFlags)
{
glClear(clearFlags);
}
if (screen_GetBackDrop()) {
screen_Upload(NULL);
}

View File

@ -111,7 +111,14 @@ int pie_AddBMPtoTexPages(iTexture* s, const char* filename, int type, BOOL bReso
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
if( i == SKY_TEXPAGE )
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
/* Send back the texpage number so we can store it in the IMD */

View File

@ -131,7 +131,7 @@ static UDWORD getTargettingGfx(void);
static void drawDroidGroupNumber(DROID *psDroid);
static void trackHeight(SDWORD desiredHeight);
static void getDefaultColours(void);
static void renderSky(void);
static void renderSurroundings(void);
static void locateMouse(void);
static void preprocessTiles(void);
static BOOL renderWallSection(STRUCTURE *psStructure);
@ -359,8 +359,6 @@ SDWORD getCentreZ( void )
return(gridCentreZ);
}
/* Render the 3D world */
void draw3DScene( void )
{
@ -399,11 +397,13 @@ BOOL bPlayerHasHQ = FALSE;
pie_Begin3DScene();
/* Set 3D world origins */
pie_SetGeometricOffset((iV_SCREEN_WIDTH>>1),geoOffset);
// draw skybox
renderSky();
// draw terrain
displayTerrain();
// draw sky and fogbox
renderSurroundings();
pie_BeginInterface();
updateLightLevels();
drawDroidSelections();
@ -4419,12 +4419,57 @@ static void locateMouse(void)
}
// Render a skybox
static void renderSky(void)
// Render the sky and surroundings
static void renderSurroundings(void)
{
static float wind = 0;
const float height = 10*TILE_UNITS;
const float wider = 2*(visibleXTiles*TILE_UNITS);
int left, right, front, back;
const float scale = 10000.0f;
// set up matrices and textures
pie_PerspectiveBegin();
// Push identity matrix onto stack
pie_MatBegin();
// Now, scale the world according to what resolution we're running in
pie_MatScale(pie_GetResScalingFactor());
// Set the camera position
pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z);
// Rotate for the player and for the wind
pie_MatRotZ(player.r.z);
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y);
// Fogbox //
rx = (player.p.x) & (TILE_UNITS-1);
rz = (player.p.z) & (TILE_UNITS-1);
pie_TRANSLATE(-rx,-player.p.y,rz);
left = TILE_UNITS * min(visibleXTiles/2, playerXTile+visibleXTiles/2+1);
right = TILE_UNITS * min(visibleXTiles/2, mapWidth-playerXTile-visibleXTiles/2);
front = TILE_UNITS * min(visibleYTiles/2, playerZTile+visibleYTiles/2+1);
back = TILE_UNITS * min(visibleYTiles/2, mapHeight-playerZTile-visibleYTiles/2);
pie_DrawFogBox(left, right, front, back, height, wider);
// undo the translation
pie_TRANSLATE(rx,player.p.y,-rz);
// Skybox //
// rotate it
pie_MatRotY(DEG(1) * wind);
// move it somewhat below ground level for the blending effect
pie_TRANSLATE(0, -scale / 8, 0);
// Set the texture page
pie_SetTexturePage(SKY_TEXPAGE);
// Let the winds blow!
if(!gamePaused())
{
wind += 0.5*frameTime2/GAME_TICKS_PER_SEC;
@ -4433,8 +4478,12 @@ static void renderSky(void)
wind = 0;
}
}
pie_DrawSkybox(player, camera, wind, 30, 0, 128, 256, 128);
};
pie_DrawSkybox(scale, 0, 128, 256, 128);
// Load Saved State
pie_MatEnd();
pie_PerspectiveEnd();
}
/* Flattens an imd to the landscape and handles 4 different rotations */
static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction)

View File

@ -175,7 +175,7 @@ GAMECODE gameLoop(void)
UDWORD i,widgval;
BOOL quitting=FALSE;
INT_RETVAL intRetVal;
CLEAR_MODE clearMode;
int clearMode;
// DumpVRAM(); // use mouse to scroll through vram
// dumpimdpoints();
@ -184,25 +184,23 @@ GAMECODE gameLoop(void)
heapIntegrityCheck(psDroidHeap);
#endif
//JPS 24 feb???
if (war_GetFog())
clearMode = CLEAR_FOG;
if (!war_GetFog())
{
// Mist
clearMode = CLEAR_FOG;//screen clear to fog colour D3D
if (loopMissionState == LMS_SAVECONTINUE)
{
pie_SetFogStatus(FALSE);
clearMode = CLEAR_BLACK;
}
// set the fog color to black (RGB)
// the fogbox will get this color
pie_SetFogColour(0x000000);
}
else
if(getDrawShadows())
{
// Fog of War
clearMode = CLEAR_BLACK;//force to black 3DFX
clearMode |= CLEAR_SHADOW;
}
if (loopMissionState == LMS_SAVECONTINUE)
{
pie_SetFogStatus(FALSE);
clearMode = CLEAR_BLACK;
}
pie_ScreenFlip(clearMode);//gameloopflip
//JPS 24 feb???
fastExit = FALSE;

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@ -511,7 +511,7 @@ static BOOL seq_StartFullScreenVideo(char* videoName, char* audioName)
return TRUE;
}
BOOL seq_UpdateFullScreenVideo(CLEAR_MODE *pbClear)
BOOL seq_UpdateFullScreenVideo(int *pbClear)
{
SDWORD i, x, y, w, h;
SDWORD frame, frameLag;

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@ -63,7 +63,7 @@ extern BOOL seq_BlitBufferToScreen(char* screen, SDWORD screenStride, SDWORD xOf
//full screen render
//extern BOOL seq_PlayVideo(char* pSeq, char* pAudio);
extern BOOL seq_UpdateFullScreenVideo(CLEAR_MODE *bClear);
extern BOOL seq_UpdateFullScreenVideo(int *bClear);
extern BOOL seq_StopFullScreenVideo(void);
//control