mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-22 20:02:48 +00:00
- simplify vertex buffer and vertex format
This commit is contained in:
parent
d701987fb4
commit
9b53939f0c
22 changed files with 202 additions and 471 deletions
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@ -92,7 +92,7 @@ namespace CodeImp.DoomBuilder.Actions
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{
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Handle = RawMouse_New(control.Handle);
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if (Handle == IntPtr.Zero)
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throw new Exception("VertexDeclaration_New failed");
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throw new Exception("RawMouse_New failed");
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}
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~RawMouse()
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@ -232,7 +232,6 @@
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<Compile Include="Rendering\Vector3.cs" />
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<Compile Include="Rendering\Vector4.cs" />
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<Compile Include="Rendering\VertexBuffer.cs" />
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<Compile Include="Rendering\VertexDeclaration.cs" />
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<Compile Include="Windows\ThingStatisticsForm.cs">
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<SubType>Form</SubType>
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</Compile>
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@ -573,7 +572,6 @@
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<Compile Include="Rendering\Renderer.cs" />
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<Compile Include="Rendering\Renderer2D.cs" />
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<Compile Include="Rendering\Renderer3D.cs" />
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<Compile Include="Rendering\ShaderManager.cs" />
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<Compile Include="VisualModes\VisualSector.cs" />
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<Compile Include="Rendering\WorldVertex.cs" />
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<Compile Include="ZDoom\DecorateActorStructure.cs" />
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@ -3465,7 +3465,6 @@ namespace CodeImp.DoomBuilder.Data
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General.Map.Graphics.SetUniform(UniformName.campos, new Vector4());
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// Begin fullbright shaderpass
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General.Map.Graphics.SetVertexDeclaration(General.Map.Graphics.Shaders.WorldVertexDecl);
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General.Map.Graphics.SetShader(ShaderName.world3d_fullbright);
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// Render to the six faces of the cube map
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@ -22,7 +22,7 @@ namespace CodeImp.DoomBuilder.Rendering
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internal void Draw(RenderDevice device)
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{
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device.SetVertexBuffer(0, Vertices, 0, WorldVertex.Stride);
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device.SetVertexBuffer(Vertices);
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device.SetIndexBuffer(Indices);
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device.DrawIndexed(PrimitiveType.TriangleList, 0, Count / 3);
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}
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@ -37,7 +37,7 @@ namespace CodeImp.DoomBuilder.Rendering
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throw new Exception("RenderDevice_New failed");
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RenderTarget = rendertarget;
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Shaders = new ShaderManager(this);
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SetupSettings();
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}
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@ -102,9 +102,9 @@ namespace CodeImp.DoomBuilder.Rendering
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}, 16);
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}
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public void SetVertexBuffer(int index, VertexBuffer buffer, long offset, long stride)
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public void SetVertexBuffer(VertexBuffer buffer)
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{
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RenderDevice_SetVertexBuffer(Handle, index, buffer != null ? buffer.Handle : IntPtr.Zero, offset, stride);
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RenderDevice_SetVertexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
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}
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public void SetIndexBuffer(IndexBuffer buffer)
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@ -236,12 +236,7 @@ namespace CodeImp.DoomBuilder.Rendering
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public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
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{
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RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data, Marshal.SizeOf<FlatVertex>());
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}
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public void SetVertexDeclaration(VertexDeclaration decl)
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{
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RenderDevice_SetVertexDeclaration(Handle, decl != null ? decl.Handle : IntPtr.Zero);
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RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data);
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}
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public void StartRendering(bool clear, Color4 backcolor)
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@ -279,19 +274,19 @@ namespace CodeImp.DoomBuilder.Rendering
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RenderDevice_SetIndexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<int>());
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}
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public void SetBufferData(VertexBuffer buffer, int size)
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public void SetBufferData(VertexBuffer buffer, int length, VertexFormat format)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, size);
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * (format == VertexFormat.Flat ? FlatVertex.Stride : WorldVertex.Stride), format);
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}
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public void SetBufferData(VertexBuffer buffer, FlatVertex[] data)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<FlatVertex>());
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<FlatVertex>(), VertexFormat.Flat);
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}
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public void SetBufferData(VertexBuffer buffer, WorldVertex[] data)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<WorldVertex>());
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<WorldVertex>(), VertexFormat.World);
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}
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public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data)
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@ -379,11 +374,16 @@ namespace CodeImp.DoomBuilder.Rendering
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// Texture addressing
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SetSamplerState(0, TextureAddress.Wrap);
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// Shader settings
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Shaders.SetWorld3DConstants(General.Settings.VisualBilinear, General.Settings.FilterAnisotropy);
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// Initialize presentations
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Presentation.Initialize();
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//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
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TextureFilter magminfilter = (General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point);
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SetSamplerFilter(0,
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General.Settings.FilterAnisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter,
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magminfilter,
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General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.None, // [SB] use None, otherwise textures are still filtered
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General.Settings.FilterAnisotropy);
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// Initialize presentations
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Presentation.Initialize();
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}
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IntPtr Handle;
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@ -401,7 +401,7 @@ namespace CodeImp.DoomBuilder.Rendering
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static extern IntPtr RenderDevice_SetUniform(IntPtr hwnd, UniformName name, float[] data, int count);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBuffer(IntPtr handle, int index, IntPtr buffer, long offset, long stride);
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static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetIndexBuffer(IntPtr handle, IntPtr buffer);
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@ -452,10 +452,7 @@ namespace CodeImp.DoomBuilder.Rendering
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static extern void RenderDevice_DrawIndexed(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data, int stride);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexDeclaration(IntPtr handle, IntPtr decl);
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static extern void RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor);
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@ -479,13 +476,13 @@ namespace CodeImp.DoomBuilder.Rendering
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static extern void RenderDevice_SetIndexBufferData(IntPtr handle, IntPtr buffer, int[] data, long size);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size);
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size, VertexFormat format);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size);
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size, VertexFormat format);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size);
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size, VertexFormat format);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, FlatVertex[] data, long sizeInBytes);
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@ -512,7 +509,6 @@ namespace CodeImp.DoomBuilder.Rendering
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public static readonly List<int> AA_STEPS = new List<int> { 0, 2, 4, 8 };
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internal RenderTargetControl RenderTarget { get; private set; }
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internal ShaderManager Shaders { get; private set; }
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// Make a color from ARGB
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public static int ARGB(float a, float r, float g, float b)
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@ -600,6 +596,7 @@ namespace CodeImp.DoomBuilder.Rendering
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campos
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}
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public enum VertexFormat : int { Flat, World }
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public enum Cull : int { None, Clockwise }
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public enum Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor }
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public enum BlendOperation : int { Add, ReverseSubtract }
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@ -184,9 +184,8 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetCullMode(Cull.None);
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graphics.SetZEnable(false);
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graphics.SetFogEnable(false);
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graphics.SetVertexBuffer(0, screenverts, 0, FlatVertex.Stride);
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graphics.SetVertexBuffer(screenverts);
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graphics.SetTransform(TransformState.World, Matrix.Identity);
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graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
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// Go for all layers
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foreach(PresentLayer layer in present.layers)
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@ -236,16 +235,16 @@ namespace CodeImp.DoomBuilder.Rendering
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if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break;
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graphics.SetShader(aapass);
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graphics.SetTexture(0, General.Map.Grid.Background.Texture);
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graphics.Shaders.SetDisplay2DSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false);
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SetDisplay2DSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
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graphics.SetVertexBuffer(0, screenverts, 0, FlatVertex.Stride);
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graphics.SetVertexBuffer(screenverts);
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break;
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// GRID
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case RendererLayer.Grid:
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graphics.SetShader(aapass);
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graphics.SetTexture(0, backtex);
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graphics.Shaders.SetDisplay2DSettings(1f / backsize.Width, 1f / backsize.Height, FSAA_FACTOR, layer.alpha, false);
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SetDisplay2DSettings(1f / backsize.Width, 1f / backsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -253,7 +252,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Geometry:
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graphics.SetShader(aapass);
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graphics.SetTexture(0, plottertex);
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graphics.Shaders.SetDisplay2DSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_FACTOR, layer.alpha, false);
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SetDisplay2DSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -261,7 +260,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Things:
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graphics.SetShader(aapass);
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graphics.SetTexture(0, thingstex);
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graphics.Shaders.SetDisplay2DSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_FACTOR, layer.alpha, false);
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SetDisplay2DSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -269,7 +268,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Overlay:
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graphics.SetShader(aapass);
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graphics.SetTexture(0, overlaytex);
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graphics.Shaders.SetDisplay2DSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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SetDisplay2DSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -277,7 +276,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Surface:
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graphics.SetShader(aapass);
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graphics.SetTexture(0, surfacetex);
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graphics.Shaders.SetDisplay2DSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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SetDisplay2DSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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}
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@ -289,7 +288,7 @@ namespace CodeImp.DoomBuilder.Rendering
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// Release binds
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graphics.SetTexture(0, null);
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graphics.SetVertexBuffer(0, null, 0, 0);
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graphics.SetVertexBuffer(null);
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}
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#endregion
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@ -382,7 +381,7 @@ namespace CodeImp.DoomBuilder.Rendering
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// Create vertex buffers
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screenverts = new VertexBuffer();
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thingsvertices = new VertexBuffer();
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graphics.SetBufferData(thingsvertices, THING_BUFFER_SIZE * 12 * FlatVertex.Stride);
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graphics.SetBufferData(thingsvertices, THING_BUFFER_SIZE * 12, VertexFormat.Flat);
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// Make screen vertices
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FlatVertex[] verts = CreateScreenVerts(structsize);
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@ -491,11 +490,37 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetTransform(TransformState.World, Matrix.Identity);
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}
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}
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/// <summary>
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/// This unprojects display coordinates (screen space) to map coordinates
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/// </summary>
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public Vector2D DisplayToMap(Vector2D mousepos)
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private void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear)
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{
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Vector4 values = new Vector4(texelx, texely, fsaafactor, alpha);
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graphics.SetUniform(UniformName.rendersettings, values);
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Matrix world = graphics.GetTransform(TransformState.World);
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Matrix view = graphics.GetTransform(TransformState.View);
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graphics.SetUniform(UniformName.transformsettings, world * view);
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graphics.SetSamplerFilter(0, bilinear ? TextureFilter.Linear : TextureFilter.Point);
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}
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private void SetThings2DSettings(float alpha)
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{
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Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
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graphics.SetUniform(UniformName.rendersettings, values);
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Matrix world = graphics.GetTransform(TransformState.World);
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Matrix view = graphics.GetTransform(TransformState.View);
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graphics.SetUniform(UniformName.transformsettings, world * view);
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}
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//mxd. Used to render models
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private void SetThings2DTransformSettings(Matrix world)
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{
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Matrix view = graphics.GetTransform(TransformState.View);
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graphics.SetUniform(UniformName.transformsettings, world * view);
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}
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/// <summary>
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/// This unprojects display coordinates (screen space) to map coordinates
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/// </summary>
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public Vector2D DisplayToMap(Vector2D mousepos)
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{
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return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv);
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}
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@ -1207,14 +1232,13 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetAlphaTestEnable(false);
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graphics.SetFogEnable(false);
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graphics.SetTextureFactor(alphacolor.ToArgb());
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graphics.SetVertexBuffer(0, thingsvertices, 0, FlatVertex.Stride);
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graphics.SetVertexBuffer(thingsvertices);
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// Set things texture
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graphics.SetTexture(0, General.Map.Data.ThingTexture.Texture); //mxd
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SetWorldTransformation(false);
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graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
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graphics.SetShader(ShaderName.things2d_thing);
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graphics.Shaders.SetThings2DSettings(alpha);
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SetThings2DSettings(alpha);
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// Determine next lock size
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int locksize = (things.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : things.Count;
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@ -1503,10 +1527,9 @@ namespace CodeImp.DoomBuilder.Rendering
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Matrix position = Matrix.Translation(screenpos.x, screenpos.y, 0.0f);
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Matrix world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position;
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graphics.Shaders.SetThings2DTransformSettings(world);
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SetThings2DTransformSettings(world);
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// Draw
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graphics.SetVertexDeclaration(graphics.Shaders.WorldVertexDecl);
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foreach(Mesh mesh in mde.Model.Meshes) mesh.Draw(graphics);
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}
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}
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@ -1565,7 +1588,7 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetTextureFactor(-1);
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graphics.SetFogEnable(false);
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SetWorldTransformation(true);
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graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
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SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
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// Prepare for rendering
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switch(viewmode)
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@ -1622,11 +1645,10 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetAlphaTestEnable(false);
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graphics.SetTextureFactor(-1);
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graphics.SetFogEnable(false);
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graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(0, t);
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SetWorldTransformation(transformcoords);
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graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
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SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
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// Draw
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graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
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@ -1648,10 +1670,9 @@ namespace CodeImp.DoomBuilder.Rendering
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SetWorldTransformation(true);
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graphics.SetUniform(UniformName.FillColor, new Color4(color));
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graphics.Shaders.SetThings2DSettings(1.0f);
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SetThings2DSettings(1.0f);
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// Draw
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graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
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graphics.SetShader(ShaderName.things2d_fill);
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graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
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}
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@ -1674,12 +1695,11 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetAlphaTestEnable(false);
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graphics.SetTextureFactor(-1);
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graphics.SetFogEnable(false);
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graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(0, label.Texture);
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SetWorldTransformation(false);
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graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
|
||||
graphics.SetVertexBuffer(0, label.VertexBuffer, 0, FlatVertex.Stride);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
|
||||
graphics.SetVertexBuffer(label.VertexBuffer);
|
||||
|
||||
// Draw
|
||||
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
|
||||
|
@ -1707,9 +1727,8 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetFogEnable(false);
|
||||
SetWorldTransformation(false);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
|
||||
|
||||
foreach(ITextLabel label in labels)
|
||||
{
|
||||
|
@ -1717,7 +1736,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
if(!label.SkipRendering)
|
||||
{
|
||||
graphics.SetTexture(0, label.Texture);
|
||||
graphics.SetVertexBuffer(0, label.VertexBuffer, 0, FlatVertex.Stride);
|
||||
graphics.SetVertexBuffer(label.VertexBuffer);
|
||||
|
||||
// Draw
|
||||
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
|
||||
|
@ -1775,10 +1794,9 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetFogEnable(false);
|
||||
SetWorldTransformation(false);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
graphics.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
||||
graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
|
||||
// Draw
|
||||
quads[0].Render(graphics);
|
||||
|
@ -1811,10 +1829,9 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetFogEnable(false);
|
||||
SetWorldTransformation(false);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
graphics.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
||||
graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
|
||||
// Draw
|
||||
quad.Render(graphics);
|
||||
|
@ -1844,10 +1861,9 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetFogEnable(false);
|
||||
SetWorldTransformation(false);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
graphics.SetTexture(0, texture.Texture);
|
||||
graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
|
||||
// Draw
|
||||
quad.Render(graphics);
|
||||
|
@ -1944,13 +1960,12 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetFogEnable(false);
|
||||
SetWorldTransformation(false);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
graphics.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
||||
graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
|
||||
// Draw
|
||||
graphics.SetVertexBuffer(0, vb, 0, FlatVertex.Stride);
|
||||
graphics.SetVertexBuffer(vb);
|
||||
graphics.Draw(PrimitiveType.LineList, 0, pointscount / 2);
|
||||
vb.Dispose();
|
||||
}
|
||||
|
@ -1997,10 +2012,9 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetFogEnable(false);
|
||||
SetWorldTransformation(false);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
graphics.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
||||
graphics.Shaders.SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
||||
|
||||
// Draw
|
||||
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, verts);
|
||||
|
|
|
@ -382,7 +382,6 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetAlphaBlendEnable(false);
|
||||
graphics.SetAlphaTestEnable(false);
|
||||
graphics.SetTextureFactor(-1);
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.WorldVertexDecl);
|
||||
|
||||
//mxd. SKY PASS
|
||||
if(skygeo.Count > 0)
|
||||
|
@ -604,7 +603,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetUniform(UniformName.vertexColor, thingcolor);
|
||||
|
||||
//Render cage
|
||||
graphics.SetVertexBuffer(0, t.CageBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(t.CageBuffer);
|
||||
graphics.Draw(PrimitiveType.LineList, 0, t.CageLength);
|
||||
}
|
||||
|
||||
|
@ -644,7 +643,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetUniform(UniformName.vertexColor, color);
|
||||
|
||||
//Commence drawing!!11
|
||||
graphics.SetVertexBuffer(0, v.CeilingVertex ? vertexhandle.Upper : vertexhandle.Lower, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(v.CeilingVertex ? vertexhandle.Upper : vertexhandle.Lower);
|
||||
graphics.Draw(PrimitiveType.LineList, 0, 8);
|
||||
}
|
||||
|
||||
|
@ -723,7 +722,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
ApplyMatrices3D();
|
||||
|
||||
//render
|
||||
graphics.SetVertexBuffer(0, vb, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(vb);
|
||||
graphics.Draw(PrimitiveType.LineList, 0, pointscount / 2);
|
||||
|
||||
// Done
|
||||
|
@ -781,7 +780,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
sector = g.Sector;
|
||||
|
||||
// Set stream source
|
||||
graphics.SetVertexBuffer(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(sector.GeometryBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -935,7 +934,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
ApplyMatrices3D();
|
||||
|
||||
// Apply buffer
|
||||
graphics.SetVertexBuffer(0, t.GeometryBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(t.GeometryBuffer);
|
||||
|
||||
// Render!
|
||||
graphics.Draw(PrimitiveType.TriangleList, 0, t.Triangles);
|
||||
|
@ -1055,7 +1054,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
sector = g.Sector;
|
||||
|
||||
// Set stream source
|
||||
graphics.SetVertexBuffer(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(sector.GeometryBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1243,7 +1242,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
ApplyMatrices3D();
|
||||
|
||||
// Apply buffer
|
||||
graphics.SetVertexBuffer(0, t.GeometryBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(t.GeometryBuffer);
|
||||
|
||||
// Render!
|
||||
graphics.Draw(PrimitiveType.TriangleList, 0, t.Triangles);
|
||||
|
@ -1316,7 +1315,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
sector = g.Sector;
|
||||
|
||||
// Set stream source
|
||||
graphics.SetVertexBuffer(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(sector.GeometryBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1773,7 +1772,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
sector = g.Sector;
|
||||
|
||||
// Set stream source
|
||||
graphics.SetVertexBuffer(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
|
||||
graphics.SetVertexBuffer(sector.GeometryBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2016,7 +2015,6 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.SetTransform(TransformState.Projection, Matrix.Identity);
|
||||
ApplyMatrices2D();
|
||||
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
graphics.SetShader(ShaderName.display2d_normal);
|
||||
|
||||
// Texture
|
||||
|
@ -2032,12 +2030,22 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
}
|
||||
|
||||
// Draw
|
||||
graphics.Shaders.SetDisplay2DSettings(1.0f, 1.0f, 0.0f, 1.0f, true);
|
||||
SetDisplay2DSettings(1.0f, 1.0f, 0.0f, 1.0f, true);
|
||||
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, crosshairverts);
|
||||
}
|
||||
|
||||
// This switches fog on and off
|
||||
public void SetFogMode(bool usefog)
|
||||
private void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear)
|
||||
{
|
||||
Vector4 values = new Vector4(texelx, texely, fsaafactor, alpha);
|
||||
graphics.SetUniform(UniformName.rendersettings, values);
|
||||
Matrix world = graphics.GetTransform(TransformState.World);
|
||||
Matrix view = graphics.GetTransform(TransformState.View);
|
||||
graphics.SetUniform(UniformName.transformsettings, world * view);
|
||||
graphics.SetSamplerFilter(0, bilinear ? TextureFilter.Linear : TextureFilter.Point);
|
||||
}
|
||||
|
||||
// This switches fog on and off
|
||||
public void SetFogMode(bool usefog)
|
||||
{
|
||||
graphics.SetFogEnable(usefog);
|
||||
}
|
||||
|
|
|
@ -1,157 +0,0 @@
|
|||
|
||||
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
||||
|
||||
/*
|
||||
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
||||
* This program is released under GNU General Public License
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Namespaces
|
||||
|
||||
using System;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace CodeImp.DoomBuilder.Rendering
|
||||
{
|
||||
internal class ShaderManager : IRenderResource, IDisposable
|
||||
{
|
||||
#region ================== Constants
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Variables
|
||||
|
||||
// Shaders
|
||||
private VertexDeclaration flatvertexdecl;
|
||||
private VertexDeclaration worldvertexdecl;
|
||||
|
||||
// Device
|
||||
private RenderDevice device;
|
||||
|
||||
// Disposing
|
||||
private bool isdisposed;
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Properties
|
||||
|
||||
public VertexDeclaration FlatVertexDecl { get { return flatvertexdecl; } }
|
||||
public VertexDeclaration WorldVertexDecl { get { return worldvertexdecl; } }
|
||||
public bool IsDisposed { get { return isdisposed; } }
|
||||
internal RenderDevice D3DDevice { get { return device; } }
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Constructor / Disposer
|
||||
|
||||
// Constructor
|
||||
public ShaderManager(RenderDevice device)
|
||||
{
|
||||
// Initialize
|
||||
this.device = device;
|
||||
|
||||
// Load
|
||||
ReloadResource();
|
||||
|
||||
// Register as resource
|
||||
device.RegisterResource(this);
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
// Disposer
|
||||
public void Dispose()
|
||||
{
|
||||
// Not already disposed?
|
||||
if(!isdisposed)
|
||||
{
|
||||
// Clean up
|
||||
UnloadResource();
|
||||
|
||||
// Unregister as resource
|
||||
device.UnregisterResource(this);
|
||||
|
||||
// Done
|
||||
device = null;
|
||||
isdisposed = true;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Resources
|
||||
|
||||
// Clean up resources
|
||||
public void UnloadResource()
|
||||
{
|
||||
flatvertexdecl.Dispose();
|
||||
worldvertexdecl.Dispose();
|
||||
}
|
||||
|
||||
// Load resources
|
||||
public void ReloadResource()
|
||||
{
|
||||
flatvertexdecl = new VertexDeclaration(new VertexElement[] {
|
||||
new VertexElement(0, 0, DeclarationType.Float3, DeclarationUsage.Position),
|
||||
new VertexElement(0, 12, DeclarationType.Color, DeclarationUsage.Color),
|
||||
new VertexElement(0, 16, DeclarationType.Float2, DeclarationUsage.TextureCoordinate)
|
||||
});
|
||||
|
||||
worldvertexdecl = new VertexDeclaration(new VertexElement[] {
|
||||
new VertexElement(0, 0, DeclarationType.Float3, DeclarationUsage.Position),
|
||||
new VertexElement(0, 12, DeclarationType.Color, DeclarationUsage.Color),
|
||||
new VertexElement(0, 16, DeclarationType.Float2, DeclarationUsage.TextureCoordinate),
|
||||
new VertexElement(0, 24, DeclarationType.Float3, DeclarationUsage.Normal)
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear)
|
||||
{
|
||||
Vector4 values = new Vector4(texelx, texely, fsaafactor, alpha);
|
||||
D3DDevice.SetUniform(UniformName.rendersettings, values);
|
||||
Matrix world = D3DDevice.GetTransform(TransformState.World);
|
||||
Matrix view = D3DDevice.GetTransform(TransformState.View);
|
||||
D3DDevice.SetUniform(UniformName.transformsettings, world * view);
|
||||
D3DDevice.SetSamplerFilter(0, bilinear ? TextureFilter.Linear : TextureFilter.Point);
|
||||
}
|
||||
|
||||
public void SetThings2DSettings(float alpha)
|
||||
{
|
||||
Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
|
||||
D3DDevice.SetUniform(UniformName.rendersettings, values);
|
||||
Matrix world = D3DDevice.GetTransform(TransformState.World);
|
||||
Matrix view = D3DDevice.GetTransform(TransformState.View);
|
||||
D3DDevice.SetUniform(UniformName.transformsettings, world * view);
|
||||
}
|
||||
|
||||
//mxd. Used to render models
|
||||
public void SetThings2DTransformSettings(Matrix world)
|
||||
{
|
||||
Matrix view = D3DDevice.GetTransform(TransformState.View);
|
||||
D3DDevice.SetUniform(UniformName.transformsettings, world * view);
|
||||
}
|
||||
|
||||
public void SetWorld3DConstants(bool bilinear, float maxanisotropy)
|
||||
{
|
||||
//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
|
||||
TextureFilter magminfilter = (bilinear ? TextureFilter.Linear : TextureFilter.Point);
|
||||
D3DDevice.SetSamplerFilter(0,
|
||||
maxanisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter,
|
||||
magminfilter,
|
||||
bilinear ? TextureFilter.Linear : TextureFilter.None, // [SB] use None, otherwise textures are still filtered
|
||||
maxanisotropy);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -140,7 +140,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
{
|
||||
// Make the new buffer!
|
||||
VertexBuffer b = new VertexBuffer();
|
||||
General.Map.Graphics.SetBufferData(b, FlatVertex.Stride * set.Value.buffersizes[i]);
|
||||
General.Map.Graphics.SetBufferData(b, set.Value.buffersizes[i], VertexFormat.Flat);
|
||||
|
||||
// Start refilling the buffer with sector geometry
|
||||
foreach (SurfaceEntry e in set.Value.entries)
|
||||
|
@ -273,7 +273,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
{
|
||||
// Make the new buffer!
|
||||
vb = new VertexBuffer();
|
||||
General.Map.Graphics.SetBufferData(vb, FlatVertex.Stride * buffernumvertices);
|
||||
General.Map.Graphics.SetBufferData(vb, buffernumvertices, VertexFormat.Flat);
|
||||
|
||||
// Add it.
|
||||
set.buffers.Add(vb);
|
||||
|
@ -316,7 +316,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
{
|
||||
// Make the new buffer and lock it
|
||||
vb = new VertexBuffer();
|
||||
General.Map.Graphics.SetBufferData(vb, FlatVertex.Stride * buffernumvertices);
|
||||
General.Map.Graphics.SetBufferData(vb, buffernumvertices, VertexFormat.Flat);
|
||||
}
|
||||
|
||||
// Start refilling the buffer with sector geometry
|
||||
|
@ -611,7 +611,6 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
if(!resourcesunloaded)
|
||||
{
|
||||
ShaderName pass = Renderer.FullBrightness ? ShaderName.display2d_fullbright : ShaderName.display2d_normal; //mxd
|
||||
graphics.SetVertexDeclaration(graphics.Shaders.FlatVertexDecl);
|
||||
foreach(KeyValuePair<ImageData, List<SurfaceEntry>> imgsurfaces in surfaces)
|
||||
{
|
||||
graphics.SetShader(pass);
|
||||
|
@ -628,7 +627,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
if(set.buffers[entry.bufferindex] != lastbuffer)
|
||||
{
|
||||
lastbuffer = set.buffers[entry.bufferindex];
|
||||
graphics.SetVertexBuffer(0, lastbuffer, 0, FlatVertex.Stride);
|
||||
graphics.SetVertexBuffer(lastbuffer);
|
||||
}
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -1,63 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace CodeImp.DoomBuilder.Rendering
|
||||
{
|
||||
public class VertexDeclaration : IDisposable
|
||||
{
|
||||
public VertexDeclaration(VertexElement[] elements)
|
||||
{
|
||||
Handle = VertexDeclaration_New(elements, elements.Length);
|
||||
if (Handle == IntPtr.Zero)
|
||||
throw new Exception("VertexDeclaration_New failed");
|
||||
}
|
||||
|
||||
~VertexDeclaration()
|
||||
{
|
||||
Dispose();
|
||||
}
|
||||
|
||||
public bool Disposed { get { return Handle == IntPtr.Zero; } }
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (!Disposed)
|
||||
{
|
||||
VertexDeclaration_Delete(Handle);
|
||||
Handle = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
internal IntPtr Handle;
|
||||
|
||||
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
|
||||
static extern IntPtr VertexDeclaration_New(VertexElement[] elements, int count);
|
||||
|
||||
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
|
||||
static extern void VertexDeclaration_Delete(IntPtr handle);
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct VertexElement
|
||||
{
|
||||
public VertexElement(short stream, short offset, DeclarationType type, DeclarationUsage usage)
|
||||
{
|
||||
Stream = stream;
|
||||
Offset = offset;
|
||||
Type = type;
|
||||
Usage = usage;
|
||||
}
|
||||
|
||||
public short Stream;
|
||||
public short Offset;
|
||||
public DeclarationType Type;
|
||||
public DeclarationUsage Usage;
|
||||
}
|
||||
|
||||
public enum DeclarationType : int { Float2, Float3, Color }
|
||||
public enum DeclarationUsage : int { Position, Color, TextureCoordinate, Normal }
|
||||
}
|
|
@ -138,7 +138,7 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
{
|
||||
// Make a new buffer
|
||||
geobuffer = new VertexBuffer();
|
||||
graphics.SetBufferData(geobuffer, WorldVertex.Stride * numverts);
|
||||
graphics.SetBufferData(geobuffer, numverts, VertexFormat.World);
|
||||
|
||||
// Fill the buffer
|
||||
foreach(VisualGeometry g in allgeometry)
|
||||
|
|
|
@ -212,7 +212,6 @@
|
|||
<ClCompile Include="ShaderManager.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="VertexBuffer.cpp" />
|
||||
<ClCompile Include="VertexDeclaration.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="gl_load\gl_load.h" />
|
||||
|
@ -229,7 +228,6 @@
|
|||
<ClInclude Include="ShaderWorld3D.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="VertexBuffer.h" />
|
||||
<ClInclude Include="VertexDeclaration.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="gl_load\gl_extlist.txt" />
|
||||
|
|
|
@ -5,7 +5,6 @@
|
|||
<ClCompile Include="RenderDevice.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="VertexBuffer.cpp" />
|
||||
<ClCompile Include="VertexDeclaration.cpp" />
|
||||
<ClCompile Include="gl_load\gl_load.c">
|
||||
<Filter>gl_load</Filter>
|
||||
</ClCompile>
|
||||
|
@ -20,7 +19,6 @@
|
|||
<ClInclude Include="RenderDevice.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="VertexBuffer.h" />
|
||||
<ClInclude Include="VertexDeclaration.h" />
|
||||
<ClInclude Include="gl_load\gl_load.h">
|
||||
<Filter>gl_load</Filter>
|
||||
</ClInclude>
|
||||
|
|
|
@ -3,7 +3,6 @@
|
|||
#include "RenderDevice.h"
|
||||
#include "VertexBuffer.h"
|
||||
#include "IndexBuffer.h"
|
||||
#include "VertexDeclaration.h"
|
||||
#include "Texture.h"
|
||||
#include "ShaderManager.h"
|
||||
#include <stdexcept>
|
||||
|
@ -15,8 +14,17 @@ RenderDevice::RenderDevice(HWND hwnd) : Context(hwnd)
|
|||
if (Context)
|
||||
{
|
||||
Context.Begin();
|
||||
|
||||
glGenVertexArrays(1, &mStreamVAO);
|
||||
glGenBuffers(1, &mStreamVertexBuffer);
|
||||
glBindVertexArray(mStreamVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer);
|
||||
VertexBuffer::SetupFlatVAO();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
mShaderManager = std::make_unique<ShaderManager>();
|
||||
|
||||
CheckError();
|
||||
Context.End();
|
||||
}
|
||||
}
|
||||
|
@ -27,14 +35,15 @@ RenderDevice::~RenderDevice()
|
|||
{
|
||||
Context.Begin();
|
||||
glDeleteBuffers(1, &mStreamVertexBuffer);
|
||||
glDeleteVertexArrays(1, &mStreamVAO);
|
||||
mShaderManager->ReleaseResources();
|
||||
Context.End();
|
||||
}
|
||||
}
|
||||
|
||||
void RenderDevice::SetVertexBuffer(int index, VertexBuffer* buffer, long offset, long stride)
|
||||
void RenderDevice::SetVertexBuffer(VertexBuffer* buffer)
|
||||
{
|
||||
mVertexBindings[index] = { buffer, offset, stride };
|
||||
mVertexBuffer = buffer;
|
||||
mNeedApply = true;
|
||||
}
|
||||
|
||||
|
@ -173,7 +182,7 @@ void RenderDevice::DrawIndexed(PrimitiveType type, int startIndex, int primitive
|
|||
Context.End();
|
||||
}
|
||||
|
||||
void RenderDevice::DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data, int stride)
|
||||
void RenderDevice::DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data)
|
||||
{
|
||||
static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP };
|
||||
static const int toVertexCount[] = { 2, 3, 1 };
|
||||
|
@ -182,19 +191,14 @@ void RenderDevice::DrawData(PrimitiveType type, int startIndex, int primitiveCou
|
|||
int vertcount = toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type];
|
||||
|
||||
Context.Begin();
|
||||
mStreamBufferStride = stride;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertcount * (size_t)stride, static_cast<const uint8_t*>(data) + startIndex * (size_t)stride, GL_STREAM_DRAW);
|
||||
ApplyChanges();
|
||||
glDrawArrays(modes[(int)type], 0, vertcount);
|
||||
mStreamBufferStride = 0;
|
||||
Context.End();
|
||||
}
|
||||
if (mNeedApply) ApplyChanges();
|
||||
|
||||
void RenderDevice::SetVertexDeclaration(VertexDeclaration* decl)
|
||||
{
|
||||
mVertexDeclaration = decl;
|
||||
mNeedApply = true;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertcount * (size_t)VertexBuffer::FlatStride, static_cast<const uint8_t*>(data) + startIndex * (size_t)VertexBuffer::FlatStride, GL_STREAM_DRAW);
|
||||
glBindVertexArray(mStreamVAO);
|
||||
glDrawArrays(modes[(int)type], 0, vertcount);
|
||||
ApplyVertexBuffer();
|
||||
Context.End();
|
||||
}
|
||||
|
||||
void RenderDevice::StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer)
|
||||
|
@ -274,9 +278,10 @@ void RenderDevice::CopyTexture(Texture* src, Texture* dst, CubeMapFace face)
|
|||
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFramebuffer);
|
||||
}
|
||||
|
||||
void RenderDevice::SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size)
|
||||
void RenderDevice::SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format)
|
||||
{
|
||||
Context.Begin();
|
||||
buffer->Format = format;
|
||||
GLint oldbinding = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldbinding);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer->GetBuffer());
|
||||
|
@ -359,7 +364,7 @@ Shader* RenderDevice::GetActiveShader()
|
|||
void RenderDevice::ApplyChanges()
|
||||
{
|
||||
ApplyShader();
|
||||
ApplyVertexBuffers();
|
||||
ApplyVertexBuffer();
|
||||
ApplyIndexBuffer();
|
||||
ApplyUniforms();
|
||||
ApplyTextures();
|
||||
|
@ -435,67 +440,10 @@ void RenderDevice::ApplyIndexBuffer()
|
|||
}
|
||||
}
|
||||
|
||||
void RenderDevice::ApplyVertexBuffers()
|
||||
void RenderDevice::ApplyVertexBuffer()
|
||||
{
|
||||
static const int typeSize[] = { 2, 3, GL_BGRA };
|
||||
static const int type[] = { GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE };
|
||||
static const int typeNormalized[] = { GL_FALSE, GL_FALSE, GL_TRUE };
|
||||
|
||||
if (mVertexDeclaration)
|
||||
{
|
||||
if (!mVAO)
|
||||
{
|
||||
glGenVertexArrays(1, &mVAO);
|
||||
glBindVertexArray(mVAO);
|
||||
}
|
||||
|
||||
if (mStreamBufferStride)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer);
|
||||
for (size_t i = 0; i < mVertexDeclaration->Elements.size(); i++)
|
||||
{
|
||||
const auto& element = mVertexDeclaration->Elements[i];
|
||||
GLuint location = (int)element.Usage;
|
||||
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, typeSize[(int)element.Type], type[(int)element.Type], typeNormalized[(int)element.Type], mStreamBufferStride, (const void*)element.Offset);
|
||||
|
||||
mEnabledVertexAttributes[location] = 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (size_t i = 0; i < mVertexDeclaration->Elements.size(); i++)
|
||||
{
|
||||
const auto& element = mVertexDeclaration->Elements[i];
|
||||
auto& vertBinding = mVertexBindings[element.Stream];
|
||||
GLuint location = (int)element.Usage;
|
||||
if (vertBinding.Buffer)
|
||||
{
|
||||
GLuint vertexbuffer = vertBinding.Buffer->GetBuffer();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, typeSize[(int)element.Type], type[(int)element.Type], typeNormalized[(int)element.Type], vertBinding.Stride, (const void*)(element.Offset + (ptrdiff_t)vertBinding.Offset));
|
||||
|
||||
mEnabledVertexAttributes[location] = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < NumSlots; i++)
|
||||
{
|
||||
if (mEnabledVertexAttributes[i] == 2)
|
||||
{
|
||||
mEnabledVertexAttributes[i] = 1;
|
||||
}
|
||||
else if (mEnabledVertexAttributes[i] == 1)
|
||||
{
|
||||
glDisableVertexAttribArray((GLuint)i);
|
||||
mEnabledVertexAttributes[i] = 0;
|
||||
}
|
||||
}
|
||||
if (mVertexBuffer)
|
||||
glBindVertexArray(mVertexBuffer->GetVAO());
|
||||
}
|
||||
|
||||
void RenderDevice::SetShader(ShaderName name)
|
||||
|
@ -617,9 +565,9 @@ void RenderDevice_SetUniform(RenderDevice* device, UniformName name, const void*
|
|||
device->SetUniform(name, values, count);
|
||||
}
|
||||
|
||||
void RenderDevice_SetVertexBuffer(RenderDevice* device, int index, VertexBuffer* buffer, long offset, long stride)
|
||||
void RenderDevice_SetVertexBuffer(RenderDevice* device, VertexBuffer* buffer)
|
||||
{
|
||||
device->SetVertexBuffer(index, buffer, offset, stride);
|
||||
device->SetVertexBuffer(buffer);
|
||||
}
|
||||
|
||||
void RenderDevice_SetIndexBuffer(RenderDevice* device, IndexBuffer* buffer)
|
||||
|
@ -702,14 +650,9 @@ void RenderDevice_DrawIndexed(RenderDevice* device, PrimitiveType type, int star
|
|||
device->DrawIndexed(type, startIndex, primitiveCount);
|
||||
}
|
||||
|
||||
void RenderDevice_DrawData(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount, const void* data, int stride)
|
||||
void RenderDevice_DrawData(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount, const void* data)
|
||||
{
|
||||
device->DrawData(type, startIndex, primitiveCount, data, stride);
|
||||
}
|
||||
|
||||
void RenderDevice_SetVertexDeclaration(RenderDevice* device, VertexDeclaration* decl)
|
||||
{
|
||||
device->SetVertexDeclaration(decl);
|
||||
device->DrawData(type, startIndex, primitiveCount, data);
|
||||
}
|
||||
|
||||
void RenderDevice_StartRendering(RenderDevice* device, bool clear, int backcolor, Texture* target, bool usedepthbuffer)
|
||||
|
@ -737,9 +680,9 @@ void RenderDevice_CopyTexture(RenderDevice* device, Texture* src, Texture* dst,
|
|||
device->CopyTexture(src, dst, face);
|
||||
}
|
||||
|
||||
void RenderDevice_SetVertexBufferData(RenderDevice* device, VertexBuffer* buffer, void* data, int64_t size)
|
||||
void RenderDevice_SetVertexBufferData(RenderDevice* device, VertexBuffer* buffer, void* data, int64_t size, VertexFormat format)
|
||||
{
|
||||
device->SetVertexBufferData(buffer, data, size);
|
||||
device->SetVertexBufferData(buffer, data, size, format);
|
||||
}
|
||||
|
||||
void RenderDevice_SetVertexBufferSubdata(RenderDevice* device, VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size)
|
||||
|
|
|
@ -4,11 +4,11 @@
|
|||
|
||||
class VertexBuffer;
|
||||
class IndexBuffer;
|
||||
class VertexDeclaration;
|
||||
class Texture;
|
||||
class ShaderManager;
|
||||
class Shader;
|
||||
enum class CubeMapFace;
|
||||
enum class VertexFormat;
|
||||
|
||||
enum class Cull : int { None, Clockwise };
|
||||
enum class Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor };
|
||||
|
@ -79,7 +79,7 @@ public:
|
|||
|
||||
void SetShader(ShaderName name);
|
||||
void SetUniform(UniformName name, const void* values, int count);
|
||||
void SetVertexBuffer(int index, VertexBuffer* buffer, long offset, long stride);
|
||||
void SetVertexBuffer(VertexBuffer* buffer);
|
||||
void SetIndexBuffer(IndexBuffer* buffer);
|
||||
void SetAlphaBlendEnable(bool value);
|
||||
void SetAlphaTestEnable(bool value);
|
||||
|
@ -96,15 +96,14 @@ public:
|
|||
void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
|
||||
void Draw(PrimitiveType type, int startIndex, int primitiveCount);
|
||||
void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount);
|
||||
void DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data, int stride);
|
||||
void SetVertexDeclaration(VertexDeclaration* decl);
|
||||
void DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data);
|
||||
void StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer);
|
||||
void FinishRendering();
|
||||
void Present();
|
||||
void ClearTexture(int backcolor, Texture* texture);
|
||||
void CopyTexture(Texture* src, Texture* dst, CubeMapFace face);
|
||||
|
||||
void SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size);
|
||||
void SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format);
|
||||
void SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size);
|
||||
void SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size);
|
||||
|
||||
|
@ -116,7 +115,7 @@ public:
|
|||
void InvalidateTexture(Texture* texture);
|
||||
|
||||
void ApplyChanges();
|
||||
void ApplyVertexBuffers();
|
||||
void ApplyVertexBuffer();
|
||||
void ApplyIndexBuffer();
|
||||
void ApplyShader();
|
||||
void ApplyUniforms();
|
||||
|
@ -133,16 +132,6 @@ public:
|
|||
|
||||
OpenGLContext Context;
|
||||
|
||||
struct VertexBinding
|
||||
{
|
||||
VertexBinding() = default;
|
||||
VertexBinding(VertexBuffer* buffer, long offset, long stride) : Buffer(buffer), Offset(offset), Stride(stride) { }
|
||||
|
||||
VertexBuffer* Buffer = nullptr;
|
||||
long Offset = 0;
|
||||
long Stride = 0;
|
||||
};
|
||||
|
||||
struct TextureUnit
|
||||
{
|
||||
Texture* Tex = nullptr;
|
||||
|
@ -156,13 +145,9 @@ public:
|
|||
|
||||
enum { NumSlots = 16 };
|
||||
|
||||
VertexDeclaration *mVertexDeclaration = nullptr;
|
||||
GLuint mVAO = 0;
|
||||
int mEnabledVertexAttributes[NumSlots] = { 0 };
|
||||
VertexBinding mVertexBindings[NumSlots];
|
||||
|
||||
TextureUnit mTextureUnits[NumSlots];
|
||||
|
||||
VertexBuffer* mVertexBuffer = nullptr;
|
||||
IndexBuffer* mIndexBuffer = nullptr;
|
||||
|
||||
std::unique_ptr<ShaderManager> mShaderManager;
|
||||
|
@ -177,7 +162,7 @@ public:
|
|||
UniformEntry mUniforms[4 * 16 + 12 * 4];
|
||||
|
||||
GLuint mStreamVertexBuffer = 0;
|
||||
int mStreamBufferStride = 0;
|
||||
GLuint mStreamVAO = 0;
|
||||
|
||||
Cull mCullMode = Cull::None;
|
||||
FillMode mFillMode = FillMode::Solid;
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
|
||||
#include "Precomp.h"
|
||||
#include "Shader.h"
|
||||
#include "VertexDeclaration.h"
|
||||
#include "RenderDevice.h"
|
||||
#include <stdexcept>
|
||||
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
#include <string>
|
||||
#include "RenderDevice.h"
|
||||
|
||||
enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal };
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
|
||||
#include "Precomp.h"
|
||||
#include "VertexBuffer.h"
|
||||
#include "Shader.h"
|
||||
|
||||
VertexBuffer::VertexBuffer()
|
||||
{
|
||||
|
@ -18,6 +19,44 @@ GLuint VertexBuffer::GetBuffer()
|
|||
return mBuffer;
|
||||
}
|
||||
|
||||
GLuint VertexBuffer::GetVAO()
|
||||
{
|
||||
if (!mVAO)
|
||||
{
|
||||
glGenVertexArrays(1, &mVAO);
|
||||
glBindVertexArray(mVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, GetBuffer());
|
||||
if (Format == VertexFormat::Flat)
|
||||
SetupFlatVAO();
|
||||
else
|
||||
SetupWorldVAO();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
return mVAO;
|
||||
}
|
||||
|
||||
void VertexBuffer::SetupFlatVAO()
|
||||
{
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Position);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Color);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, FlatStride, (const void*)0);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, FlatStride, (const void*)12);
|
||||
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, FlatStride, (const void*)16);
|
||||
}
|
||||
|
||||
void VertexBuffer::SetupWorldVAO()
|
||||
{
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Position);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Color);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Normal);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)0);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, WorldStride, (const void*)12);
|
||||
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, WorldStride, (const void*)16);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Normal, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)24);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
VertexBuffer* VertexBuffer_New()
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
enum class VertexFormat : int32_t { Flat, World };
|
||||
|
||||
class VertexBuffer
|
||||
{
|
||||
public:
|
||||
|
@ -7,7 +9,17 @@ public:
|
|||
~VertexBuffer();
|
||||
|
||||
GLuint GetBuffer();
|
||||
GLuint GetVAO();
|
||||
|
||||
VertexFormat Format = VertexFormat::Flat;
|
||||
|
||||
static const int FlatStride = 24;
|
||||
static const int WorldStride = 36;
|
||||
|
||||
static void SetupFlatVAO();
|
||||
static void SetupWorldVAO();
|
||||
|
||||
private:
|
||||
GLuint mBuffer = 0;
|
||||
GLuint mVAO = 0;
|
||||
};
|
||||
|
|
|
@ -1,17 +0,0 @@
|
|||
|
||||
#include "Precomp.h"
|
||||
#include "VertexDeclaration.h"
|
||||
|
||||
VertexDeclaration::VertexDeclaration(const VertexElement* elements, int count) : Elements(elements, elements + count)
|
||||
{
|
||||
}
|
||||
|
||||
VertexDeclaration* VertexDeclaration_New(const VertexElement* elements, int count)
|
||||
{
|
||||
return new VertexDeclaration(elements, count);
|
||||
}
|
||||
|
||||
void VertexDeclaration_Delete(VertexDeclaration* decl)
|
||||
{
|
||||
delete decl;
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
enum class DeclarationType : int32_t { Float2, Float3, Color };
|
||||
enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal };
|
||||
|
||||
struct VertexElement
|
||||
{
|
||||
int16_t Stream;
|
||||
int16_t Offset;
|
||||
DeclarationType Type;
|
||||
DeclarationUsage Usage;
|
||||
};
|
||||
|
||||
class VertexDeclaration
|
||||
{
|
||||
public:
|
||||
VertexDeclaration(const VertexElement* elements, int count);
|
||||
|
||||
std::vector<VertexElement> Elements;
|
||||
};
|
|
@ -23,7 +23,6 @@ EXPORTS
|
|||
RenderDevice_Draw
|
||||
RenderDevice_DrawIndexed
|
||||
RenderDevice_DrawData
|
||||
RenderDevice_SetVertexDeclaration
|
||||
RenderDevice_StartRendering
|
||||
RenderDevice_FinishRendering
|
||||
RenderDevice_Present
|
||||
|
@ -38,8 +37,6 @@ EXPORTS
|
|||
RenderDevice_UnlockTexture
|
||||
VertexBuffer_New
|
||||
VertexBuffer_Delete
|
||||
VertexDeclaration_New
|
||||
VertexDeclaration_Delete
|
||||
IndexBuffer_New
|
||||
IndexBuffer_Delete
|
||||
Texture_New
|
||||
|
|
Loading…
Reference in a new issue