2016-08-22 12:00:25 +00:00
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/*
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** gl_quaddrawer.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "gl/data/gl_matrix.h"
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/*
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** For handling of dynamically created quads when no persistently mapped
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** buffer or client array is available (i.e. GL 3.x core profiles)
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**
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** In this situation the 4 vertices of a quad primitive are being passed
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** as a matrix uniform because that is a lot faster than any kind of
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** temporary buffer change.
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*/
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FFlatVertex FQuadDrawer::buffer[4];
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FQuadDrawer::DoRender(int type)
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{
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// When this gets called, the render state must already be applied so we can just
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// send our vertices to the current shader.
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float matV[16], matT[16];
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for(int i=0;i<4;i++)
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{
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matV[i*4+0] = buffer[i].x;
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matV[i*4+1] = buffer[i].z;
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matV[i*4+2] = buffer[i].y;
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2016-08-22 20:02:02 +00:00
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matV[i*4+3] = 1;
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2016-08-22 12:00:25 +00:00
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matT[i*4+0] = buffer[i].u;
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matT[i*4+1] = buffer[i].v;
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2016-08-22 20:02:02 +00:00
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matT[i*4+2] = matT[i*4+3] = 0;
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2016-08-22 12:00:25 +00:00
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}
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FShader *shader = GLRenderer->mShaderManager->GetActiveShader();
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glUniformMatrix4fv(shader->vertexmatrix_index, 1, false, matV);
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glUniformMatrix4fv(shader->texcoordmatrix_index, 1, false, matT);
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glUniform1i(shader->quadmode_index, 1);
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GLRenderer->mVBO->RenderArray(type, 0, 4);
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glUniform1i(shader->quadmode_index, 0);
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}
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