2016-09-14 18:01:13 +00:00
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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2016-08-22 12:00:25 +00:00
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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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2016-08-25 20:23:31 +00:00
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GLRenderer->mVBO->RenderArray(type, FFlatVertexBuffer::QUAD_INDEX, 4);
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2016-08-22 12:00:25 +00:00
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glUniform1i(shader->quadmode_index, 0);
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}
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