mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 15:32:57 +00:00
Simplify argument passing
This commit is contained in:
parent
c6f7848a09
commit
5a9d4ee9d9
4 changed files with 164 additions and 95 deletions
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@ -194,14 +194,29 @@ void RenderPolyBsp::RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool
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}
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.vinput = vertices;
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args.vcount = sub->numlines;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.clipleft = 0;
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args.cliptop = 0;
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args.clipright = viewwidth;
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args.clipbottom = viewheight;
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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if (!isSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
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}
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else
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{
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 255);
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args.stencilwritevalue = 255;
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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@ -284,7 +299,9 @@ void RenderPolyBsp::RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
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}
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PolyTriangleDrawer::stencil(uniforms, wallvert, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 255);
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args.vinput = wallvert;
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args.vcount = 4;
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
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}
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}
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}
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@ -525,7 +542,21 @@ void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsecto
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uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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uniforms.flags = 0;
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uniforms.subsectorDepth = subsectorDepth;
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.vinput = vertices;
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args.vcount = 4;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.clipleft = 0;
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args.cliptop = 0;
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args.clipright = viewwidth;
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args.clipbottom = viewheight;
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
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}
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void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
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@ -1177,8 +1208,22 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
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uniforms.flags = 0;
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uniforms.subsectorDepth = SubsectorDepth;
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.vinput = vertices;
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args.vcount = 4;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.clipleft = 0;
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args.cliptop = 0;
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args.clipright = viewwidth;
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args.clipbottom = viewheight;
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
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}
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FTexture *RenderPolyWall::GetTexture()
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@ -1504,17 +1549,27 @@ void PolySkyDome::CreateDome()
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mPrimStart.Push(mVertices.Size());
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}
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void PolySkyDome::RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row)
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void PolySkyDome::RenderRow(PolyDrawArgs &args, int row)
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{
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PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex, 255);
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args.vinput = &mVertices[mPrimStart[row]];
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args.vcount = mPrimStart[row + 1] - mPrimStart[row];
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args.mode = TriangleDrawMode::Strip;
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args.ccw = false;
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
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}
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void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap)
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void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
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{
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uint32_t solid = skytex->GetSkyCapColor(bottomCap);
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if (!r_swtruecolor)
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solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
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PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid, 255);
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args.vinput = &mVertices[mPrimStart[row]];
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args.vcount = mPrimStart[row + 1] - mPrimStart[row];
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args.mode = TriangleDrawMode::Fan;
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args.ccw = bottomCap;
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args.solidcolor = solid;
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PolyTriangleDrawer::draw(args, PolyDrawVariant::Fill);
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}
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void PolySkyDome::Render(const TriMatrix &worldToClip)
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@ -1540,12 +1595,22 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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int rc = mRows + 1;
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RenderCapColorRow(uniforms, frontskytex, 0, false);
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RenderCapColorRow(uniforms, frontskytex, rc, true);
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.clipleft = 0;
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args.cliptop = 0;
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args.clipright = viewwidth;
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args.clipbottom = viewheight;
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args.stenciltestvalue = 255;
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args.stencilwritevalue = 1;
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args.SetTexture(frontskytex);
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RenderCapColorRow(args, frontskytex, 0, false);
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RenderCapColorRow(args, frontskytex, rc, true);
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for (int i = 1; i <= mRows; i++)
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{
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RenderRow(uniforms, frontskytex, i);
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RenderRow(uniforms, frontskytex, rc + i);
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RenderRow(args, i);
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RenderRow(args, rc + i);
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}
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}
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@ -83,8 +83,8 @@ private:
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(bool zflip);
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void CreateDome();
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void RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row);
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void RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap);
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void RenderRow(PolyDrawArgs &args, int row);
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void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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@ -40,90 +40,79 @@
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#include <immintrin.h>
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#endif
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void PolyTriangleDrawer::draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture, int stenciltestvalue)
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void PolyTriangleDrawer::draw(const PolyDrawArgs &args, PolyDrawVariant variant)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, (const uint8_t*)texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight(), 0, stenciltestvalue, stenciltestvalue);
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DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(args, variant);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture->GetPixels(), texture->GetWidth(), texture->GetHeight(), 0, stenciltestvalue, stenciltestvalue, nullptr, &ScreenPolyTriangleDrawer::draw);
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draw_arrays(args, variant, nullptr);
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}
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void PolyTriangleDrawer::fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor, int stenciltestvalue)
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void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, PolyDrawVariant variant, DrawerThread *thread)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, stenciltestvalue, stenciltestvalue);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, stenciltestvalue, stenciltestvalue, nullptr, &ScreenPolyTriangleDrawer::fill);
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}
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void PolyTriangleDrawer::stencil(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int stenciltestvalue, int stencilwritevalue)
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{
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if (r_swtruecolor)
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queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, 0xbeef, stenciltestvalue, stencilwritevalue);
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else
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draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, 0, stenciltestvalue, stencilwritevalue, nullptr, &ScreenPolyTriangleDrawer::stencil);
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}
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void PolyTriangleDrawer::queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue)
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{
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if (clipright < clipleft || clipleft < 0 || clipright > MAXWIDTH || clipbottom < cliptop || cliptop < 0 || clipbottom > MAXHEIGHT)
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if (drawargs.vcount < 3)
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return;
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DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texturePixels, textureWidth, textureHeight, solidcolor, stenciltestvalue, stencilwritevalue);
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}
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void PolyTriangleDrawer::draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *))
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{
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if (vcount < 3)
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return;
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void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *);
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switch (variant)
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{
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default:
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case PolyDrawVariant::Draw: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::draw32 : ScreenPolyTriangleDrawer::draw; break;
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case PolyDrawVariant::Fill: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::fill; break;
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case PolyDrawVariant::Stencil: drawfunc = ScreenPolyTriangleDrawer::stencil; break;
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}
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ScreenPolyTriangleDrawerArgs args;
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args.dest = dc_destorg;
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args.pitch = dc_pitch;
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args.clipleft = clipleft;
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args.clipright = clipright;
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args.cliptop = cliptop;
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args.clipbottom = clipbottom;
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args.texturePixels = texturePixels;
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args.textureWidth = textureWidth;
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args.textureHeight = textureHeight;
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args.solidcolor = solidcolor;
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args.uniforms = &uniforms;
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args.stencilTestValue = stenciltestvalue;
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args.stencilWriteValue = stencilwritevalue;
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args.clipleft = drawargs.clipleft;
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args.clipright = drawargs.clipright;
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args.cliptop = drawargs.cliptop;
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args.clipbottom = drawargs.clipbottom;
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args.texturePixels = drawargs.texturePixels;
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args.textureWidth = drawargs.textureWidth;
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args.textureHeight = drawargs.textureHeight;
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args.solidcolor = drawargs.solidcolor;
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args.uniforms = &drawargs.uniforms;
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args.stencilTestValue = drawargs.stenciltestvalue;
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args.stencilWriteValue = drawargs.stencilwritevalue;
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args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values();
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bool ccw = drawargs.ccw;
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const TriVertex *vinput = drawargs.vinput;
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int vcount = drawargs.vcount;
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TriVertex vert[3];
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if (mode == TriangleDrawMode::Normal)
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if (drawargs.mode == TriangleDrawMode::Normal)
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{
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = shade_vertex(uniforms, *(vinput++));
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vert[j] = shade_vertex(drawargs.uniforms, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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}
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}
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else if (mode == TriangleDrawMode::Fan)
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else if (drawargs.mode == TriangleDrawMode::Fan)
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{
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vert[0] = shade_vertex(uniforms, *(vinput++));
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vert[1] = shade_vertex(uniforms, *(vinput++));
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vert[0] = shade_vertex(drawargs.uniforms, *(vinput++));
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vert[1] = shade_vertex(drawargs.uniforms, *(vinput++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(uniforms, *(vinput++));
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vert[2] = shade_vertex(drawargs.uniforms, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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vert[1] = vert[2];
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}
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}
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else // TriangleDrawMode::Strip
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{
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vert[0] = shade_vertex(uniforms, *(vinput++));
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vert[1] = shade_vertex(uniforms, *(vinput++));
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vert[0] = shade_vertex(drawargs.uniforms, *(vinput++));
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vert[1] = shade_vertex(drawargs.uniforms, *(vinput++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(uniforms, *(vinput++));
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vert[2] = shade_vertex(drawargs.uniforms, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -1324,19 +1313,14 @@ float ScreenPolyTriangleDrawer::grady(float x0, float y0, float x1, float y1, fl
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/////////////////////////////////////////////////////////////////////////////
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DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue)
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: uniforms(uniforms), vinput(vinput), vcount(vcount), mode(mode), ccw(ccw), clipleft(clipleft), clipright(clipright), cliptop(cliptop), clipbottom(clipbottom), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight), solidcolor(solidcolor), stenciltestvalue(stenciltestvalue), stencilwritevalue(stencilwritevalue)
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DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, PolyDrawVariant variant)
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: args(args), variant(variant)
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{
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}
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void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
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{
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PolyTriangleDrawer::draw_arrays(
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uniforms, vinput, vcount, mode, ccw,
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clipleft, clipright, cliptop, clipbottom,
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texturePixels, textureWidth, textureHeight, solidcolor,
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stenciltestvalue, stencilwritevalue,
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thread, texturePixels ? ScreenPolyTriangleDrawer::draw32 : solidcolor != 0xbeef ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::stencil);
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PolyTriangleDrawer::draw_arrays(args, variant, thread);
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}
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FString DrawPolyTrianglesCommand::DebugInfo()
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@ -28,22 +28,55 @@
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struct ScreenPolyTriangleDrawerArgs;
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enum class PolyDrawVariant
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{
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Draw,
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Fill,
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Stencil
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};
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class PolyDrawArgs
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{
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public:
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TriUniforms uniforms;
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const TriVertex *vinput = nullptr;
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int vcount = 0;
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TriangleDrawMode mode = TriangleDrawMode::Normal;
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bool ccw = false;
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int clipleft = 0;
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int clipright = 0;
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int cliptop = 0;
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int clipbottom = 0;
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const uint8_t *texturePixels = nullptr;
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int textureWidth = 0;
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int textureHeight = 0;
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int solidcolor = 0;
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int stenciltestvalue = 0;
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int stencilwritevalue = 0;
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void SetTexture(FTexture *texture)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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if (r_swtruecolor)
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texturePixels = (const uint8_t *)texture->GetPixelsBgra();
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else
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texturePixels = texture->GetPixels();
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}
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};
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class PolyTriangleDrawer
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{
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public:
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static void draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture, int stenciltestvalue);
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static void fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor, int stenciltestvalue);
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static void stencil(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int stenciltestvalue, int stencilwritevalue);
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static void draw(const PolyDrawArgs &args, PolyDrawVariant variant);
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private:
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static TriVertex shade_vertex(const TriUniforms &uniforms, TriVertex v);
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static void draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
|
||||
static void draw_arrays(const PolyDrawArgs &args, PolyDrawVariant variant, DrawerThread *thread);
|
||||
static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
|
||||
static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
|
||||
static void clipedge(const TriVertex *verts, TriVertex *clippedvert, int &numclipvert);
|
||||
|
||||
static void queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue);
|
||||
|
||||
enum { max_additional_vertices = 16 };
|
||||
|
||||
friend class DrawPolyTrianglesCommand;
|
||||
|
@ -234,27 +267,14 @@ private:
|
|||
class DrawPolyTrianglesCommand : public DrawerCommand
|
||||
{
|
||||
public:
|
||||
DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue);
|
||||
DrawPolyTrianglesCommand(const PolyDrawArgs &args, PolyDrawVariant variant);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
FString DebugInfo() override;
|
||||
|
||||
private:
|
||||
TriUniforms uniforms;
|
||||
const TriVertex *vinput;
|
||||
int vcount;
|
||||
TriangleDrawMode mode;
|
||||
bool ccw;
|
||||
int clipleft;
|
||||
int clipright;
|
||||
int cliptop;
|
||||
int clipbottom;
|
||||
const uint8_t *texturePixels;
|
||||
int textureWidth;
|
||||
int textureHeight;
|
||||
int solidcolor;
|
||||
int stenciltestvalue;
|
||||
int stencilwritevalue;
|
||||
PolyDrawArgs args;
|
||||
PolyDrawVariant variant;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue