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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- fix alpha (and other parameter properties) not reuploading the buffer on Shape2D
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parent
d71b03f75e
commit
aad50cb218
4 changed files with 75 additions and 28 deletions
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@ -527,6 +527,10 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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offset = osave;
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}
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DShape2D::~DShape2D() {
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delete lastParms;
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}
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//==========================================================================
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//
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//
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@ -553,6 +557,20 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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dg.mTranslationId = 0;
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SetStyle(img, parms, vertexcolor, dg);
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if (shape->lastParms == nullptr) {
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shape->lastParms = new DrawParms(parms);
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}
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else if (shape->lastParms->vertexColorChange(parms)) {
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shape->needsVertexUpload = true;
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if (!shape->uploadedOnce) {
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shape->bufIndex = -1;
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shape->buffers.Clear();
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shape->lastCommand = nullptr;
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}
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delete shape->lastParms;
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shape->lastParms = new DrawParms(parms);
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}
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if (!img->isHardwareCanvas() && parms.TranslationId != -1)
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dg.mTranslationId = parms.TranslationId;
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@ -605,6 +623,7 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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shape->bufIndex += 1;
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shape->buffers.Reserve(1);
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auto buf = &shape->buffers[shape->bufIndex];
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auto verts = TArray<TwoDVertex>(dg.mVertCount, true);
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@ -625,9 +644,15 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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buf->UploadData(&verts[0], dg.mVertCount, &shape->mIndices[0], shape->mIndices.Size());
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shape->needsVertexUpload = false;
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shape->uploadedOnce = true;
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}
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dg.shape2DBufIndex = shape->bufIndex;
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AddCommand(&dg);
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dg.shapeLastCmd = true;
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if (shape->lastCommand != nullptr) {
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shape->lastCommand->shapeLastCmd = false;
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}
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auto c = AddCommand(&dg);
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shape->lastCommand = &mData[c];
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offset = osave;
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}
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@ -34,32 +34,6 @@ enum EClearWhich
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class F2DVertexBuffer;
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class DShape2D : public DObject
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{
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DECLARE_CLASS(DShape2D,DObject)
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public:
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DShape2D()
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{
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transform.Identity();
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}
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TArray<int> mIndices;
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TArray<DVector2> mVertices;
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TArray<DVector2> mCoords;
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double minx = 0.0;
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double maxx = 0.0;
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double miny = 0.0;
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double maxy = 0.0;
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DMatrix3x3 transform;
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TArray<F2DVertexBuffer> buffers;
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bool needsVertexUpload = true;
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int bufIndex = -1;
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};
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struct F2DPolygons
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{
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TArray<FVector4> vertices;
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@ -74,6 +48,7 @@ struct F2DPolygons
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};
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class DShape2D;
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class F2DDrawer
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{
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@ -150,6 +125,7 @@ public:
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DShape2D* shape2D;
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int shape2DBufIndex;
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int shape2DIndexCount;
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bool shapeLastCmd;
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RenderCommand()
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{
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@ -262,6 +238,39 @@ public:
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bool mIsFirstPass = true;
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};
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class DShape2D : public DObject
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{
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DECLARE_CLASS(DShape2D,DObject)
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public:
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DShape2D()
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{
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transform.Identity();
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}
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TArray<int> mIndices;
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TArray<DVector2> mVertices;
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TArray<DVector2> mCoords;
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double minx = 0.0;
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double maxx = 0.0;
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double miny = 0.0;
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double maxy = 0.0;
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DMatrix3x3 transform;
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TArray<F2DVertexBuffer> buffers;
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bool needsVertexUpload = true;
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int bufIndex = -1;
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F2DDrawer::RenderCommand* lastCommand = nullptr;
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bool uploadedOnce = false;
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DrawParms* lastParms;
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~DShape2D();
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};
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//===========================================================================
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//
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// Vertex buffer for 2D drawer
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@ -206,6 +206,17 @@ struct DrawParms
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double patchscalex, patchscaley;
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double rotateangle;
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IntRect viewport;
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bool vertexColorChange(const DrawParms& other) {
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return
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this->Alpha != other.Alpha ||
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this->fillcolor != other.fillcolor ||
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this->colorOverlay != other.colorOverlay ||
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this->color != other.color ||
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this->style.Flags != other.style.Flags ||
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this->style.BlendOp != other.style.BlendOp ||
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this->desaturate != other.desaturate;
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}
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};
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struct Va_List
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@ -183,12 +183,14 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
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state.SetVertexBuffer(&cmd.shape2D->buffers[cmd.shape2DBufIndex]);
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state.DrawIndexed(DT_Triangles, 0, cmd.shape2DIndexCount);
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state.SetVertexBuffer(&vb);
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if (cmd.shape2D->bufIndex > 0 && cmd.shape2DBufIndex == cmd.shape2D->bufIndex)
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if (cmd.shape2D->bufIndex > 0 && cmd.shapeLastCmd)
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{
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cmd.shape2D->needsVertexUpload = true;
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cmd.shape2D->buffers.Clear();
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cmd.shape2D->lastCommand = nullptr;
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cmd.shape2D->bufIndex = -1;
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}
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cmd.shape2D->uploadedOnce = false;
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}
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else
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{
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