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