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https://github.com/ZDoom/gzdoom.git
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- renamed the 2D drawer in the GL renderer so that the same name can be used for the device-independent replacement.
This commit is contained in:
parent
29ad081368
commit
33289ade49
4 changed files with 15 additions and 15 deletions
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@ -42,7 +42,7 @@
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//
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//
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//==========================================================================
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//==========================================================================
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int F2DDrawer::AddData(const F2DDrawer::DataGeneric *data)
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int FGL2DDrawer::AddData(const FGL2DDrawer::DataGeneric *data)
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{
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{
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int addr = mData.Reserve(data->mLen);
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int addr = mData.Reserve(data->mLen);
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memcpy(&mData[addr], data, data->mLen);
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memcpy(&mData[addr], data, data->mLen);
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@ -56,7 +56,7 @@ int F2DDrawer::AddData(const F2DDrawer::DataGeneric *data)
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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void FGL2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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{
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{
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double xscale = parms.destwidth / parms.texwidth;
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double xscale = parms.destwidth / parms.texwidth;
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double yscale = parms.destheight / parms.texheight;
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double yscale = parms.destheight / parms.texheight;
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@ -174,7 +174,7 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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void FGL2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel)
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel)
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{
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{
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@ -230,7 +230,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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//
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//
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//===========================================================================
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//===========================================================================
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void F2DDrawer::AddDim(PalEntry color, float damount, int x1, int y1, int w, int h)
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void FGL2DDrawer::AddDim(PalEntry color, float damount, int x1, int y1, int w, int h)
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{
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{
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color.a = uint8_t(damount * 255);
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color.a = uint8_t(damount * 255);
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std::swap(color.r, color.b);
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std::swap(color.r, color.b);
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@ -255,7 +255,7 @@ void F2DDrawer::AddDim(PalEntry color, float damount, int x1, int y1, int w, int
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
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void FGL2DDrawer::AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
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{
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{
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PalEntry p = palcolor == -1 || color != 0 ? (PalEntry)color : GPalette.BaseColors[palcolor];
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PalEntry p = palcolor == -1 || color != 0 ? (PalEntry)color : GPalette.BaseColors[palcolor];
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AddDim(p, 1.f, left, top, right - left, bottom - top);
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AddDim(p, 1.f, left, top, right - left, bottom - top);
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@ -267,7 +267,7 @@ void F2DDrawer::AddClear(int left, int top, int right, int bottom, int palcolor,
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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void FGL2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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{
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float fU1, fU2, fV1, fV2;
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float fU1, fU2, fV1, fV2;
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@ -313,7 +313,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
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void FGL2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
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{
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{
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PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
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PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
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p.a = 255;
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p.a = 255;
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@ -346,7 +346,7 @@ void F2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t c
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
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void FGL2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
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{
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{
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PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
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PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
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p.a = 255;
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p.a = 255;
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@ -369,9 +369,9 @@ void F2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
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//
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//
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//==========================================================================
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//==========================================================================
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void F2DDrawer::Draw()
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void FGL2DDrawer::Draw()
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{
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{
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F2DDrawer::EDrawType lasttype = DrawTypeTexture;
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FGL2DDrawer::EDrawType lasttype = DrawTypeTexture;
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if (mData.Size() == 0) return;
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if (mData.Size() == 0) return;
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int8_t savedlightmode = glset.lightmode;
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int8_t savedlightmode = glset.lightmode;
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@ -484,7 +484,7 @@ void F2DDrawer::Draw()
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glset.lightmode = savedlightmode;
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glset.lightmode = savedlightmode;
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}
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}
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void F2DDrawer::Clear()
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void FGL2DDrawer::Clear()
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{
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{
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mVertices.Clear();
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mVertices.Clear();
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mData.Clear();
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mData.Clear();
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@ -4,7 +4,7 @@
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#include "tarray.h"
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#include "tarray.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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class F2DDrawer : public FSimpleVertexBuffer
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class FGL2DDrawer : public FSimpleVertexBuffer
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{
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{
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enum EDrawType
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enum EDrawType
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{
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{
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@ -160,7 +160,7 @@ void FGLRenderer::Initialize(int width, int height)
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mPresent3dRowShader = new FPresent3DRowShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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mShadowMapShader = new FShadowMapShader();
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mShadowMapShader = new FShadowMapShader();
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mCustomPostProcessShaders = new FCustomPostProcessShaders();
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mCustomPostProcessShaders = new FCustomPostProcessShaders();
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m2DDrawer = new F2DDrawer;
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m2DDrawer = new FGL2DDrawer;
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GetSpecialTextures();
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GetSpecialTextures();
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@ -40,7 +40,7 @@ class FPresentShader;
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class FPresent3DCheckerShader;
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class FPresent3DCheckerShader;
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class FPresent3DColumnShader;
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class FPresent3DColumnShader;
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class FPresent3DRowShader;
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class FPresent3DRowShader;
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class F2DDrawer;
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class FGL2DDrawer;
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class FHardwareTexture;
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class FHardwareTexture;
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class FShadowMapShader;
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class FShadowMapShader;
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class FCustomPostProcessShaders;
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class FCustomPostProcessShaders;
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@ -146,7 +146,7 @@ public:
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FFlatVertexBuffer *mVBO;
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FFlatVertexBuffer *mVBO;
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FSkyVertexBuffer *mSkyVBO;
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FSkyVertexBuffer *mSkyVBO;
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FLightBuffer *mLights;
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FLightBuffer *mLights;
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F2DDrawer *m2DDrawer;
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FGL2DDrawer *m2DDrawer;
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GL_IRECT mScreenViewport;
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GL_IRECT mScreenViewport;
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GL_IRECT mSceneViewport;
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GL_IRECT mSceneViewport;
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