- 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:
Christoph Oelckers 2018-03-27 21:44:58 +02:00
parent 29ad081368
commit 33289ade49
4 changed files with 15 additions and 15 deletions

View file

@ -42,7 +42,7 @@
// //
//========================================================================== //==========================================================================
int F2DDrawer::AddData(const F2DDrawer::DataGeneric *data) int FGL2DDrawer::AddData(const FGL2DDrawer::DataGeneric *data)
{ {
int addr = mData.Reserve(data->mLen); int addr = mData.Reserve(data->mLen);
memcpy(&mData[addr], data, data->mLen); memcpy(&mData[addr], data, data->mLen);
@ -56,7 +56,7 @@ int F2DDrawer::AddData(const F2DDrawer::DataGeneric *data)
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms) void FGL2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
{ {
double xscale = parms.destwidth / parms.texwidth; double xscale = parms.destwidth / parms.texwidth;
double yscale = parms.destheight / parms.texheight; double yscale = parms.destheight / parms.texheight;
@ -174,7 +174,7 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints, void FGL2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel) DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel)
{ {
@ -230,7 +230,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
// //
//=========================================================================== //===========================================================================
void F2DDrawer::AddDim(PalEntry color, float damount, int x1, int y1, int w, int h) void FGL2DDrawer::AddDim(PalEntry color, float damount, int x1, int y1, int w, int h)
{ {
color.a = uint8_t(damount * 255); color.a = uint8_t(damount * 255);
std::swap(color.r, color.b); std::swap(color.r, color.b);
@ -255,7 +255,7 @@ void F2DDrawer::AddDim(PalEntry color, float damount, int x1, int y1, int w, int
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color) void FGL2DDrawer::AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
{ {
PalEntry p = palcolor == -1 || color != 0 ? (PalEntry)color : GPalette.BaseColors[palcolor]; PalEntry p = palcolor == -1 || color != 0 ? (PalEntry)color : GPalette.BaseColors[palcolor];
AddDim(p, 1.f, left, top, right - left, bottom - top); AddDim(p, 1.f, left, top, right - left, bottom - top);
@ -267,7 +267,7 @@ void F2DDrawer::AddClear(int left, int top, int right, int bottom, int palcolor,
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin) void FGL2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{ {
float fU1, fU2, fV1, fV2; float fU1, fU2, fV1, fV2;
@ -313,7 +313,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color) void FGL2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
{ {
PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor]; PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
p.a = 255; p.a = 255;
@ -346,7 +346,7 @@ void F2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t c
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color) void FGL2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
{ {
PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor]; PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
p.a = 255; p.a = 255;
@ -369,9 +369,9 @@ void F2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
// //
//========================================================================== //==========================================================================
void F2DDrawer::Draw() void FGL2DDrawer::Draw()
{ {
F2DDrawer::EDrawType lasttype = DrawTypeTexture; FGL2DDrawer::EDrawType lasttype = DrawTypeTexture;
if (mData.Size() == 0) return; if (mData.Size() == 0) return;
int8_t savedlightmode = glset.lightmode; int8_t savedlightmode = glset.lightmode;
@ -484,7 +484,7 @@ void F2DDrawer::Draw()
glset.lightmode = savedlightmode; glset.lightmode = savedlightmode;
} }
void F2DDrawer::Clear() void FGL2DDrawer::Clear()
{ {
mVertices.Clear(); mVertices.Clear();
mData.Clear(); mData.Clear();

View file

@ -4,7 +4,7 @@
#include "tarray.h" #include "tarray.h"
#include "gl/data/gl_vertexbuffer.h" #include "gl/data/gl_vertexbuffer.h"
class F2DDrawer : public FSimpleVertexBuffer class FGL2DDrawer : public FSimpleVertexBuffer
{ {
enum EDrawType enum EDrawType
{ {

View file

@ -160,7 +160,7 @@ void FGLRenderer::Initialize(int width, int height)
mPresent3dRowShader = new FPresent3DRowShader(); mPresent3dRowShader = new FPresent3DRowShader();
mShadowMapShader = new FShadowMapShader(); mShadowMapShader = new FShadowMapShader();
mCustomPostProcessShaders = new FCustomPostProcessShaders(); mCustomPostProcessShaders = new FCustomPostProcessShaders();
m2DDrawer = new F2DDrawer; m2DDrawer = new FGL2DDrawer;
GetSpecialTextures(); GetSpecialTextures();

View file

@ -40,7 +40,7 @@ class FPresentShader;
class FPresent3DCheckerShader; class FPresent3DCheckerShader;
class FPresent3DColumnShader; class FPresent3DColumnShader;
class FPresent3DRowShader; class FPresent3DRowShader;
class F2DDrawer; class FGL2DDrawer;
class FHardwareTexture; class FHardwareTexture;
class FShadowMapShader; class FShadowMapShader;
class FCustomPostProcessShaders; class FCustomPostProcessShaders;
@ -146,7 +146,7 @@ public:
FFlatVertexBuffer *mVBO; FFlatVertexBuffer *mVBO;
FSkyVertexBuffer *mSkyVBO; FSkyVertexBuffer *mSkyVBO;
FLightBuffer *mLights; FLightBuffer *mLights;
F2DDrawer *m2DDrawer; FGL2DDrawer *m2DDrawer;
GL_IRECT mScreenViewport; GL_IRECT mScreenViewport;
GL_IRECT mSceneViewport; GL_IRECT mSceneViewport;