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- add vertex buffer based rendering for decals.
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parent
cf45f2d718
commit
579eff5b96
2 changed files with 23 additions and 7 deletions
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@ -45,6 +45,7 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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@ -336,13 +337,28 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
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else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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if (!gl_usevbo)
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for(i=0;i<4;i++)
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{
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{
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glTexCoord2f(dv[i].u,dv[i].v);
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(dv[i].x,dv[i].z,dv[i].y);
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for (i = 0; i < 4; i++)
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{
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glTexCoord2f(dv[i].u, dv[i].v);
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glVertex3f(dv[i].x, dv[i].z, dv[i].y);
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}
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glEnd();
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}
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else
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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for (i = 0; i < 4; i++)
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{
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ptr->Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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ptr++;
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}
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unsigned int offset;
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unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
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glDrawArrays(GL_TRIANGLE_FAN, offset, count);
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}
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}
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glEnd();
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rendered_decals++;
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rendered_decals++;
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetObjectColor(0xffffffff);
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@ -153,14 +153,14 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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// Render the light
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// Render the light
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glBegin(GL_TRIANGLE_FAN);
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glBegin(GL_TRIANGLE_FAN);
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for(k = 0, v = sub->firstline; k < sub->numlines; k++, v++)
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for (k = 0, v = sub->firstline; k < sub->numlines; k++, v++)
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{
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{
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vertex_t *vt = v->v1;
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vertex_t *vt = v->v1;
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float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
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float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
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t1.Set(vt->fx, zc, vt->fy);
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t1.Set(vt->fx, zc, vt->fy);
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Vector nearToVert = t1 - nearPt;
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Vector nearToVert = t1 - nearPt;
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glTexCoord2f( (nearToVert.Dot(right) * scale) + 0.5f, (nearToVert.Dot(up) * scale) + 0.5f);
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glTexCoord2f((nearToVert.Dot(right) * scale) + 0.5f, (nearToVert.Dot(up) * scale) + 0.5f);
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glVertex3f(vt->fx, zc, vt->fy);
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glVertex3f(vt->fx, zc, vt->fy);
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}
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}
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