- draw wipes with buffers

Only two things left that still use immediate mode directly: MD3 models and voxels.
This commit is contained in:
Christoph Oelckers 2014-06-30 10:05:15 +02:00
parent 1efc2938b7
commit 9c5cec0056

View file

@ -57,6 +57,7 @@
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_templates.h"
#include "gl/data/gl_vertexbuffer.h"
#ifndef _WIN32
struct POINT {
@ -283,30 +284,24 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipestartscreen->Bind(0);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, vb);
glVertex2i(0, 0);
glTexCoord2f(0, 0);
glVertex2i(0, fb->Height);
glTexCoord2f(ur, vb);
glVertex2i(fb->Width, 0);
glTexCoord2f(ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
FFlatVertex *ptr;
unsigned int offset, count;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
fb->wipeendscreen->Bind(0);
gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, vb);
glVertex2i(0, 0);
glTexCoord2f(0, 0);
glVertex2i(0, fb->Height);
glTexCoord2f(ur, vb);
glVertex2i(fb->Width, 0);
glTexCoord2f(ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
gl_RenderState.EnableAlphaTest(true);
gl_RenderState.SetTextureMode(TM_MODULATE);
@ -351,16 +346,17 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, vb);
glVertex2i(0, 0);
glTexCoord2f(0, 0);
glVertex2i(0, fb->Height);
glTexCoord2f(ur, vb);
glVertex2i(fb->Width, 0);
glTexCoord2f(ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
FFlatVertex *ptr;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
int i, dy;
bool done = false;
@ -384,7 +380,9 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
done = false;
}
if (ticks == 0)
{ // Only draw for the final tick.
{
// Only draw for the final tick.
// No need for optimization. Wipes won't ever be drawn with anything else.
RECT rect;
POINT dpt;
@ -400,16 +398,17 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
float th = (float)FHardwareTexture::GetTexDimension(fb->Height);
rect.bottom = fb->Height - rect.bottom;
rect.top = fb->Height - rect.top;
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(rect.left / tw, rect.top / th);
glVertex2i(rect.left, rect.bottom);
glTexCoord2f(rect.left / tw, rect.bottom / th);
glVertex2i(rect.left, rect.top);
glTexCoord2f(rect.right / tw, rect.top / th);
glVertex2i(rect.right, rect.bottom);
glTexCoord2f(rect.right / tw, rect.bottom / th);
glVertex2i(rect.right, rect.top);
glEnd();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
ptr++;
ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
ptr++;
ptr->Set(rect.right, rect.bottom, 0, rect.right / tw, rect.top / th);
ptr++;
ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
}
}
@ -495,16 +494,18 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipestartscreen->Bind(0);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, vb);
glVertex2i(0, 0);
glTexCoord2f(0, 0);
glVertex2i(0, fb->Height);
glTexCoord2f(ur, vb);
glVertex2i(fb->Width, 0);
glTexCoord2f(ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
FFlatVertex *ptr;
unsigned int offset, count;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetEffect(EFF_BURN);
@ -516,16 +517,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, vb);
glVertex2i(0, 0);
glTexCoord2f(0, 0);
glVertex2i(0, fb->Height);
glTexCoord2f(ur, vb);
glVertex2i(fb->Width, 0);
glTexCoord2f(ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
gl_RenderState.SetEffect(EFF_NONE);
// The fire may not always stabilize, so the wipe is forced to end