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- move DrawArray and DrawElements to PolyTriangleDrawer
This commit is contained in:
parent
9ba26a5ece
commit
a91147a3a5
14 changed files with 73 additions and 91 deletions
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@ -140,24 +140,6 @@ void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
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}
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}
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void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode)
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{
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mVertices = vertices;
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mVertexCount = vcount;
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mElements = nullptr;
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mDrawMode = mode;
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queue->Push<DrawPolyTrianglesCommand>(*this);
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}
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void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
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{
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mVertices = vertices;
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mElements = elements;
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mVertexCount = count;
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mDrawMode = mode;
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queue->Push<DrawPolyTrianglesCommand>(*this);
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}
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void PolyDrawArgs::SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *tex, bool fullbright)
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{
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SetTexture(tex, translationID, renderstyle);
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@ -80,16 +80,9 @@ public:
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void SetColor(uint32_t bgra, uint8_t palindex);
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void SetLights(PolyLight *lights, int numLights) { mLights = lights; mNumLights = numLights; }
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void SetDynLightColor(uint32_t color) { mDynLightColor = color; }
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void DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }
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const void *Vertices() const { return mVertices; }
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int VertexCount() const { return mVertexCount; }
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const unsigned int *Elements() const { return mElements; }
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PolyDrawMode DrawMode() const { return mDrawMode; }
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bool WriteColor() const { return mWriteColor; }
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FTexture *Texture() const { return mTexture; }
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@ -134,10 +127,6 @@ public:
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void SetNormal(const FVector3 &normal) { mNormal = normal; }
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private:
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const void *mVertices = nullptr;
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int mVertexCount = 0;
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const unsigned int *mElements = nullptr;
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PolyDrawMode mDrawMode = PolyDrawMode::Triangles;
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bool mDepthTest = false;
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bool mWriteStencil = true;
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bool mWriteColor = true;
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@ -108,6 +108,16 @@ void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue
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queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
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}
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void PolyTriangleDrawer::DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode)
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{
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queue->Push<DrawPolyTrianglesCommand>(args, vertices, nullptr, vcount, mode);
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}
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void PolyTriangleDrawer::DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
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{
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queue->Push<DrawPolyTrianglesCommand>(args, vertices, elements, count, mode);
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolyTriangleThreadData::ClearStencil(uint8_t value)
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@ -146,9 +156,9 @@ void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Ma
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objectToWorld = newObjectToWorld;
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}
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void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const void *vertices, const unsigned int *elements, int vcount, PolyDrawMode drawmode)
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{
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if (drawargs.VertexCount() < 3)
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if (vcount < 3)
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return;
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TriDrawTriangleArgs args;
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@ -162,26 +172,23 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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const unsigned int *elements = drawargs.Elements();
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int vcount = drawargs.VertexCount();
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ShadedTriVertex vert[3];
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if (drawargs.DrawMode() == PolyDrawMode::Triangles)
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if (drawmode == PolyDrawMode::Triangles)
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{
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = ShadeVertex(drawargs, *(elements++));
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vert[j] = ShadeVertex(drawargs, vertices, *(elements++));
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DrawShadedTriangle(vert, ccw, &args);
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}
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}
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else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
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else if (drawmode == PolyDrawMode::TriangleFan)
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{
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vert[0] = ShadeVertex(drawargs, *(elements++));
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vert[1] = ShadeVertex(drawargs, *(elements++));
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vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, *(elements++));
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vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
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DrawShadedTriangle(vert, ccw, &args);
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vert[1] = vert[2];
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}
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@ -189,11 +196,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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else // TriangleDrawMode::TriangleStrip
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{
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bool toggleccw = ccw;
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vert[0] = ShadeVertex(drawargs, *(elements++));
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vert[1] = ShadeVertex(drawargs, *(elements++));
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vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
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vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, *(elements++));
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vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
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DrawShadedTriangle(vert, toggleccw, &args);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -202,9 +209,9 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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}
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}
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void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void *vertices, int vcount, PolyDrawMode drawmode)
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{
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if (drawargs.VertexCount() < 3)
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if (vcount < 3)
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return;
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TriDrawTriangleArgs args;
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@ -219,25 +226,24 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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int vinput = 0;
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int vcount = drawargs.VertexCount();
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ShadedTriVertex vert[3];
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if (drawargs.DrawMode() == PolyDrawMode::Triangles)
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if (drawmode == PolyDrawMode::Triangles)
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{
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = ShadeVertex(drawargs, vinput++);
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vert[j] = ShadeVertex(drawargs, vertices, vinput++);
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DrawShadedTriangle(vert, ccw, &args);
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}
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}
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else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
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else if (drawmode == PolyDrawMode::TriangleFan)
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{
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vert[0] = ShadeVertex(drawargs, vinput++);
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vert[1] = ShadeVertex(drawargs, vinput++);
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vert[0] = ShadeVertex(drawargs, vertices, vinput++);
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vert[1] = ShadeVertex(drawargs, vertices, vinput++);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vinput++);
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vert[2] = ShadeVertex(drawargs, vertices, vinput++);
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DrawShadedTriangle(vert, ccw, &args);
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vert[1] = vert[2];
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}
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@ -245,11 +251,11 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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else // TriangleDrawMode::TriangleStrip
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{
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bool toggleccw = ccw;
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vert[0] = ShadeVertex(drawargs, vinput++);
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vert[1] = ShadeVertex(drawargs, vinput++);
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vert[0] = ShadeVertex(drawargs, vertices, vinput++);
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vert[1] = ShadeVertex(drawargs, vertices, vinput++);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vinput++);
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vert[2] = ShadeVertex(drawargs, vertices, vinput++);
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DrawShadedTriangle(vert, toggleccw, &args);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -258,29 +264,29 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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}
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}
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, int index)
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index)
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{
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ShadedTriVertex sv;
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Vec4f objpos;
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if (modelFrame1 == -1)
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{
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const TriVertex &v = ((TriVertex*)drawargs.Vertices())[index];
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const TriVertex &v = static_cast<const TriVertex*>(vertices)[index];
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objpos = Vec4f(v.x, v.y, v.z, v.w);
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sv.u = v.u;
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sv.v = v.v;
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}
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else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
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{
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const FModelVertex &v = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
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const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
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objpos = Vec4f(v.x, v.y, v.z, 1.0f);
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sv.u = v.u;
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sv.v = v.v;
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}
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else
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{
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const FModelVertex &v1 = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
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const FModelVertex &v2 = ((FModelVertex*)drawargs.Vertices())[modelFrame2 + index];
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const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
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const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[modelFrame2 + index];
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float frac = modelInterpolationFactor;
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float inv_frac = 1.0f - frac;
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@ -718,16 +724,16 @@ void PolySetViewportCommand::Execute(DrawerThread *thread)
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/////////////////////////////////////////////////////////////////////////////
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DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args) : args(args)
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DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode) : args(args), vertices(vertices), elements(elements), count(count), mode(mode)
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{
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}
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void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
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{
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if (!args.Elements())
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PolyTriangleThreadData::Get(thread)->DrawArrays(args);
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if (!elements)
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PolyTriangleThreadData::Get(thread)->DrawArray(args, vertices, count, mode);
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else
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PolyTriangleThreadData::Get(thread)->DrawElements(args);
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PolyTriangleThreadData::Get(thread)->DrawElements(args, vertices, elements, count, mode);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -40,7 +40,8 @@ public:
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static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
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static void SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor);
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static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
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static void DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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static void DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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static bool IsBgra();
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};
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@ -57,8 +58,8 @@ public:
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void SetWeaponScene(bool value) { weaponScene = value; }
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void SetModelVertexShader(int frame1, int frame2, float interpolationFactor) { modelFrame1 = frame1; modelFrame2 = frame2; modelInterpolationFactor = interpolationFactor; }
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void DrawElements(const PolyDrawArgs &args);
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void DrawArrays(const PolyDrawArgs &args);
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void DrawElements(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode);
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void DrawArray(const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode);
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int32_t core;
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int32_t num_cores;
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@ -73,7 +74,7 @@ public:
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static PolyTriangleThreadData *Get(DrawerThread *thread);
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private:
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ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, int index);
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ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index);
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void DrawShadedTriangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args);
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static bool IsDegenerate(const ShadedTriVertex *vertices);
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static bool IsFrontfacing(TriDrawTriangleArgs *args);
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@ -191,12 +192,16 @@ private:
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class DrawPolyTrianglesCommand : public DrawerCommand
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{
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public:
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DrawPolyTrianglesCommand(const PolyDrawArgs &args);
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DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode);
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void Execute(DrawerThread *thread) override;
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private:
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PolyDrawArgs args;
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const void *vertices;
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const unsigned int *elements;
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int count;
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PolyDrawMode mode;
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};
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class DrawRectCommand : public DrawerCommand
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@ -191,7 +191,7 @@ void RenderPolyDecal::Render(PolyRenderThread *thread, DBaseDecal *decal, const
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args.SetDepthTest(true);
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args.SetWriteStencil(false);
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args.SetWriteDepth(false);
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args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
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}
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void RenderPolyDecal::GetDecalSectors(DBaseDecal *decal, const seg_t *line, sector_t **front, sector_t **back)
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@ -231,7 +231,7 @@ void PolyModelRenderer::DrawArrays(int start, int count)
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawArray(Thread->DrawQueue, VertexBuffer + start, count);
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PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
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}
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void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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@ -254,7 +254,7 @@ void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawElements(Thread->DrawQueue, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
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PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -86,7 +86,7 @@ void RenderPolyParticle::Render(PolyRenderThread *thread, particle_t *particle,
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args.SetWriteStencil(false);
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args.SetWriteDepth(false);
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args.SetTexture(GetParticleTexture(), ParticleTextureSize, ParticleTextureSize);
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args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
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}
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uint8_t *RenderPolyParticle::GetParticleTexture()
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@ -80,7 +80,7 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const PolyTransferH
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args.SetWriteStencil(true, stencilValue + 1);
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args.SetTexture(tex, DefaultRenderStyle());
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args.SetStyle(TriBlendMode::Opaque);
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args.DrawArray(thread->DrawQueue, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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}
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else
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{
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@ -91,7 +91,7 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const PolyTransferH
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args.SetWriteStencil(true, 255);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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args.DrawArray(thread->DrawQueue, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight);
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}
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@ -157,7 +157,7 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const PolyTransferH
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args.SetWriteStencil(true, polyportal->StencilValue);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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args.DrawArray(thread->DrawQueue, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight);
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@ -235,7 +235,7 @@ void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &arg
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wallvert[3] = GetSkyVertex(line->v1, skyHeight);
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}
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args.DrawArray(thread->DrawQueue, wallvert, 4, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, wallvert, 4, PolyDrawMode::TriangleFan);
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if (polyportal)
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{
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@ -557,5 +557,5 @@ void Render3DFloorPlane::Render(PolyRenderThread *thread)
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, stencilValue + 1);
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args.SetTexture(tex, DefaultRenderStyle());
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args.DrawArray(thread->DrawQueue, vertices, sub->numlines, PolyDrawMode::TriangleFan);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, sub->numlines, PolyDrawMode::TriangleFan);
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}
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@ -357,7 +357,7 @@ void RenderPolyScene::RenderPortals()
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args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
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for (const auto &verts : portal->Shape)
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{
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args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -368,7 +368,7 @@ void RenderPolyScene::RenderPortals()
|
|||
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -112,7 +112,7 @@ void PolySkyDome::RenderRow(PolyRenderThread *thread, PolyDrawArgs &args, int ro
|
|||
{
|
||||
args.SetColor(capcolor, capcolorindex);
|
||||
args.SetStyle(TriBlendMode::Skycap);
|
||||
args.DrawArray(thread->DrawQueue, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
|
||||
}
|
||||
|
||||
void PolySkyDome::RenderCapColorRow(PolyRenderThread *thread, PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
|
||||
|
@ -122,7 +122,7 @@ void PolySkyDome::RenderCapColorRow(PolyRenderThread *thread, PolyDrawArgs &args
|
|||
|
||||
args.SetColor(solid, palsolid);
|
||||
args.SetStyle(TriBlendMode::Fill);
|
||||
args.DrawArray(thread->DrawQueue, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
||||
void PolySkyDome::CreateDome()
|
||||
|
|
|
@ -168,7 +168,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
|
|||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(false);
|
||||
args.SetWriteStencil(false);
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
||||
double RenderPolySprite::GetSpriteFloorZ(AActor *thing, const DVector2 &thingpos)
|
||||
|
|
|
@ -331,7 +331,7 @@ void RenderPolyWall::Render(PolyRenderThread *thread)
|
|||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
if (!Texture)
|
||||
return;
|
||||
}
|
||||
|
@ -342,7 +342,7 @@ void RenderPolyWall::Render(PolyRenderThread *thread)
|
|||
args.SetWriteStencil(true, Polyportal->StencilValue);
|
||||
args.SetWriteColor(false);
|
||||
args.SetWriteDepth(false);
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
Polyportal->Shape.push_back({ vertices, 4 });
|
||||
}
|
||||
else if (!Masked)
|
||||
|
@ -466,7 +466,7 @@ void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, T
|
|||
|
||||
args.SetClipPlane(1, topPlane);
|
||||
args.SetClipPlane(2, bottomPlane);
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
|
||||
FDynamicColormap *basecolormap = GetColorTable(lit->extra_colormap, Line->frontsector->SpecialColors[sector_t::walltop]);
|
||||
|
||||
|
@ -489,11 +489,11 @@ void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, T
|
|||
|
||||
args.SetClipPlane(1, topPlane);
|
||||
args.SetClipPlane(2, PolyClipPlane());
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
else
|
||||
{
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -108,5 +108,5 @@ void RenderPolyWallSprite::Render(PolyRenderThread *thread, AActor *thing, subse
|
|||
args.SetWriteDepth(false);
|
||||
args.SetWriteStencil(false);
|
||||
args.SetStyle(TriBlendMode::Normal);
|
||||
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
|
|
@ -330,7 +330,7 @@ namespace swrenderer
|
|||
args.SetClipPlane(1, ClipTop);
|
||||
args.SetClipPlane(2, ClipBottom);
|
||||
|
||||
args.DrawArray(Thread->DrawQueue, VertexBuffer + start, count);
|
||||
PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
|
||||
}
|
||||
|
||||
void SWModelRenderer::DrawElements(int numIndices, size_t offset)
|
||||
|
@ -356,7 +356,7 @@ namespace swrenderer
|
|||
args.SetClipPlane(1, ClipTop);
|
||||
args.SetClipPlane(2, ClipBottom);
|
||||
|
||||
args.DrawElements(Thread->DrawQueue, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
|
||||
PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
|
Loading…
Reference in a new issue