- move DrawArray and DrawElements to PolyTriangleDrawer

This commit is contained in:
Magnus Norddahl 2018-06-10 15:58:01 +02:00
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)
}
}
void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode)
{
mVertices = vertices;
mVertexCount = vcount;
mElements = nullptr;
mDrawMode = mode;
queue->Push<DrawPolyTrianglesCommand>(*this);
}
void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
{
mVertices = vertices;
mElements = elements;
mVertexCount = count;
mDrawMode = mode;
queue->Push<DrawPolyTrianglesCommand>(*this);
}
void PolyDrawArgs::SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *tex, bool fullbright)
{
SetTexture(tex, translationID, renderstyle);

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@ -80,16 +80,9 @@ public:
void SetColor(uint32_t bgra, uint8_t palindex);
void SetLights(PolyLight *lights, int numLights) { mLights = lights; mNumLights = numLights; }
void SetDynLightColor(uint32_t color) { mDynLightColor = color; }
void DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }
const void *Vertices() const { return mVertices; }
int VertexCount() const { return mVertexCount; }
const unsigned int *Elements() const { return mElements; }
PolyDrawMode DrawMode() const { return mDrawMode; }
bool WriteColor() const { return mWriteColor; }
FTexture *Texture() const { return mTexture; }
@ -134,10 +127,6 @@ public:
void SetNormal(const FVector3 &normal) { mNormal = normal; }
private:
const void *mVertices = nullptr;
int mVertexCount = 0;
const unsigned int *mElements = nullptr;
PolyDrawMode mDrawMode = PolyDrawMode::Triangles;
bool mDepthTest = false;
bool mWriteStencil = true;
bool mWriteColor = true;

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@ -108,6 +108,16 @@ void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue
queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
}
void PolyTriangleDrawer::DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode)
{
queue->Push<DrawPolyTrianglesCommand>(args, vertices, nullptr, vcount, mode);
}
void PolyTriangleDrawer::DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
{
queue->Push<DrawPolyTrianglesCommand>(args, vertices, elements, count, mode);
}
/////////////////////////////////////////////////////////////////////////////
void PolyTriangleThreadData::ClearStencil(uint8_t value)
@ -146,9 +156,9 @@ void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Ma
objectToWorld = newObjectToWorld;
}
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const void *vertices, const unsigned int *elements, int vcount, PolyDrawMode drawmode)
{
if (drawargs.VertexCount() < 3)
if (vcount < 3)
return;
TriDrawTriangleArgs args;
@ -162,26 +172,23 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
args.zbuffer = PolyZBuffer::Instance()->Values();
args.depthOffset = weaponScene ? 1.0f : 0.0f;
const unsigned int *elements = drawargs.Elements();
int vcount = drawargs.VertexCount();
ShadedTriVertex vert[3];
if (drawargs.DrawMode() == PolyDrawMode::Triangles)
if (drawmode == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, *(elements++));
vert[j] = ShadeVertex(drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, *(elements++));
vert[1] = ShadeVertex(drawargs, *(elements++));
vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, *(elements++));
vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -189,11 +196,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, *(elements++));
vert[1] = ShadeVertex(drawargs, *(elements++));
vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, *(elements++));
vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -202,9 +209,9 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
}
}
void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void *vertices, int vcount, PolyDrawMode drawmode)
{
if (drawargs.VertexCount() < 3)
if (vcount < 3)
return;
TriDrawTriangleArgs args;
@ -219,25 +226,24 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
args.depthOffset = weaponScene ? 1.0f : 0.0f;
int vinput = 0;
int vcount = drawargs.VertexCount();
ShadedTriVertex vert[3];
if (drawargs.DrawMode() == PolyDrawMode::Triangles)
if (drawmode == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, vinput++);
vert[j] = ShadeVertex(drawargs, vertices, vinput++);
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, vinput++);
vert[1] = ShadeVertex(drawargs, vinput++);
vert[0] = ShadeVertex(drawargs, vertices, vinput++);
vert[1] = ShadeVertex(drawargs, vertices, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vinput++);
vert[2] = ShadeVertex(drawargs, vertices, vinput++);
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -245,11 +251,11 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, vinput++);
vert[1] = ShadeVertex(drawargs, vinput++);
vert[0] = ShadeVertex(drawargs, vertices, vinput++);
vert[1] = ShadeVertex(drawargs, vertices, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vinput++);
vert[2] = ShadeVertex(drawargs, vertices, vinput++);
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -258,29 +264,29 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
}
}
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, int index)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index)
{
ShadedTriVertex sv;
Vec4f objpos;
if (modelFrame1 == -1)
{
const TriVertex &v = ((TriVertex*)drawargs.Vertices())[index];
const TriVertex &v = static_cast<const TriVertex*>(vertices)[index];
objpos = Vec4f(v.x, v.y, v.z, v.w);
sv.u = v.u;
sv.v = v.v;
}
else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
{
const FModelVertex &v = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
objpos = Vec4f(v.x, v.y, v.z, 1.0f);
sv.u = v.u;
sv.v = v.v;
}
else
{
const FModelVertex &v1 = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
const FModelVertex &v2 = ((FModelVertex*)drawargs.Vertices())[modelFrame2 + index];
const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[modelFrame2 + index];
float frac = modelInterpolationFactor;
float inv_frac = 1.0f - frac;
@ -718,16 +724,16 @@ void PolySetViewportCommand::Execute(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args) : args(args)
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)
{
}
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
{
if (!args.Elements())
PolyTriangleThreadData::Get(thread)->DrawArrays(args);
if (!elements)
PolyTriangleThreadData::Get(thread)->DrawArray(args, vertices, count, mode);
else
PolyTriangleThreadData::Get(thread)->DrawElements(args);
PolyTriangleThreadData::Get(thread)->DrawElements(args, vertices, elements, count, mode);
}
/////////////////////////////////////////////////////////////////////////////

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@ -40,7 +40,8 @@ public:
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
static void SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor);
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
static void DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
static void DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
static bool IsBgra();
};
@ -57,8 +58,8 @@ public:
void SetWeaponScene(bool value) { weaponScene = value; }
void SetModelVertexShader(int frame1, int frame2, float interpolationFactor) { modelFrame1 = frame1; modelFrame2 = frame2; modelInterpolationFactor = interpolationFactor; }
void DrawElements(const PolyDrawArgs &args);
void DrawArrays(const PolyDrawArgs &args);
void DrawElements(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode);
void DrawArray(const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode);
int32_t core;
int32_t num_cores;
@ -73,7 +74,7 @@ public:
static PolyTriangleThreadData *Get(DrawerThread *thread);
private:
ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, int index);
ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index);
void DrawShadedTriangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args);
static bool IsDegenerate(const ShadedTriVertex *vertices);
static bool IsFrontfacing(TriDrawTriangleArgs *args);
@ -191,12 +192,16 @@ private:
class DrawPolyTrianglesCommand : public DrawerCommand
{
public:
DrawPolyTrianglesCommand(const PolyDrawArgs &args);
DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode);
void Execute(DrawerThread *thread) override;
private:
PolyDrawArgs args;
const void *vertices;
const unsigned int *elements;
int count;
PolyDrawMode mode;
};
class DrawRectCommand : public DrawerCommand

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@ -191,7 +191,7 @@ void RenderPolyDecal::Render(PolyRenderThread *thread, DBaseDecal *decal, const
args.SetDepthTest(true);
args.SetWriteStencil(false);
args.SetWriteDepth(false);
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
}
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)
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.DrawArray(Thread->DrawQueue, VertexBuffer + start, count);
PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
}
void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
@ -254,7 +254,7 @@ void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.DrawElements(Thread->DrawQueue, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
}
/////////////////////////////////////////////////////////////////////////////

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@ -86,7 +86,7 @@ void RenderPolyParticle::Render(PolyRenderThread *thread, particle_t *particle,
args.SetWriteStencil(false);
args.SetWriteDepth(false);
args.SetTexture(GetParticleTexture(), ParticleTextureSize, ParticleTextureSize);
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan);
}
uint8_t *RenderPolyParticle::GetParticleTexture()

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@ -80,7 +80,7 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const PolyTransferH
args.SetWriteStencil(true, stencilValue + 1);
args.SetTexture(tex, DefaultRenderStyle());
args.SetStyle(TriBlendMode::Opaque);
args.DrawArray(thread->DrawQueue, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
}
else
{
@ -91,7 +91,7 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const PolyTransferH
args.SetWriteStencil(true, 255);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread->DrawQueue, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight);
}
@ -157,7 +157,7 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const PolyTransferH
args.SetWriteStencil(true, polyportal->StencilValue);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread->DrawQueue, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight);
@ -235,7 +235,7 @@ void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &arg
wallvert[3] = GetSkyVertex(line->v1, skyHeight);
}
args.DrawArray(thread->DrawQueue, wallvert, 4, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, wallvert, 4, PolyDrawMode::TriangleFan);
if (polyportal)
{
@ -557,5 +557,5 @@ void Render3DFloorPlane::Render(PolyRenderThread *thread)
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetTexture(tex, DefaultRenderStyle());
args.DrawArray(thread->DrawQueue, vertices, sub->numlines, PolyDrawMode::TriangleFan);
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, sub->numlines, PolyDrawMode::TriangleFan);
}

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@ -357,7 +357,7 @@ 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);
}
}
@ -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);
}
}
}

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@ -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()

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@ -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)

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@ -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);
}
}

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@ -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);
}

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@ -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);
}
/////////////////////////////////////////////////////////////////////////////