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https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
- cleanup of the buffer binding interface.
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
This commit is contained in:
parent
1be1470d47
commit
e2e34f5245
6 changed files with 8 additions and 26 deletions
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@ -54,13 +54,6 @@ public:
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}
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}
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return index;
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return index;
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}
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}
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// The parameter is a reminder for Vulkan.
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void BindBase(FRenderState &state)
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{
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mBuffer->BindBase();
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}
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};
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};
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int gl_SetDynModelLight(AActor *self, int dynlightindex);
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int gl_SetDynModelLight(AActor *self, int dynlightindex);
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@ -496,7 +496,6 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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state.SetDepthMask(true);
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state.SetDepthMask(true);
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screen->mLights->BindBase(state); // not needed for OpenGL but necessary for Vulkan command buffers to do it here!
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state.EnableFog(true);
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state.EnableFog(true);
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state.SetRenderStyle(STYLE_Source);
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state.SetRenderStyle(STYLE_Source);
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@ -102,17 +102,6 @@ FSkyVertexBuffer::FSkyVertexBuffer()
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::Bind(FRenderState &state)
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{
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state.SetVertexBuffer(mVertexBuffer, 0, 0);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
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void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
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{
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{
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static const FAngle maxSideAngle = 60.f;
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static const FAngle maxSideAngle = 60.f;
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@ -68,7 +68,10 @@ public:
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FSkyVertexBuffer();
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FSkyVertexBuffer();
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void SetupMatrices(FMaterial *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix);
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void SetupMatrices(FMaterial *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix);
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void Bind(FRenderState &state);
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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return std::make_pair(mVertexBuffer, nullptr);
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}
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int FaceStart(int i)
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int FaceStart(int i)
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{
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{
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@ -180,7 +180,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
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di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
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vertexBuffer->Bind(state);
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state.SetVertexBuffer(vertexBuffer);
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if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
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if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
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{
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{
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RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
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RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
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@ -76,10 +76,9 @@ public:
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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}
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}
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void Bind(FRenderState &state)
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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{
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state.SetVertexBuffer(mVertexBuffer, 0, 0);
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return std::make_pair(mVertexBuffer, mIndexBuffer);
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state.SetIndexBuffer(mIndexBuffer);
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}
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}
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};
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};
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@ -120,7 +119,7 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
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}
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}
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F2DVertexBuffer vb;
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F2DVertexBuffer vb;
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vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
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vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
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vb.Bind(state);
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state.SetVertexBuffer(&vb);
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state.EnableFog(false);
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state.EnableFog(false);
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for(auto &cmd : commands)
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for(auto &cmd : commands)
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@ -131,7 +130,6 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
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state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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state.EnableFog(2); // Special 2D mode 'fog'.
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state.EnableFog(2); // Special 2D mode 'fog'.
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// Rather than adding remapping code, let's enforce that the constants here are equal.
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state.SetTextureMode(cmd.mDrawMode);
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state.SetTextureMode(cmd.mDrawMode);
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int sciX, sciY, sciW, sciH;
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int sciX, sciY, sciW, sciH;
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