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https://github.com/ZDoom/qzdoom-gpl.git
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- draw wipes with buffers
Only two things left that still use immediate mode directly: MD3 models and voxels.
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1efc2938b7
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9c5cec0056
1 changed files with 53 additions and 61 deletions
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@ -57,6 +57,7 @@
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/data/gl_vertexbuffer.h"
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#ifndef _WIN32
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struct POINT {
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@ -283,30 +284,24 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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glVertex2i(0, 0);
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glTexCoord2f(0, 0);
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glVertex2i(0, fb->Height);
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glTexCoord2f(ur, vb);
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glVertex2i(fb->Width, 0);
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glTexCoord2f(ur, 0);
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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fb->wipeendscreen->Bind(0);
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gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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glVertex2i(0, 0);
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glTexCoord2f(0, 0);
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glVertex2i(0, fb->Height);
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glTexCoord2f(ur, vb);
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glVertex2i(fb->Width, 0);
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glTexCoord2f(ur, 0);
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.EnableAlphaTest(true);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -351,16 +346,17 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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glVertex2i(0, 0);
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glTexCoord2f(0, 0);
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glVertex2i(0, fb->Height);
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glTexCoord2f(ur, vb);
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glVertex2i(fb->Width, 0);
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glTexCoord2f(ur, 0);
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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FFlatVertex *ptr;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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int i, dy;
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bool done = false;
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@ -384,7 +380,9 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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done = false;
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}
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if (ticks == 0)
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{ // Only draw for the final tick.
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{
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// Only draw for the final tick.
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// No need for optimization. Wipes won't ever be drawn with anything else.
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RECT rect;
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POINT dpt;
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@ -400,16 +398,17 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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float th = (float)FHardwareTexture::GetTexDimension(fb->Height);
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rect.bottom = fb->Height - rect.bottom;
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rect.top = fb->Height - rect.top;
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(rect.left / tw, rect.top / th);
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glVertex2i(rect.left, rect.bottom);
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glTexCoord2f(rect.left / tw, rect.bottom / th);
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glVertex2i(rect.left, rect.top);
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glTexCoord2f(rect.right / tw, rect.top / th);
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glVertex2i(rect.right, rect.bottom);
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glTexCoord2f(rect.right / tw, rect.bottom / th);
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glVertex2i(rect.right, rect.top);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
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ptr++;
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ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
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ptr++;
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ptr->Set(rect.right, rect.bottom, 0, rect.right / tw, rect.top / th);
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ptr++;
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ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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}
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}
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@ -495,16 +494,18 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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glVertex2i(0, 0);
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glTexCoord2f(0, 0);
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glVertex2i(0, fb->Height);
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glTexCoord2f(ur, vb);
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glVertex2i(fb->Width, 0);
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glTexCoord2f(ur, 0);
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetEffect(EFF_BURN);
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@ -516,16 +517,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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glVertex2i(0, 0);
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glTexCoord2f(0, 0);
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glVertex2i(0, fb->Height);
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glTexCoord2f(ur, vb);
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glVertex2i(fb->Width, 0);
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glTexCoord2f(ur, 0);
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.SetEffect(EFF_NONE);
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// The fire may not always stabilize, so the wipe is forced to end
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