mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
- - removed the remains of the old FVertexBuffer class.
This commit is contained in:
parent
067716cefb
commit
83e706afe7
16 changed files with 50 additions and 268 deletions
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@ -1037,7 +1037,6 @@ set (PCH_SOURCES
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g_statusbar/sbarinfo.cpp
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g_statusbar/sbarinfo.cpp
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g_statusbar/sbar_mugshot.cpp
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g_statusbar/sbar_mugshot.cpp
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g_statusbar/shared_sbar.cpp
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g_statusbar/shared_sbar.cpp
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gl/data/gl_vertexbuffer.cpp
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gl/data/gl_uniformbuffer.cpp
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gl/data/gl_uniformbuffer.cpp
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gl/data/gl_viewpointbuffer.cpp
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gl/data/gl_viewpointbuffer.cpp
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gl/dynlights/gl_lightbuffer.cpp
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gl/dynlights/gl_lightbuffer.cpp
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@ -1,93 +0,0 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_vertexbuffer.cpp
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** Vertex buffer handling.
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**
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**/
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#include "gl_load/gl_system.h"
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#include "doomtype.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "cmdlib.h"
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#include "gl_load/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/data/gl_vertexbuffer.h"
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//==========================================================================
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//
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// Create / destroy the VBO
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//
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//==========================================================================
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FVertexBuffer::FVertexBuffer(bool wantbuffer)
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{
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vbo_id = 0;
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if (wantbuffer) glGenBuffers(1, &vbo_id);
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}
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FVertexBuffer::~FVertexBuffer()
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{
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if (vbo_id != 0)
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{
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glDeleteBuffers(1, &vbo_id);
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}
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}
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void FSimpleVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->u);
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glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSimpleVertex), &VSiO->color);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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glDisableVertexAttribArray(VATTR_NORMAL);
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}
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void FSimpleVertexBuffer::EnableColorArray(bool on)
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{
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if (on)
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{
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glEnableVertexAttribArray(VATTR_COLOR);
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}
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else
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{
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glDisableVertexAttribArray(VATTR_COLOR);
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}
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}
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void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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gl_RenderState.ResetVertexBuffer();
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gl_RenderState.SetVertexBuffer(this);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
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}
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@ -1,89 +0,0 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#ifndef __VERTEXBUFFER_H
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#define __VERTEXBUFFER_H
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#include <atomic>
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#include <thread>
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#include <mutex>
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#include "tarray.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "gl_load/gl_interface.h"
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#include "r_data/models/models.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/data/vertexbuffer.h"
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struct vertex_t;
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struct secplane_t;
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struct subsector_t;
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struct sector_t;
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class FMaterial;
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class FRenderState;
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class FVertexBuffer
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{
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protected:
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unsigned int vbo_id;
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public:
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FVertexBuffer(bool wantbuffer = true);
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virtual ~FVertexBuffer();
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virtual void BindVBO() = 0;
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};
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struct FSimpleVertex
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{
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float x, z, y; // world position
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float u, v; // texture coordinates
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PalEntry color;
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void Set(float xx, float zz, float yy, float uu = 0, float vv = 0, PalEntry col = 0xffffffff)
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{
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x = xx;
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z = zz;
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y = yy;
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u = uu;
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v = vv;
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color = col;
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}
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};
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#define VTO ((FFlatVertex*)NULL)
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#define VSiO ((FSimpleVertex*)NULL)
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class FSimpleVertexBuffer : public FVertexBuffer
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{
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TArray<FSimpleVertex> mBuffer;
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public:
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FSimpleVertexBuffer()
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{
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}
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void BindVBO();
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void set(FSimpleVertex *verts, int count);
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void EnableColorArray(bool on);
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};
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#endif
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@ -37,6 +37,8 @@
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#include "i_time.h"
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#include "i_time.h"
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#include "cmdlib.h"
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#include "cmdlib.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/data/vertexbuffer.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "gl_load/gl_interface.h"
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#include "gl_load/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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@ -23,7 +23,6 @@
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#pragma once
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#pragma once
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#include "tarray.h"
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#include "tarray.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "p_pspr.h"
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#include "p_pspr.h"
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#include "r_data/voxels.h"
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#include "r_data/voxels.h"
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#include "r_data/models/models.h"
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#include "r_data/models/models.h"
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@ -37,11 +37,11 @@
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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#include "r_videoscale.h"
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@ -28,7 +28,6 @@
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#include "templates.h"
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#include "templates.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "gl_load/gl_interface.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_postprocessstate.h"
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#include "p_effect.h"
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#include "p_effect.h"
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#include "d_player.h"
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#include "d_player.h"
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#include "a_dynlight.h"
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#include "a_dynlight.h"
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#include "cmdlib.h"
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#include "g_game.h"
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#include "g_game.h"
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#include "swrenderer/r_swscene.h"
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#include "swrenderer/r_swscene.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
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#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "r_videoscale.h"
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#include "r_videoscale.h"
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#include "r_data/models/models.h"
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Bool, cl_capfps)
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//
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//
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//===========================================================================
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//===========================================================================
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class F2DVertexBuffer : public FSimpleVertexBuffer
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class F2DVertexBuffer
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{
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{
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uint32_t ibo_id;
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IVertexBuffer *mVertexBuffer;
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IIndexBuffer *mIndexBuffer;
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// Make sure we can build upon FSimpleVertexBuffer.
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static_assert(offsetof(FSimpleVertex, x) == offsetof(F2DDrawer::TwoDVertex, x), "x not aligned");
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static_assert(offsetof(FSimpleVertex, u) == offsetof(F2DDrawer::TwoDVertex, u), "u not aligned");
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static_assert(offsetof(FSimpleVertex, color) == offsetof(F2DDrawer::TwoDVertex, color0), "color not aligned");
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public:
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public:
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F2DVertexBuffer()
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F2DVertexBuffer()
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{
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{
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glGenBuffers(1, &ibo_id);
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mVertexBuffer = screen->CreateVertexBuffer();
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mIndexBuffer = screen->CreateIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(FSkyVertex), format);
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}
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}
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~F2DVertexBuffer()
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~F2DVertexBuffer()
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{
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{
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if (ibo_id != 0)
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delete mIndexBuffer;
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{
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delete mVertexBuffer;
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glDeleteBuffers(1, &ibo_id);
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}
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}
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}
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void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
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void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
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{
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
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glBufferData(GL_ARRAY_BUFFER, vertcount * sizeof(vertices[0]), vertices, GL_STREAM_DRAW);
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexcount * sizeof(indices[0]), indices, GL_STREAM_DRAW);
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}
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}
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void BindVBO() override
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void Bind(FRenderState &state)
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{
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{
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FSimpleVertexBuffer::BindVBO();
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state.SetVertexBuffer(mVertexBuffer, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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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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@ -446,9 +450,9 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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// Change from BGRA to RGBA
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// Change from BGRA to RGBA
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std::swap(v.color0.r, v.color0.b);
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std::swap(v.color0.r, v.color0.b);
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}
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}
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auto vb = new F2DVertexBuffer;
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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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gl_RenderState.SetVertexBuffer(vb);
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vb.Bind(gl_RenderState);
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gl_RenderState.EnableFog(false);
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gl_RenderState.EnableFog(false);
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for(auto &cmd : commands)
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for(auto &cmd : commands)
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||||||
|
@ -544,7 +548,6 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
|
||||||
gl_RenderState.EnableFog(false);
|
gl_RenderState.EnableFog(false);
|
||||||
gl_RenderState.ResetColor();
|
gl_RenderState.ResetColor();
|
||||||
gl_RenderState.Apply();
|
gl_RenderState.Apply();
|
||||||
delete vb;
|
|
||||||
FGLDebug::PopGroup();
|
FGLDebug::PopGroup();
|
||||||
twoD.Unclock();
|
twoD.Unclock();
|
||||||
}
|
}
|
||||||
|
|
|
@ -30,8 +30,9 @@
|
||||||
#include "r_data/colormaps.h"
|
#include "r_data/colormaps.h"
|
||||||
#include "gl_load/gl_system.h"
|
#include "gl_load/gl_system.h"
|
||||||
#include "gl_load/gl_interface.h"
|
#include "gl_load/gl_interface.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
|
||||||
#include "hwrenderer/utility/hw_cvars.h"
|
#include "hwrenderer/utility/hw_cvars.h"
|
||||||
|
#include "hwrenderer/data/flatvertices.h"
|
||||||
|
#include "hwrenderer/scene/hw_skydome.h"
|
||||||
#include "gl/shaders/gl_shader.h"
|
#include "gl/shaders/gl_shader.h"
|
||||||
#include "gl/renderer/gl_renderer.h"
|
#include "gl/renderer/gl_renderer.h"
|
||||||
#include "gl/dynlights//gl_lightbuffer.h"
|
#include "gl/dynlights//gl_lightbuffer.h"
|
||||||
|
@ -262,8 +263,6 @@ void FGLRenderState::ApplyState()
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderState::ApplyBuffers()
|
void FGLRenderState::ApplyBuffers()
|
||||||
{
|
|
||||||
if (mVertexBuffer != nullptr)
|
|
||||||
{
|
{
|
||||||
if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
|
if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
|
||||||
{
|
{
|
||||||
|
@ -272,7 +271,6 @@ void FGLRenderState::ApplyBuffers()
|
||||||
mCurrentVertexBuffer = mVertexBuffer;
|
mCurrentVertexBuffer = mVertexBuffer;
|
||||||
mCurrentVertexOffsets[0] = mVertexOffsets[0];
|
mCurrentVertexOffsets[0] = mVertexOffsets[0];
|
||||||
mCurrentVertexOffsets[1] = mVertexOffsets[1];
|
mCurrentVertexOffsets[1] = mVertexOffsets[1];
|
||||||
mCurrentFVertexBuffer = nullptr;
|
|
||||||
}
|
}
|
||||||
if (mIndexBuffer != mCurrentIndexBuffer)
|
if (mIndexBuffer != mCurrentIndexBuffer)
|
||||||
{
|
{
|
||||||
|
@ -280,15 +278,6 @@ void FGLRenderState::ApplyBuffers()
|
||||||
mCurrentIndexBuffer = mIndexBuffer;
|
mCurrentIndexBuffer = mIndexBuffer;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (mFVertexBuffer != mCurrentFVertexBuffer)
|
|
||||||
{
|
|
||||||
if (mFVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
else mFVertexBuffer->BindVBO();
|
|
||||||
mCurrentFVertexBuffer = mFVertexBuffer;
|
|
||||||
mCurrentVertexBuffer = nullptr;
|
|
||||||
mCurrentIndexBuffer = nullptr;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void FGLRenderState::Apply()
|
void FGLRenderState::Apply()
|
||||||
{
|
{
|
||||||
|
@ -391,10 +380,3 @@ void FGLRenderState::ApplyBlendMode()
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Needs to be redone
|
|
||||||
void FGLRenderState::SetVertexBuffer(int which)
|
|
||||||
{
|
|
||||||
if (which == VB_Sky) GLRenderer->mSkyVBO->Bind(*this);
|
|
||||||
else GLRenderer->mVBO->Bind(*this);
|
|
||||||
}
|
|
||||||
|
|
|
@ -34,7 +34,6 @@
|
||||||
#include "r_data/r_translate.h"
|
#include "r_data/r_translate.h"
|
||||||
#include "g_levellocals.h"
|
#include "g_levellocals.h"
|
||||||
|
|
||||||
class FVertexBuffer;
|
|
||||||
class FShader;
|
class FShader;
|
||||||
struct GLSectorPlane;
|
struct GLSectorPlane;
|
||||||
extern TArray<VSMatrix> gl_MatrixStack;
|
extern TArray<VSMatrix> gl_MatrixStack;
|
||||||
|
@ -56,8 +55,6 @@ class FGLRenderState : public FRenderState
|
||||||
|
|
||||||
float mInterpolationFactor;
|
float mInterpolationFactor;
|
||||||
|
|
||||||
FVertexBuffer *mFVertexBuffer, *mCurrentFVertexBuffer;
|
|
||||||
|
|
||||||
int mEffectState;
|
int mEffectState;
|
||||||
int mTempTM = TM_NORMAL;
|
int mTempTM = TM_NORMAL;
|
||||||
|
|
||||||
|
@ -107,17 +104,9 @@ public:
|
||||||
void ApplyLightIndex(int index);
|
void ApplyLightIndex(int index);
|
||||||
void ApplyBlendMode();
|
void ApplyBlendMode();
|
||||||
|
|
||||||
void SetVertexBuffer(FVertexBuffer *vb)
|
|
||||||
{
|
|
||||||
mFVertexBuffer = vb;
|
|
||||||
mVertexBuffer = nullptr;
|
|
||||||
mIndexBuffer = nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ResetVertexBuffer()
|
void ResetVertexBuffer()
|
||||||
{
|
{
|
||||||
// forces rebinding with the next 'apply' call.
|
// forces rebinding with the next 'apply' call.
|
||||||
mCurrentFVertexBuffer = nullptr;
|
|
||||||
mVertexBuffer = nullptr;
|
mVertexBuffer = nullptr;
|
||||||
mIndexBuffer = nullptr;
|
mIndexBuffer = nullptr;
|
||||||
}
|
}
|
||||||
|
@ -174,8 +163,6 @@ public:
|
||||||
return mPassType == GBUFFER_PASS ? 3 : 1;
|
return mPassType == GBUFFER_PASS ? 3 : 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void SetVertexBuffer(int which) override;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
extern FGLRenderState gl_RenderState;
|
extern FGLRenderState gl_RenderState;
|
||||||
|
|
|
@ -34,8 +34,9 @@
|
||||||
#include "g_levellocals.h"
|
#include "g_levellocals.h"
|
||||||
#include "tarray.h"
|
#include "tarray.h"
|
||||||
#include "hwrenderer/scene/hw_drawstructs.h"
|
#include "hwrenderer/scene/hw_drawstructs.h"
|
||||||
|
#include "hwrenderer/data/flatvertices.h"
|
||||||
|
#include "hwrenderer/utility/hw_clock.h"
|
||||||
|
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
|
||||||
#include "gl/scene/gl_drawinfo.h"
|
#include "gl/scene/gl_drawinfo.h"
|
||||||
#include "hwrenderer/scene/hw_clipper.h"
|
#include "hwrenderer/scene/hw_clipper.h"
|
||||||
#include "gl/renderer/gl_renderstate.h"
|
#include "gl/renderer/gl_renderstate.h"
|
||||||
|
@ -259,6 +260,7 @@ void FDrawInfo::RenderPortal(HWPortal *p, bool usestencil)
|
||||||
gl_RenderState.SetLightIndex(-1);
|
gl_RenderState.SetLightIndex(-1);
|
||||||
gp->DrawContents(new_di, gl_RenderState);
|
gp->DrawContents(new_di, gl_RenderState);
|
||||||
new_di->EndDrawInfo();
|
new_di->EndDrawInfo();
|
||||||
|
GLRenderer->mVBO->Bind(gl_RenderState);
|
||||||
GLRenderer->mViewpoints->Bind(vpIndex);
|
GLRenderer->mViewpoints->Bind(vpIndex);
|
||||||
gp->RemoveStencil(this, gl_RenderState, usestencil);
|
gp->RemoveStencil(this, gl_RenderState, usestencil);
|
||||||
|
|
||||||
|
|
|
@ -39,7 +39,10 @@
|
||||||
#include "p_local.h"
|
#include "p_local.h"
|
||||||
#include "serializer.h"
|
#include "serializer.h"
|
||||||
#include "g_levellocals.h"
|
#include "g_levellocals.h"
|
||||||
|
#include "r_data/models/models.h"
|
||||||
#include "hwrenderer/dynlights/hw_dynlightdata.h"
|
#include "hwrenderer/dynlights/hw_dynlightdata.h"
|
||||||
|
#include "hwrenderer/utility/hw_clock.h"
|
||||||
|
#include "hwrenderer/data/flatvertices.h"
|
||||||
|
|
||||||
#include "gl/dynlights/gl_lightbuffer.h"
|
#include "gl/dynlights/gl_lightbuffer.h"
|
||||||
#include "gl_load/gl_interface.h"
|
#include "gl_load/gl_interface.h"
|
||||||
|
@ -48,7 +51,6 @@
|
||||||
#include "hwrenderer/utility/hw_cvars.h"
|
#include "hwrenderer/utility/hw_cvars.h"
|
||||||
#include "gl/renderer/gl_renderstate.h"
|
#include "gl/renderer/gl_renderstate.h"
|
||||||
#include "gl/renderer/gl_renderbuffers.h"
|
#include "gl/renderer/gl_renderbuffers.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
|
||||||
#include "gl/data/gl_viewpointbuffer.h"
|
#include "gl/data/gl_viewpointbuffer.h"
|
||||||
#include "hwrenderer/scene/hw_clipper.h"
|
#include "hwrenderer/scene/hw_clipper.h"
|
||||||
#include "hwrenderer/scene/hw_portal.h"
|
#include "hwrenderer/scene/hw_portal.h"
|
||||||
|
|
|
@ -31,7 +31,6 @@
|
||||||
#include "gl_load/gl_interface.h"
|
#include "gl_load/gl_interface.h"
|
||||||
#include "hwrenderer/utility/hw_cvars.h"
|
#include "hwrenderer/utility/hw_cvars.h"
|
||||||
#include "gl/renderer/gl_renderer.h"
|
#include "gl/renderer/gl_renderer.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
|
||||||
#include "gl/dynlights/gl_lightbuffer.h"
|
#include "gl/dynlights/gl_lightbuffer.h"
|
||||||
#include "gl/scene/gl_drawinfo.h"
|
#include "gl/scene/gl_drawinfo.h"
|
||||||
|
|
||||||
|
|
|
@ -38,7 +38,6 @@
|
||||||
#include "gl/textures/gl_samplers.h"
|
#include "gl/textures/gl_samplers.h"
|
||||||
#include "hwrenderer/utility/hw_clock.h"
|
#include "hwrenderer/utility/hw_clock.h"
|
||||||
#include "hwrenderer/utility/hw_vrmodes.h"
|
#include "hwrenderer/utility/hw_vrmodes.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
|
||||||
#include "gl/data/gl_uniformbuffer.h"
|
#include "gl/data/gl_uniformbuffer.h"
|
||||||
#include "gl/models/gl_models.h"
|
#include "gl/models/gl_models.h"
|
||||||
#include "gl/shaders/gl_shaderprogram.h"
|
#include "gl/shaders/gl_shaderprogram.h"
|
||||||
|
@ -46,6 +45,8 @@
|
||||||
#include "r_videoscale.h"
|
#include "r_videoscale.h"
|
||||||
#include "glsys_vertexbuffer.h"
|
#include "glsys_vertexbuffer.h"
|
||||||
|
|
||||||
|
#include "hwrenderer/data/flatvertices.h"
|
||||||
|
|
||||||
EXTERN_CVAR (Bool, vid_vsync)
|
EXTERN_CVAR (Bool, vid_vsync)
|
||||||
|
|
||||||
FGLRenderer *GLRenderer;
|
FGLRenderer *GLRenderer;
|
||||||
|
|
|
@ -407,17 +407,7 @@ public:
|
||||||
mIndexBuffer = ib;
|
mIndexBuffer = ib;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void SetColor(int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
|
void SetColor(int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
|
||||||
void SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
|
void SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
|
||||||
|
|
||||||
// Temporary helper to get around the lack of hardware independent vertex buffer interface.
|
|
||||||
// This needs to be done better so that abstract interfaces can be passed around between hwrenderer and the backends.
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
VB_Default,
|
|
||||||
VB_Sky
|
|
||||||
};
|
|
||||||
virtual void SetVertexBuffer(int which) = 0;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -180,7 +180,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
|
||||||
|
|
||||||
di->SetupView(0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
|
di->SetupView(0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
|
||||||
|
|
||||||
state.SetVertexBuffer(FRenderState::VB_Sky);
|
vertexBuffer->Bind(state);
|
||||||
if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
|
if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
|
||||||
{
|
{
|
||||||
RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
|
RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
|
||||||
|
@ -215,7 +215,6 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
|
||||||
state.SetObjectColor(0xffffffff);
|
state.SetObjectColor(0xffffffff);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
state.SetVertexBuffer(FRenderState::VB_Default);
|
|
||||||
::level.lightmode = oldlightmode;
|
::level.lightmode = oldlightmode;
|
||||||
di->SetDepthClamp(oldClamp);
|
di->SetDepthClamp(oldClamp);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue