// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "gl/system/gl_system.h" #include "gl/shaders/gl_shader.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_quaddrawer.h" #include "gl/data/gl_matrix.h" /* ** For handling of dynamically created quads when no persistently mapped ** buffer or client array is available (i.e. GL 3.x core profiles) ** ** In this situation the 4 vertices of a quad primitive are being passed ** as a matrix uniform because that is a lot faster than any kind of ** temporary buffer change. */ FFlatVertex FQuadDrawer::buffer[4]; //========================================================================== // // // //========================================================================== void FQuadDrawer::DoRender(int type) { // When this gets called, the render state must already be applied so we can just // send our vertices to the current shader. float matV[16], matT[16]; for(int i=0;i<4;i++) { matV[i*4+0] = buffer[i].x; matV[i*4+1] = buffer[i].z; matV[i*4+2] = buffer[i].y; matV[i*4+3] = 1; matT[i*4+0] = buffer[i].u; matT[i*4+1] = buffer[i].v; matT[i*4+2] = matT[i*4+3] = 0; } FShader *shader = GLRenderer->mShaderManager->GetActiveShader(); glUniformMatrix4fv(shader->vertexmatrix_index, 1, false, matV); glUniformMatrix4fv(shader->texcoordmatrix_index, 1, false, matT); glUniform1i(shader->quadmode_index, 1); GLRenderer->mVBO->RenderArray(type, FFlatVertexBuffer::QUAD_INDEX, 4); glUniform1i(shader->quadmode_index, 0); }