raze-gles/source/glbackend/hw_draw2d.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2018 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/
//
//--------------------------------------------------------------------------
//
/*
** 2d drawer
** Renderer interface
**
*/
#include "cmdlib.h"
#include "gl_buffers.h"
#include "v_2ddrawer.h"
#include "c_cvars.h"
#include "glbackend.h"
#include "v_draw.h"
//===========================================================================
//
// Vertex buffer for 2D drawer
//
//===========================================================================
class F2DVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
F2DVertexBuffer()
{
mVertexBuffer = new OpenGLRenderer::GLVertexBuffer();
mIndexBuffer = new OpenGLRenderer::GLIndexBuffer();
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
};
mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
}
~F2DVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
}
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
{
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
}
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, mIndexBuffer);
}
};
//===========================================================================
//
// Draws the 2D stuff. This is the version for OpenGL 3 and later.
//
//===========================================================================
void Draw2D(F2DDrawer *drawer, FRenderState &state)
{
VSMatrix mat(0);
GLInterface.SetMatrix(Matrix_View, mat.get());
GLInterface.SetMatrix(Matrix_ModelView, mat.get());
GLInterface.SetMatrix(Matrix_Detail, mat.get());
mat.ortho(0, xdim, ydim, 0, -1, 1);
GLInterface.SetMatrix(Matrix_Projection, mat.get());
GLInterface.SetViewport(0, 0, xdim, ydim);
GLInterface.EnableDepthTest(false);
GLInterface.EnableMultisampling(false);
auto &vertices = drawer->mVertices;
auto &indices = drawer->mIndices;
auto &commands = drawer->mData;
if (commands.Size() == 0)
{
return;
}
if (drawer->mIsFirstPass)
{
for (auto &v : vertices)
{
// Change from BGRA to RGBA
std::swap(v.color0.r, v.color0.b);
}
}
F2DVertexBuffer vb;
vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
GLInterface.SetVertexBuffer(vb.GetBufferObjects().first, 0, 0);
GLInterface.SetIndexBuffer(vb.GetBufferObjects().second);
GLInterface.SetFadeDisable(true);
for(auto &cmd : commands)
{
int gltrans = -1;
//state.SetRenderStyle(cmd.mRenderStyle);
//state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
//state.SetTextureMode(cmd.mDrawMode);
int sciX, sciY, sciW, sciH;
if (cmd.mFlags & F2DDrawer::DTF_Scissor)
{
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
// Note that the origin here is the lower left corner!
sciX = /*screen->ScreenToWindowX*/(cmd.mScissor[0]);
sciY = /*screen->ScreenToWindowY*/(cmd.mScissor[3]);
sciW = /*screen->ScreenToWindowX*/(cmd.mScissor[2]) - sciX;
sciH = /*screen->ScreenToWindowY*/(cmd.mScissor[1]) - sciY;
}
else
{
sciX = sciY = sciW = sciH = -1;
}
//GLInterface.SetScissor(sciX, sciY, sciW, sciH);
//state.SetFog(cmd.mColor1, 0);
GLInterface.SetColor(1, 1, 1);
//state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
GLInterface.SetAlphaThreshold(0.0f);
if (cmd.mTexture != nullptr)
{
auto tex = cmd.mTexture;
GLInterface.SetNamedTexture(cmd.mTexture, cmd.mRemapIndex, cmd.mFlags & F2DDrawer::DTF_Wrap ? SamplerRepeat : SamplerClampXY);
GLInterface.UseColorOnly(false);
}
else
{
GLInterface.UseColorOnly(true);
}
switch (cmd.mType)
{
case F2DDrawer::DrawTypeTriangles:
GLInterface.Draw(DT_TRIANGLES, cmd.mIndexIndex, cmd.mIndexCount);
break;
case F2DDrawer::DrawTypeLines:
GLInterface.Draw(DT_LINES, cmd.mVertIndex, cmd.mVertCount);
break;
case F2DDrawer::DrawTypePoints:
//GLInterface.Draw(DT_POINTS, cmd.mVertIndex, cmd.mVertCount);
break;
}
/*
state.SetObjectColor(0xffffffff);
state.SetObjectColor2(0);
state.SetAddColor(0);
state.EnableTextureMatrix(false);
state.SetEffect(EFF_NONE);
*/
}
//state.SetScissor(-1, -1, -1, -1);
//state.SetRenderStyle(STYLE_Translucent);
GLInterface.SetVertexBuffer(nullptr, 0, 0);
GLInterface.SetIndexBuffer(nullptr);
GLInterface.UseColorOnly(false);
//state.EnableBrightmap(true);
//state.SetTextureMode(TM_NORMAL);
GLInterface.SetFadeDisable(false);
GLInterface.SetColor(1, 1, 1);
//drawer->mIsFirstPass = false;
}