raze-gles/source/core/rendering/hw_models.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 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 2 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_models.cpp
**
** hardware renderer model handling code
**
**/
#include "filesystem.h"
#include "i_time.h"
#include "cmdlib.h"
#include "hw_material.h"
#include "hwrenderer/data/buffers.h"
#include "flatvertices.h"
#include "hw_renderstate.h"
#include "hw_models.h"
//CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
{
VSMatrix objectToWorldMatrix(0);
//di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix);
return objectToWorldMatrix;
}
void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
state.SetDepthFunc(DF_LEqual);
state.EnableTexture(true);
state.SetCulling(mirrored ? Cull_CCW : Cull_CW);
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
}
void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
{
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
state.SetCulling(Cull_None);
}
void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
state.SetDepthFunc(DF_LEqual);
state.SetCulling(mirrored ? Cull_CCW : Cull_CW);
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
}
void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style)
{
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
state.SetCulling(Cull_None);
}
IModelVertexBuffer *FHWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
{
return new FModelVertexBuffer(needindex, singleframe);
}
void FHWModelRenderer::SetInterpolation(double inter)
{
state.SetInterpolationFactor((float)inter);
}
void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
{
state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
state.SetLightIndex(modellightindex);
}
void FHWModelRenderer::DrawArrays(int start, int count)
{
state.Draw(DT_Triangles, start, count);
}
void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
{
state.DrawIndexed(DT_Triangles, int(offset / sizeof(unsigned int)), numIndices);
}
//===========================================================================
//
//
//
//===========================================================================
void FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size)
{
auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2);
if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer());
}