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- viewport and scissor moved to render state.
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cfc0ba48cb
commit
27ed6cdae5
3 changed files with 45 additions and 21 deletions
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@ -37,6 +37,8 @@ enum PRSFlags
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STF_WIREFRAME = 512,
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STF_CLEARCOLOR = 1024,
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STF_CLEARDEPTH = 2048,
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STF_VIEWPORTSET = 4096,
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STF_SCISSORSET = 4096,
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};
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@ -57,6 +59,8 @@ struct PolymostRenderState
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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FRenderStyle Style{};
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PalEntry ClearColor = 0;
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short vp_x, vp_y, vp_w, vp_h;
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short sc_x, sc_y, sc_w, sc_h;
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PalEntry FogColor;
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@ -340,18 +340,6 @@ void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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}
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}
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void GLInstance::SetScissor(int x1, int y1, int x2, int y2)
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{
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glScissor(x1, y1, x2, y2);
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glEnable(GL_SCISSOR_TEST);
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}
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void GLInstance::DisableScissor()
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{
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glDisable(GL_SCISSOR_TEST);
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}
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void GLInstance::SetColor(float r, float g, float b, float a)
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{
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glVertexAttrib4f(2, r, g, b, a);
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@ -364,11 +352,6 @@ void GLInstance::SetDepthFunc(int func)
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glDepthFunc(f[func]);
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}
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void GLInstance::SetViewport(int x, int y, int w, int h)
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{
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glViewport(x, y, w, h);
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}
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void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
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{
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glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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@ -494,8 +477,23 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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if (StateFlags & STF_CLEARCOLOR) bit |= GL_COLOR_BUFFER_BIT;
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if (StateFlags & STF_CLEARDEPTH) bit |= GL_DEPTH_BUFFER_BIT;
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glClear(bit);
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StateFlags &= ~(STF_CLEARCOLOR|STF_CLEARDEPTH);
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}
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if (StateFlags & STF_VIEWPORTSET)
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{
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glViewport(vp_x, vp_y, vp_w, vp_h);
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}
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if (StateFlags & STF_SCISSORSET)
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{
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if (sc_x >= 0)
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{
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glScissor(sc_x, sc_y, sc_w, sc_h);
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glEnable(GL_SCISSOR_TEST);
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}
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else
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glDisable(GL_SCISSOR_TEST);
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}
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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oldState.Flags = StateFlags;
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}
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if (Style != oldState.Style)
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@ -287,10 +287,7 @@ public:
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SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
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}
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void SetScissor(int x1, int y1, int x2, int y2);
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void DisableScissor();
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void SetDepthFunc(int func);
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void SetViewport(int x, int y, int w, int h);
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void SetPolymostShader();
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void SetSurfaceShader();
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void SetVPXShader();
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@ -405,6 +402,31 @@ public:
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if (depth) renderState.StateFlags |= STF_CLEARDEPTH;
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}
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void SetViewport(int x, int y, int w, int h)
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{
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renderState.vp_x = (short)x;
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renderState.vp_y = (short)y;
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renderState.vp_w = (short)w;
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renderState.vp_h = (short)h;
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renderState.StateFlags |= STF_VIEWPORTSET;
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}
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void SetScissor(int x1, int y1, int x2, int y2)
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{
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renderState.sc_x = (short)x1;
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renderState.sc_y = (short)y1;
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renderState.sc_w = (short)x2;
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renderState.sc_h = (short)y2;
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renderState.StateFlags |= STF_SCISSORSET;
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}
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void DisableScissor()
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{
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renderState.sc_x = -1;
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renderState.StateFlags |= STF_SCISSORSET;
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}
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void ClearScreen(PalEntry pe)
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{
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//twod->Clear();
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