- make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before.

- let the matrix setters return the previous value for easy restoring without creating yet another matrix.
This commit is contained in:
Christoph Oelckers 2020-01-19 14:08:48 +01:00
parent 57a455d6cb
commit b209b1f960
3 changed files with 19 additions and 16 deletions

View file

@ -73,7 +73,8 @@ GLInstance GLInterface;
GLInstance::GLInstance() GLInstance::GLInstance()
:palmanager(this) :palmanager(this)
{ {
VSMatrix mat(0);
matrixArray.Push(mat);
} }
void ImGui_Init_Backend(); void ImGui_Init_Backend();
@ -239,9 +240,6 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState) void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState)
{ {
// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
bool applied = false;
if (activeShader == polymostShader) if (activeShader == polymostShader)
{ {
glVertexAttrib4fv(2, renderState.Color); glVertexAttrib4fv(2, renderState.Color);
@ -262,24 +260,23 @@ void GLInstance::DoDraw()
{ {
for (auto& rs : rendercommands) for (auto& rs : rendercommands)
{ {
// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
bool applied = false;
glVertexAttrib4fv(2, rs.Color); glVertexAttrib4fv(2, rs.Color);
if (rs.Color[3] != 1.f) rs.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all. if (rs.Color[3] != 1.f) rs.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
rs.Apply(polymostShader, lastState); rs.Apply(polymostShader, lastState);
glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount); glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount);
} }
rendercommands.Clear(); rendercommands.Clear();
matrixArray.Clear(); matrixArray.Resize(1);
} }
void GLInstance::SetMatrix(int num, const VSMatrix *mat) int GLInstance::SetMatrix(int num, const VSMatrix *mat)
{ {
int r = renderState.matrixIndex[num];
if (num == Matrix_Projection) mProjectionM5 = mat->get()[5]; if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
renderState.matrixIndex[num] = matrixArray.Size(); renderState.matrixIndex[num] = matrixArray.Size();
matrixArray.Push(*mat); matrixArray.Push(*mat);
return r;
} }
void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer) void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)

View file

@ -208,14 +208,20 @@ public:
void ClearBufferState(); void ClearBufferState();
float GetProjectionM5() { return mProjectionM5; } float GetProjectionM5() { return mProjectionM5; }
void SetMatrix(int num, const VSMatrix *mat ); int SetMatrix(int num, const VSMatrix *mat );
void SetMatrix(int num, const float *mat) int SetMatrix(int num, const float *mat)
{ {
SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat)); return SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
} }
void SetIdentityMatrix(int num) int SetIdentityMatrix(int num)
{ {
auto r = renderState.matrixIndex[num];
renderState.matrixIndex[num] = 0; renderState.matrixIndex[num] = 0;
return r;
}
void RestoreMatrix(int num, int index)
{
renderState.matrixIndex[num] = index;
} }
void SetPolymostShader(); void SetPolymostShader();

View file

@ -97,9 +97,9 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
void GLInstance::Draw2D(F2DDrawer *drawer) void GLInstance::Draw2D(F2DDrawer *drawer)
{ {
VSMatrix mat(0); VSMatrix mat(0);
SetMatrix(Matrix_View, mat.get()); SetIdentityMatrix(Matrix_View);
SetMatrix(Matrix_ModelView, mat.get()); SetIdentityMatrix(Matrix_ModelView);
SetMatrix(Matrix_Detail, mat.get()); SetIdentityMatrix(Matrix_Detail);
mat.ortho(0, xdim, ydim, 0, -1, 1); mat.ortho(0, xdim, ydim, 0, -1, 1);
SetMatrix(Matrix_Projection, mat.get()); SetMatrix(Matrix_Projection, mat.get());
SetViewport(0, 0, xdim, ydim); SetViewport(0, 0, xdim, ydim);