mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
- 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:
parent
57a455d6cb
commit
b209b1f960
3 changed files with 19 additions and 16 deletions
|
@ -73,7 +73,8 @@ GLInstance GLInterface;
|
|||
GLInstance::GLInstance()
|
||||
:palmanager(this)
|
||||
{
|
||||
|
||||
VSMatrix mat(0);
|
||||
matrixArray.Push(mat);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
glVertexAttrib4fv(2, renderState.Color);
|
||||
|
@ -262,24 +260,23 @@ void GLInstance::DoDraw()
|
|||
{
|
||||
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);
|
||||
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);
|
||||
glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount);
|
||||
}
|
||||
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];
|
||||
renderState.matrixIndex[num] = matrixArray.Size();
|
||||
matrixArray.Push(*mat);
|
||||
return r;
|
||||
}
|
||||
|
||||
void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
|
||||
|
|
|
@ -208,14 +208,20 @@ public:
|
|||
void ClearBufferState();
|
||||
|
||||
float GetProjectionM5() { return mProjectionM5; }
|
||||
void SetMatrix(int num, const VSMatrix *mat );
|
||||
void SetMatrix(int num, const float *mat)
|
||||
int SetMatrix(int num, const VSMatrix *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;
|
||||
return r;
|
||||
}
|
||||
void RestoreMatrix(int num, int index)
|
||||
{
|
||||
renderState.matrixIndex[num] = index;
|
||||
}
|
||||
|
||||
void SetPolymostShader();
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
VSMatrix mat(0);
|
||||
SetMatrix(Matrix_View, mat.get());
|
||||
SetMatrix(Matrix_ModelView, mat.get());
|
||||
SetMatrix(Matrix_Detail, mat.get());
|
||||
SetIdentityMatrix(Matrix_View);
|
||||
SetIdentityMatrix(Matrix_ModelView);
|
||||
SetIdentityMatrix(Matrix_Detail);
|
||||
mat.ortho(0, xdim, ydim, 0, -1, 1);
|
||||
SetMatrix(Matrix_Projection, mat.get());
|
||||
SetViewport(0, 0, xdim, ydim);
|
||||
|
|
Loading…
Reference in a new issue