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https://github.com/ZDoom/raze-gles.git
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ab3811bac0
Otherwise the global state settings will not be reset.
283 lines
8.7 KiB
C++
283 lines
8.7 KiB
C++
/*
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** hw_draw2d.cpp
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** 2d drawer Renderer interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2018-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "cmdlib.h"
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#include "gl_buffers.h"
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#include "v_2ddrawer.h"
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#include "c_cvars.h"
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#include "glbackend.h"
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#include "v_draw.h"
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#include "palette.h"
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#include "flatvertices.h"
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extern int16_t numshades;
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extern TArray<VSMatrix> matrixArray;
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//===========================================================================
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//
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// Vertex buffer for 2D drawer
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//
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//===========================================================================
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class F2DVertexBuffer
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{
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IVertexBuffer *mVertexBuffer;
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IIndexBuffer *mIndexBuffer;
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public:
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F2DVertexBuffer()
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{
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mVertexBuffer = new OpenGLRenderer::GLVertexBuffer();
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mIndexBuffer = new OpenGLRenderer::GLIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
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}
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~F2DVertexBuffer()
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{
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delete mIndexBuffer;
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delete mVertexBuffer;
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}
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void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
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{
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mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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}
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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return std::make_pair(mVertexBuffer, mIndexBuffer);
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}
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};
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//===========================================================================
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//
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// Draws the 2D stuff. This is the version for OpenGL 3 and later.
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//
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//===========================================================================
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void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend, int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2, int32_t uniqid);
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void GLInstance::Draw2D(F2DDrawer *drawer)
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{
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VSMatrix mat(0);
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SetIdentityMatrix(Matrix_View);
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SetIdentityMatrix(Matrix_Model);
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SetIdentityMatrix(Matrix_Detail);
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mat.ortho(0, xdim, ydim, 0, -1, 1);
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SetMatrix(Matrix_Projection, mat.get());
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SetViewport(0, 0, xdim, ydim);
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EnableDepthTest(false);
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EnableMultisampling(false);
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EnableBlend(true);
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EnableAlphaTest(true);
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SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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auto &vertices = drawer->mVertices;
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auto &indices = drawer->mIndices;
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auto &commands = drawer->mData;
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if (commands.Size() == 0)
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{
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return;
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}
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if (drawer->mIsFirstPass)
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{
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for (auto &v : vertices)
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{
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// Change from BGRA to RGBA
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std::swap(v.color0.r, v.color0.b);
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}
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}
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F2DVertexBuffer vb;
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vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
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assert(vb.GetBufferObjects().first && vb.GetBufferObjects().second);
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SetVertexBuffer(vb.GetBufferObjects().first, 0, 0);
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SetIndexBuffer(vb.GetBufferObjects().second);
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SetFadeDisable(true);
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for(auto &cmd : commands)
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{
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int gltrans = -1;
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SetRenderStyle(cmd.mRenderStyle);
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//state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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//state.SetTextureMode(cmd.mDrawMode);
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if (cmd.mFlags & F2DDrawer::DTF_Scissor)
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{
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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// Note that the origin here is the lower left corner!
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int sciX = screen->ScreenToWindowX(cmd.mScissor[0]);
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int sciY = screen->ScreenToWindowY(cmd.mScissor[3]);
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int sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX;
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int sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY;
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SetScissor(sciX, sciY, sciW, sciH);
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}
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else
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{
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DisableScissor();
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}
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//state.SetFog(cmd.mColor1, 0);
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SetColor(1, 1, 1);
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//state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
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if (cmd.mTexture != nullptr)
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{
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auto tex = cmd.mTexture;
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if (cmd.mType == F2DDrawer::DrawTypeRotateSprite)
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{
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// todo: Set up hictinting. (broken as the feature is...)
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SetShade(cmd.mRemapIndex >> 16, numshades);
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SetFadeDisable(false);
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SetTexture(0, tex, cmd.mRemapIndex & 0xffff, 4/*DAMETH_CLAMPED*/, cmd.mFlags & F2DDrawer::DTF_Wrap ? SamplerRepeat : SamplerClampXY);
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}
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else
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{
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SetFadeDisable(true);
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SetShade(0, numshades);
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SetNamedTexture(cmd.mTexture, cmd.mRemapIndex, cmd.mFlags & F2DDrawer::DTF_Wrap ? SamplerRepeat : SamplerClampXY);
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}
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EnableBlend(!(cmd.mRenderStyle.Flags & STYLEF_Alpha1));
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UseColorOnly(false);
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}
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else
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{
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UseColorOnly(true);
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}
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switch (cmd.mType)
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{
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case F2DDrawer::DrawTypeTriangles:
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case F2DDrawer::DrawTypeRotateSprite:
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DrawElement(DT_TRIANGLES, cmd.mIndexIndex, cmd.mIndexCount, renderState);
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break;
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case F2DDrawer::DrawTypeLines:
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DrawElement(DT_LINES, cmd.mVertIndex, cmd.mVertCount, renderState);
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break;
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case F2DDrawer::DrawTypePoints:
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//Draw(DT_POINTS, cmd.mVertIndex, cmd.mVertCount);
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break;
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}
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/*
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor2(0);
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state.SetAddColor(0);
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state.EnableTextureMatrix(false);
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state.SetEffect(EFF_NONE);
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*/
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}
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//state.SetRenderStyle(STYLE_Translucent);
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ClearBufferState();
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UseColorOnly(false);
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//state.EnableBrightmap(true);
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//state.SetTextureMode(TM_NORMAL);
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SetShade(0, numshades);
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SetFadeDisable(false);
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SetColor(1, 1, 1);
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DisableScissor();
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//drawer->mIsFirstPass = false;
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EnableBlend(true);
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EnableMultisampling(true);
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SetIdentityMatrix(Matrix_Projection);
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matrixArray.Resize(1);
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renderState.Apply(polymostShader, lastState); // actually set the desired state before returning.
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}
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static int32_t tint_blood_r = 0, tint_blood_g = 0, tint_blood_b = 0;
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extern palette_t palfadergb;
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extern unsigned char palfadedelta ;
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void DrawFullscreenBlends()
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{
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GLInterface.SetIdentityMatrix(Matrix_Projection);
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GLInterface.SetIdentityMatrix(Matrix_Model);
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GLInterface.SetIdentityMatrix(Matrix_View);
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GLInterface.EnableDepthTest(false);
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GLInterface.EnableAlphaTest(false);
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GLInterface.EnableBlend(true);
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GLInterface.UseColorOnly(true);
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if (palfadedelta > 0)
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{
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// Todo: reroute to the 2D drawer
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GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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GLInterface.SetColorub(palfadergb.r, palfadergb.g, palfadergb.b, palfadedelta);
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GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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if (tint_blood_r | tint_blood_g | tint_blood_b)
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{
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GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Add]);
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GLInterface.SetColorub(max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0), 255);
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GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Subtract]);
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GLInterface.SetColorub(max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0), 255);
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GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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GLInterface.SetColorub(255, 255, 255, 255);
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GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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}
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GLInterface.DoDraw();
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GLInterface.UseColorOnly(false);
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}
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void videoTintBlood(int32_t r, int32_t g, int32_t b)
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{
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tint_blood_r = r;
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tint_blood_g = g;
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tint_blood_b = b;
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}
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