mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 07:58:04 +00:00
118 lines
3.5 KiB
C++
118 lines
3.5 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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 3 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 "gl_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());
|
|
}
|
|
|