mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-31 01:11:15 +00:00
- another backend update, pulling in the sky renderer.
This commit is contained in:
parent
efa1cd3048
commit
1d15fe63a6
19 changed files with 1197 additions and 126 deletions
|
@ -43,6 +43,7 @@
|
|||
#include "flatvertices.h"
|
||||
#include "build.h"
|
||||
#include "v_video.h"
|
||||
#include "hw_renderstate.h"
|
||||
|
||||
extern int16_t numshades;
|
||||
extern TArray<VSMatrix> matrixArray;
|
||||
|
@ -182,11 +183,11 @@ void GLInstance::Draw2D(F2DDrawer *drawer)
|
|||
switch (cmd.mType)
|
||||
{
|
||||
case F2DDrawer::DrawTypeTriangles:
|
||||
DrawElement(DT_TRIANGLES, cmd.mIndexIndex, cmd.mIndexCount, renderState);
|
||||
DrawElement(DT_Triangles, cmd.mIndexIndex, cmd.mIndexCount, renderState);
|
||||
break;
|
||||
|
||||
case F2DDrawer::DrawTypeLines:
|
||||
DrawElement(DT_LINES, cmd.mVertIndex, cmd.mVertCount, renderState);
|
||||
DrawElement(DT_Lines, cmd.mVertIndex, cmd.mVertCount, renderState);
|
||||
break;
|
||||
|
||||
case F2DDrawer::DrawTypePoints:
|
||||
|
@ -241,18 +242,18 @@ void DrawFullscreenBlends()
|
|||
// Todo: reroute to the 2D drawer
|
||||
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
|
||||
GLInterface.SetColorub(palfadergb.r, palfadergb.g, palfadergb.b, palfadergb.a);
|
||||
GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
GLInterface.Draw(DT_TriangleStrip, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
}
|
||||
if (tint_blood_r | tint_blood_g | tint_blood_b)
|
||||
{
|
||||
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Add]);
|
||||
|
||||
GLInterface.SetColorub(max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0), 255);
|
||||
GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
GLInterface.Draw(DT_TriangleStrip, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
|
||||
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Subtract]);
|
||||
GLInterface.SetColorub(max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0), 255);
|
||||
GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
GLInterface.Draw(DT_TriangleStrip, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
|
||||
GLInterface.SetColorub(255, 255, 255, 255);
|
||||
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue