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- draw fullscreen blends with the 2D drawer.
Removing one special case of render setup. Now all 2D content is done by the same code.
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1 changed files with 9 additions and 28 deletions
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@ -231,38 +231,19 @@ extern PalEntry palfadergb;
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void DrawFullscreenBlends()
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{
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GLInterface.SetIdentityMatrix(Matrix_Model);
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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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renderBeginScene();
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if (palfadergb.a > 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, palfadergb.a);
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GLInterface.Draw(DT_TriangleStrip, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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// These get prepended to the 2D drawer so they must be submitted in reverse order of drawing.
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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_TriangleStrip, 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_TriangleStrip, 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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PalEntry color2(255, std::max(-tint_blood_r, 0), std::max(-tint_blood_g, 0), std::max(-tint_blood_b, 0));
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twod->AddColorOnlyQuad(0, 0, twod->GetWidth(), twod->GetHeight(), color2, &LegacyRenderStyles[STYLE_Subtract], true);
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PalEntry color(255, std::max(tint_blood_r, 0), std::max(tint_blood_g, 0), std::max(tint_blood_b, 0));
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twod->AddColorOnlyQuad(0, 0, twod->GetWidth(), twod->GetHeight(), color, &LegacyRenderStyles[STYLE_Add], true);
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}
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renderFinishScene();
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GLInterface.UseColorOnly(false);
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if (palfadergb.a > 0)
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{
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twod->AddColorOnlyQuad(0, 0, twod->GetWidth(), twod->GetHeight(), palfadergb, &LegacyRenderStyles[STYLE_Translucent], true);
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}
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}
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void DrawRateStuff();
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