- collect all 3D geometry in a list so that it can be rendered later.

With this out of the way the renderer can now be switched to the core profile.
This commit is contained in:
Christoph Oelckers 2020-01-18 22:41:08 +01:00
parent 2bc1708870
commit 454f796b69
16 changed files with 127 additions and 165 deletions

View file

@ -198,24 +198,25 @@ void GLInstance::ResetFrame()
}
void GLInstance::SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2)
{
int o[] = { offset1, offset2 };
static_cast<OpenGLRenderer::GLVertexBuffer*>(vb)->Bind(o);
}
void GLInstance::SetIndexBuffer(IIndexBuffer* vb)
{
if (vb) static_cast<OpenGLRenderer::GLIndexBuffer*>(vb)->Bind();
else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GLInstance::ClearBufferState()
{
auto buffer = (screen->mVertexData->GetBufferObjects().first);
SetVertexBuffer(buffer, 0, 0);
SetVertexBuffer(screen->mVertexData->GetBufferObjects().first, 0, 0);
SetIndexBuffer(nullptr);
// Invalidate the pointers as well to make sure that if another buffer with the same address is used it actually gets bound.
LastVertexBuffer = (IVertexBuffer*)~intptr_t(0);
LastIndexBuffer = (IIndexBuffer*)~intptr_t(0);
}
std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
{
Buffer.resize(num);
return std::make_pair((size_t)0, Buffer.data());
}
static GLint primtypes[] =
{
GL_TRIANGLES,
@ -224,37 +225,19 @@ static GLint primtypes[] =
GL_LINES
};
void GLInstance::DrawIm(EDrawType type, size_t start, size_t count)
{
// 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);
if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
renderState.Apply(polymostShader, lastState);
}
glBegin(primtypes[type]);
auto p = &Buffer[start];
for (size_t i = 0; i < count; i++, p++)
{
glVertexAttrib2f(1, p->u, p->v);
glVertexAttrib3f(0, p->x, p->y, p->z);
}
glEnd();
if (MatrixChange)
{
if (MatrixChange & 1) SetIdentityMatrix(Matrix_Texture);
if (MatrixChange & 2) SetIdentityMatrix(Matrix_Detail);
MatrixChange = 0;
}
matrixArray.Resize(1);
}
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
renderState.vindex = start;
renderState.vcount = count;
renderState.primtype = type;
rendercommands.Push(renderState);
SetIdentityMatrix(Matrix_Texture);
SetIdentityMatrix(Matrix_Detail);
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
}
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;
@ -264,28 +247,8 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
glVertexAttrib4fv(2, renderState.Color);
if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
renderState.Apply(polymostShader, lastState);
if (renderState.VertexBuffer != LastVertexBuffer || LastVB_Offset[0] != renderState.VB_Offset[0] || LastVB_Offset[1] != renderState.VB_Offset[1])
{
if (renderState.VertexBuffer)
{
static_cast<OpenGLRenderer::GLVertexBuffer*>(renderState.VertexBuffer)->Bind(renderState.VB_Offset);
}
else glBindBuffer(GL_ARRAY_BUFFER, 0);
LastVertexBuffer = renderState.VertexBuffer;
LastVB_Offset[0] = renderState.VB_Offset[0];
LastVB_Offset[1] = renderState.VB_Offset[1];
}
if (renderState.IndexBuffer != LastIndexBuffer)
{
if (renderState.IndexBuffer)
{
static_cast<OpenGLRenderer::GLIndexBuffer*>(renderState.IndexBuffer)->Bind();
}
else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
LastIndexBuffer = renderState.IndexBuffer;
}
}
if (type != DT_LINES && renderState.IndexBuffer)
if (type != DT_LINES)
{
glDrawElements(primtypes[type], count, GL_UNSIGNED_INT, (void*)(intptr_t)(start * sizeof(uint32_t)));
}
@ -293,13 +256,22 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
glDrawArrays(primtypes[type], start, count);
}
if (MatrixChange)
}
void GLInstance::DoDraw()
{
for (auto& rs : rendercommands)
{
if (MatrixChange & 1) SetIdentityMatrix(Matrix_Texture);
if (MatrixChange & 2) SetIdentityMatrix(Matrix_Detail);
MatrixChange = 0;
// 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);
}
matrixArray.Resize(1);
rendercommands.Clear();
matrixArray.Clear();
}