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- make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before.
- let the matrix setters return the previous value for easy restoring without creating yet another matrix.
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3 changed files with 19 additions and 16 deletions
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@ -73,7 +73,8 @@ GLInstance GLInterface;
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GLInstance::GLInstance()
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:palmanager(this)
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{
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VSMatrix mat(0);
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matrixArray.Push(mat);
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}
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void ImGui_Init_Backend();
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@ -239,9 +240,6 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState &renderState)
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{
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// 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.
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bool applied = false;
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if (activeShader == polymostShader)
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{
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glVertexAttrib4fv(2, renderState.Color);
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@ -262,24 +260,23 @@ void GLInstance::DoDraw()
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{
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for (auto& rs : rendercommands)
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{
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// 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.
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bool applied = false;
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glVertexAttrib4fv(2, rs.Color);
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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.
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rs.Apply(polymostShader, lastState);
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glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount);
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}
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rendercommands.Clear();
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matrixArray.Clear();
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matrixArray.Resize(1);
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}
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void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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int GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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int r = renderState.matrixIndex[num];
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if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
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renderState.matrixIndex[num] = matrixArray.Size();
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matrixArray.Push(*mat);
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return r;
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}
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void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
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