- 2D code works in GL legacy mode.

Not tested yet with shaders.
This commit is contained in:
Christoph Oelckers 2018-03-29 11:58:28 +02:00
commit 077df87704
2 changed files with 33 additions and 41 deletions

View file

@ -440,10 +440,15 @@ unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h)
//===========================================================================
#define TDiO ((F2DDrawer::TwoDVertex*)NULL)
class F2DVertexBuffer : public FVertexBuffer
class F2DVertexBuffer : public FSimpleVertexBuffer
{
uint32_t ibo_id;
// Make sure we can build upon FSimpleVertexBuffer.
static_assert(&VSiO->x == &TDiO->x, "x not aligned");
static_assert(&VSiO->u == &TDiO->u, "y not aligned");
static_assert(&VSiO->color == &TDiO->color0, "color not aligned");
public:
F2DVertexBuffer()
@ -464,24 +469,12 @@ public:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexcount * sizeof(indices[0]), indices, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void BindVBO() override
{
// set up the vertex buffer for drawing the 2D elements.
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
FSimpleVertexBuffer::BindVBO();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(F2DDrawer::TwoDVertex), &TDiO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(F2DDrawer::TwoDVertex), &TDiO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(F2DDrawer::TwoDVertex), &TDiO->color0);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
glDisableVertexAttribArray(VATTR_NORMAL);
}
};
@ -517,7 +510,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
// already manipulated the data so that some cases will not be handled correctly.
// Since we already get a proper mode from the calling code this doesn't really matter.
gl_GetRenderStyle(cmd.mRenderStyle, false, false, &tm, &sb, &db, &be);
gl_RenderState.BlendEquation(be);
gl_RenderState.BlendEquation(be);
gl_RenderState.BlendFunc(sb, db);
// Rather than adding remapping code, let's enforce that the constants here are equal.
@ -532,11 +525,12 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
glEnable(GL_SCISSOR_TEST);
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
glScissor(
GLRenderer->ScreenToWindowX(cmd.mScissor[0]),
GLRenderer->ScreenToWindowY(cmd.mScissor[1]),
GLRenderer->ScreenToWindowX(cmd.mScissor[2] - cmd.mScissor[0]),
GLRenderer->ScreenToWindowY(cmd.mScissor[3] - cmd.mScissor[1]));
// Note that the origin here is the lower left corner!
auto sciX = ScreenToWindowX(cmd.mScissor[0]);
auto sciY = ScreenToWindowY(cmd.mScissor[3]);
auto sciW = ScreenToWindowX(cmd.mScissor[2]) - sciX;
auto sciH = ScreenToWindowY(cmd.mScissor[1]) - sciY;
glScissor(sciX, sciY, sciW, sciH);
}
else glDisable(GL_SCISSOR_TEST);
@ -574,7 +568,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
if (mat == nullptr) continue;
int gltrans = GLTranslationPalette::GetInternalTranslation(cmd.mTranslation);
gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, gltrans, -1, false);
gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1, false);
gl_RenderState.EnableTexture(true);
}
else
@ -582,8 +576,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
gl_RenderState.EnableTexture(false);
}
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, cmd.mVertIndex, 4);
//glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int)));
glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int)));
break;
case F2DDrawer::DrawTypeLines:
@ -601,9 +594,11 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
}
}
glDisable(GL_SCISSOR_TEST);
gl_RenderState.SetVertexBuffer(nullptr);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
delete vb;
}
}