- it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
This commit is contained in:
parent
33289ade49
commit
16480a3f4b
18 changed files with 195 additions and 1907 deletions
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@ -49,7 +49,7 @@
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/gl_functions.h"
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#include "gl/renderer/gl_2ddrawer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl_debug.h"
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#include "r_videoscale.h"
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@ -384,100 +384,6 @@ bool OpenGLFrameBuffer::Begin2D(bool copy3d)
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return true;
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void OpenGLFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddTexture(img, parms);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddLine(x1, y1, x2, y2, palcolor, color);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::DrawPixel(int x1, int y1, int palcolor, uint32_t color)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddPixel(x1, y1, palcolor, color);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::Dim(PalEntry)
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{
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// Unlike in the software renderer the color is being ignored here because
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// view blending only affects the actual view with the GL renderer.
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Super::Dim(0);
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}
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void OpenGLFrameBuffer::DoDim(PalEntry color, float damount, int x1, int y1, int w, int h)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddDim(color, damount, x1, y1, w, h);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddFlatFill(left, top, right, bottom, src, local_origin);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void OpenGLFrameBuffer::DoClear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
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GLRenderer->m2DDrawer->AddClear(left, top, right, bottom, palcolor, color);
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}
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//==========================================================================
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//
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// D3DFB :: FillSimplePoly
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//
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// Here, "simple" means that a simple triangle fan can draw it.
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//
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//==========================================================================
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void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
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{
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GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel);
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}
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}
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//===========================================================================
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//
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// Takes a screenshot
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