- it compiles again.

This won't work, though, because no backend for the new 2D code exists yet.
This commit is contained in:
Christoph Oelckers 2018-03-28 16:40:09 +02:00
commit 16480a3f4b
18 changed files with 195 additions and 1907 deletions

View file

@ -49,7 +49,7 @@
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/gl_functions.h"
#include "gl/renderer/gl_2ddrawer.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl_debug.h"
#include "r_videoscale.h"
@ -384,100 +384,6 @@ bool OpenGLFrameBuffer::Begin2D(bool copy3d)
return true;
}
//==========================================================================
//
// Draws a texture
//
//==========================================================================
void OpenGLFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddTexture(img, parms);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddLine(x1, y1, x2, y2, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DrawPixel(int x1, int y1, int palcolor, uint32_t color)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddPixel(x1, y1, palcolor, color);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::Dim(PalEntry)
{
// Unlike in the software renderer the color is being ignored here because
// view blending only affects the actual view with the GL renderer.
Super::Dim(0);
}
void OpenGLFrameBuffer::DoDim(PalEntry color, float damount, int x1, int y1, int w, int h)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddDim(color, damount, x1, y1, w, h);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddFlatFill(left, top, right, bottom, src, local_origin);
}
//==========================================================================
//
//
//
//==========================================================================
void OpenGLFrameBuffer::DoClear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr)
GLRenderer->m2DDrawer->AddClear(left, top, right, bottom, palcolor, color);
}
//==========================================================================
//
// D3DFB :: FillSimplePoly
//
// Here, "simple" means that a simple triangle fan can draw it.
//
//==========================================================================
void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
{
GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel);
}
}
//===========================================================================
//
// Takes a screenshot