- renamed several data types in the hardware renderer that still had a GL prefix, although they are now generic.
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d03839dfef
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24a52d65a5
23 changed files with 282 additions and 282 deletions
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@ -45,14 +45,14 @@
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CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
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VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
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{
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VSMatrix objectToWorldMatrix;
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di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix);
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return objectToWorldMatrix;
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}
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void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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@ -69,7 +69,7 @@ void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
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state.EnableModelMatrix(true);
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}
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void FGLModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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void FHWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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{
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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@ -77,7 +77,7 @@ void FGLModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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state.SetCulling(Cull_None);
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}
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void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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@ -93,7 +93,7 @@ void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
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state.EnableModelMatrix(true);
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}
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void FGLModelRenderer::EndDrawHUDModel(AActor *actor)
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void FHWModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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state.EnableModelMatrix(false);
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@ -102,29 +102,29 @@ void FGLModelRenderer::EndDrawHUDModel(AActor *actor)
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state.SetCulling(Cull_None);
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}
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IModelVertexBuffer *FGLModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
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IModelVertexBuffer *FHWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
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{
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return new FModelVertexBuffer(needindex, singleframe);
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}
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void FGLModelRenderer::SetInterpolation(double inter)
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void FHWModelRenderer::SetInterpolation(double inter)
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{
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state.SetInterpolationFactor((float)inter);
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}
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void FGLModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
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void FHWModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
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{
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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state.SetMaterial(tex, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
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state.SetLightIndex(modellightindex);
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}
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void FGLModelRenderer::DrawArrays(int start, int count)
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void FHWModelRenderer::DrawArrays(int start, int count)
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{
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state.Draw(DT_Triangles, start, count);
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}
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void FGLModelRenderer::DrawElements(int numIndices, size_t offset)
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void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
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{
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state.DrawIndexed(DT_Triangles, int(offset / sizeof(unsigned int)), numIndices);
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}
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@ -216,7 +216,7 @@ void FModelVertexBuffer::UnlockIndexBuffer()
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void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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auto &state = static_cast<FGLModelRenderer*>(renderer)->state;
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auto &state = static_cast<FHWModelRenderer*>(renderer)->state;
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state.SetVertexBuffer(mVertexBuffer, frame1, frame2);
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if (mIndexBuffer) state.SetIndexBuffer(mIndexBuffer);
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}
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