- renamed several data types in the hardware renderer that still had a GL prefix, although they are now generic.

This commit is contained in:
Christoph Oelckers 2019-03-22 19:54:19 +01:00
commit 24a52d65a5
23 changed files with 282 additions and 282 deletions

View file

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