- cleanup of the 2D interface.

Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
This commit is contained in:
Christoph Oelckers 2018-04-29 20:15:19 +02:00
commit 67cb6e63b5
10 changed files with 42 additions and 89 deletions

View file

@ -356,21 +356,6 @@ void FGLRenderer::SetupLevel()
mVBO->CreateVBO();
}
void FGLRenderer::Begin2D()
{
if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
{
if (mDrawingScene2D)
mBuffers->BindSceneFB(false);
else
mBuffers->BindCurrentFB();
}
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
gl_RenderState.EnableFog(false);
}
//===========================================================================
//
//
@ -533,6 +518,12 @@ void FGLRenderer::WriteSavePic(player_t *player, FileWriter *file, int width, in
drawer.WriteSavePic(player, file, width, height);
}
void FGLRenderer::BeginFrame()
{
buffersActive = GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height);
}
void gl_FillScreen()
{
@ -721,9 +712,31 @@ public:
void LegacyColorOverlay(F2DDrawer *drawer, F2DDrawer::RenderCommand & cmd);
int LegacyDesaturation(F2DDrawer::RenderCommand &cmd);
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
if (buffersActive)
{
mBuffers->BindCurrentFB();
}
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
glDisable(GL_DEPTH_TEST);
// Korshun: ENABLE AUTOMAP ANTIALIASING!!!
if (gl_aalines)
glEnable(GL_LINE_SMOOTH);
else
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0);
}
auto &vertices = drawer->mVertices;
@ -741,6 +754,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
vb->UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
gl_RenderState.SetVertexBuffer(vb);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.EnableFog(false);
for(auto &cmd : commands)
{