- added quad drawer interface so that this part can be done without altering a vertex buffer.
So far it's only the framework, the new code is not active yet.
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302f59ea33
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13 changed files with 215 additions and 66 deletions
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@ -64,6 +64,7 @@
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_spritebrightfog, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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@ -400,17 +401,12 @@ void GLSprite::Draw(int pass)
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}
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(v1[0], v1[1], v1[2], ul, vt);
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ptr++;
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ptr->Set(v2[0], v2[1], v2[2], ur, vt);
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ptr++;
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ptr->Set(v3[0], v3[1], v3[2], ul, vb);
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ptr++;
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ptr->Set(v4[0], v4[1], v4[2], ur, vb);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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FQuadDrawer qd;
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qd.Set(0, v1[0], v1[1], v1[2], ul, vt);
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qd.Set(1, v2[0], v2[1], v2[2], ur, vt);
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qd.Set(2, v3[0], v3[1], v3[2], ul, vb);
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qd.Set(3, v4[0], v4[1], v4[2], ur, vb);
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qd.Render(GL_TRIANGLE_STRIP);
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if (foglayer)
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{
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@ -420,7 +416,7 @@ void GLSprite::Draw(int pass)
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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qd.Render(GL_TRIANGLE_STRIP);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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}
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}
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