- moved the 2D drawer tp hwrenderer.
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parent
8a0596893b
commit
8991537e57
8 changed files with 301 additions and 268 deletions
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@ -379,195 +379,3 @@ void FGLRenderer::BeginFrame()
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mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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//===========================================================================
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//
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// Vertex buffer for 2D drawer
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//
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//===========================================================================
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class F2DVertexBuffer
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{
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IVertexBuffer *mVertexBuffer;
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IIndexBuffer *mIndexBuffer;
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public:
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F2DVertexBuffer()
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{
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mVertexBuffer = screen->CreateVertexBuffer();
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mIndexBuffer = screen->CreateIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(FSkyVertex), format);
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}
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~F2DVertexBuffer()
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{
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delete mIndexBuffer;
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delete mVertexBuffer;
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}
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void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
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{
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mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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}
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void Bind(FRenderState &state)
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{
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state.SetVertexBuffer(mVertexBuffer, 0, 0);
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state.SetIndexBuffer(mIndexBuffer);
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}
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};
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//===========================================================================
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//
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// Draws the 2D stuff. This is the version for OpenGL 3 and later.
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//
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//===========================================================================
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CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
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void FGLRenderer::Draw2D(F2DDrawer *drawer)
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{
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twoD.Clock();
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FGLDebug::PushGroup("Draw2D");
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if (VRMode::GetVRMode(true)->mEyeCount == 1)
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mBuffers->BindCurrentFB();
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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screen->mViewpoints->Set2D(gl_RenderState, screen->GetWidth(), screen->GetHeight());
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glDisable(GL_DEPTH_TEST);
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// Korshun: ENABLE AUTOMAP ANTIALIASING!!!
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if (gl_aalines)
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glEnable(GL_LINE_SMOOTH);
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else
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{
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_LINE_SMOOTH);
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glLineWidth(1.0);
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}
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auto &vertices = drawer->mVertices;
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auto &indices = drawer->mIndices;
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auto &commands = drawer->mData;
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if (commands.Size() == 0)
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{
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twoD.Unclock();
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return;
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}
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for (auto &v : vertices)
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{
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// Change from BGRA to RGBA
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std::swap(v.color0.r, v.color0.b);
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}
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F2DVertexBuffer vb;
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vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
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vb.Bind(gl_RenderState);
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gl_RenderState.EnableFog(false);
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for(auto &cmd : commands)
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{
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int gltrans = -1;
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gl_RenderState.SetRenderStyle(cmd.mRenderStyle);
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gl_RenderState.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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gl_RenderState.EnableFog(2); // Special 2D mode 'fog'.
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// Rather than adding remapping code, let's enforce that the constants here are equal.
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gl_RenderState.SetTextureMode(cmd.mDrawMode);
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if (cmd.mFlags & F2DDrawer::DTF_Scissor)
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{
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glEnable(GL_SCISSOR_TEST);
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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// Note that the origin here is the lower left corner!
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auto sciX = screen->ScreenToWindowX(cmd.mScissor[0]);
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auto sciY = screen->ScreenToWindowY(cmd.mScissor[3]);
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auto sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX;
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auto sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY;
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glScissor(sciX, sciY, sciW, sciH);
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}
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else glDisable(GL_SCISSOR_TEST);
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if (cmd.mSpecialColormap[0].a != 0)
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{
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gl_RenderState.SetTextureMode(TM_FIXEDCOLORMAP);
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gl_RenderState.SetObjectColor(cmd.mSpecialColormap[0]);
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gl_RenderState.SetObjectColor2(cmd.mSpecialColormap[1]);
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}
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gl_RenderState.SetFog(cmd.mColor1, 0);
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gl_RenderState.SetColor(1, 1, 1, 1, cmd.mDesaturate);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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if (cmd.mTexture != nullptr)
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{
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auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
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if (mat == nullptr) continue;
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if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex();
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gl_RenderState.ApplyMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1);
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gl_RenderState.EnableTexture(true);
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// Canvas textures are stored upside down
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if (cmd.mTexture->bHasCanvas)
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{
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gl_RenderState.mTextureMatrix.loadIdentity();
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gl_RenderState.mTextureMatrix.scale(1.f, -1.f, 1.f);
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gl_RenderState.mTextureMatrix.translate(0.f, 1.f, 0.0f);
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gl_RenderState.EnableTextureMatrix(true);
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}
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if (cmd.mFlags & F2DDrawer::DTF_Burn)
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{
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gl_RenderState.SetEffect(EFF_BURN);
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}
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}
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else
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{
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gl_RenderState.EnableTexture(false);
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}
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gl_RenderState.Apply();
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switch (cmd.mType)
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{
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case F2DDrawer::DrawTypeTriangles:
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glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int)));
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break;
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case F2DDrawer::DrawTypeLines:
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glDrawArrays(GL_LINES, cmd.mVertIndex, cmd.mVertCount);
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break;
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case F2DDrawer::DrawTypePoints:
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glDrawArrays(GL_POINTS, cmd.mVertIndex, cmd.mVertCount);
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break;
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetObjectColor2(0);
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.SetEffect(EFF_NONE);
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}
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glDisable(GL_SCISSOR_TEST);
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gl_RenderState.SetRenderStyle(STYLE_Translucent);
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screen->mVertexData->Bind(gl_RenderState);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetTextureMode(TM_NORMAL);
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gl_RenderState.EnableFog(false);
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gl_RenderState.ResetColor();
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FGLDebug::PopGroup();
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twoD.Unclock();
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}
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