- moved the 2D drawer tp hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-10-29 12:14:36 +01:00
commit 8991537e57
8 changed files with 301 additions and 268 deletions

View file

@ -388,10 +388,9 @@ static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TR
void FGLRenderState::Draw(int dt, int index, int count, bool apply)
{
assert(this == &gl_RenderState);
if (apply)
{
gl_RenderState.Apply();
Apply();
}
drawcalls.Clock();
glDrawArrays(dt2gl[dt], index, count);
@ -400,10 +399,9 @@ void FGLRenderState::Draw(int dt, int index, int count, bool apply)
void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
assert(this == &gl_RenderState);
if (apply)
{
gl_RenderState.Apply();
Apply();
}
drawcalls.Clock();
glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
@ -428,7 +426,7 @@ void FGLRenderState::SetDepthRange(float min, float max)
void FGLRenderState::EnableDrawBufferAttachments(bool on)
{
EnableDrawBuffers(on ? gl_RenderState.GetPassDrawBufferCount() : 1);
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
}
void FGLRenderState::SetStencil(int offs, int op, int flags)
@ -443,6 +441,18 @@ void FGLRenderState::SetStencil(int offs, int op, int flags)
glDepthMask(!(flags & SF_DepthMaskOff));
}
void FGLRenderState::ToggleState(int state, bool on)
{
if (on)
{
glEnable(state);
}
else
{
glDisable(state);
}
}
void FGLRenderState::SetCulling(int mode)
{
if (mode != Cull_None)
@ -461,14 +471,7 @@ void FGLRenderState::EnableClipDistance(int num, bool state)
// Update the viewpoint-related clip plane setting.
if (!(gl.flags & RFL_NO_CLIP_PLANES))
{
if (state)
{
glEnable(GL_CLIP_DISTANCE0 + num);
}
else
{
glDisable(GL_CLIP_DISTANCE0 + num);
}
ToggleState(GL_CLIP_DISTANCE0 + num, state);
}
}
@ -496,14 +499,7 @@ void FGLRenderState::Clear(int targets)
void FGLRenderState::EnableStencil(bool on)
{
if (on)
{
glEnable(GL_STENCIL_TEST);
}
else
{
glDisable(GL_STENCIL_TEST);
}
ToggleState(GL_STENCIL_TEST, on);
}
void FGLRenderState::SetScissor(int x, int y, int w, int h)
@ -526,26 +522,17 @@ void FGLRenderState::SetViewport(int x, int y, int w, int h)
void FGLRenderState::EnableDepthTest(bool on)
{
if (on)
{
glEnable(GL_DEPTH_TEST);
}
else
{
glDisable(GL_DEPTH_TEST);
}
ToggleState(GL_DEPTH_TEST, on);
}
void FGLRenderState::EnableMultisampling(bool on)
{
if (on)
{
glEnable(GL_MULTISAMPLE);
}
else
{
glDisable(GL_MULTISAMPLE);
}
ToggleState(GL_MULTISAMPLE, on);
}
void FGLRenderState::EnableLineSmooth(bool on)
{
ToggleState(GL_LINE_SMOOTH, on);
}
//==========================================================================