- move DrawArray and DrawElements to PolyTriangleDrawer

This commit is contained in:
Magnus Norddahl 2018-06-10 15:58:01 +02:00
commit a91147a3a5
14 changed files with 73 additions and 91 deletions

View file

@ -108,6 +108,16 @@ void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue
queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
}
void PolyTriangleDrawer::DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode)
{
queue->Push<DrawPolyTrianglesCommand>(args, vertices, nullptr, vcount, mode);
}
void PolyTriangleDrawer::DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
{
queue->Push<DrawPolyTrianglesCommand>(args, vertices, elements, count, mode);
}
/////////////////////////////////////////////////////////////////////////////
void PolyTriangleThreadData::ClearStencil(uint8_t value)
@ -146,9 +156,9 @@ void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Ma
objectToWorld = newObjectToWorld;
}
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const void *vertices, const unsigned int *elements, int vcount, PolyDrawMode drawmode)
{
if (drawargs.VertexCount() < 3)
if (vcount < 3)
return;
TriDrawTriangleArgs args;
@ -162,26 +172,23 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
args.zbuffer = PolyZBuffer::Instance()->Values();
args.depthOffset = weaponScene ? 1.0f : 0.0f;
const unsigned int *elements = drawargs.Elements();
int vcount = drawargs.VertexCount();
ShadedTriVertex vert[3];
if (drawargs.DrawMode() == PolyDrawMode::Triangles)
if (drawmode == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, *(elements++));
vert[j] = ShadeVertex(drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, *(elements++));
vert[1] = ShadeVertex(drawargs, *(elements++));
vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, *(elements++));
vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -189,11 +196,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, *(elements++));
vert[1] = ShadeVertex(drawargs, *(elements++));
vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, *(elements++));
vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -202,9 +209,9 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
}
}
void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void *vertices, int vcount, PolyDrawMode drawmode)
{
if (drawargs.VertexCount() < 3)
if (vcount < 3)
return;
TriDrawTriangleArgs args;
@ -219,25 +226,24 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
args.depthOffset = weaponScene ? 1.0f : 0.0f;
int vinput = 0;
int vcount = drawargs.VertexCount();
ShadedTriVertex vert[3];
if (drawargs.DrawMode() == PolyDrawMode::Triangles)
if (drawmode == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, vinput++);
vert[j] = ShadeVertex(drawargs, vertices, vinput++);
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, vinput++);
vert[1] = ShadeVertex(drawargs, vinput++);
vert[0] = ShadeVertex(drawargs, vertices, vinput++);
vert[1] = ShadeVertex(drawargs, vertices, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vinput++);
vert[2] = ShadeVertex(drawargs, vertices, vinput++);
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -245,11 +251,11 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, vinput++);
vert[1] = ShadeVertex(drawargs, vinput++);
vert[0] = ShadeVertex(drawargs, vertices, vinput++);
vert[1] = ShadeVertex(drawargs, vertices, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vinput++);
vert[2] = ShadeVertex(drawargs, vertices, vinput++);
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -258,29 +264,29 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
}
}
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, int index)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index)
{
ShadedTriVertex sv;
Vec4f objpos;
if (modelFrame1 == -1)
{
const TriVertex &v = ((TriVertex*)drawargs.Vertices())[index];
const TriVertex &v = static_cast<const TriVertex*>(vertices)[index];
objpos = Vec4f(v.x, v.y, v.z, v.w);
sv.u = v.u;
sv.v = v.v;
}
else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
{
const FModelVertex &v = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
objpos = Vec4f(v.x, v.y, v.z, 1.0f);
sv.u = v.u;
sv.v = v.v;
}
else
{
const FModelVertex &v1 = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
const FModelVertex &v2 = ((FModelVertex*)drawargs.Vertices())[modelFrame2 + index];
const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[modelFrame2 + index];
float frac = modelInterpolationFactor;
float inv_frac = 1.0f - frac;
@ -718,16 +724,16 @@ void PolySetViewportCommand::Execute(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args) : args(args)
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode) : args(args), vertices(vertices), elements(elements), count(count), mode(mode)
{
}
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
{
if (!args.Elements())
PolyTriangleThreadData::Get(thread)->DrawArrays(args);
if (!elements)
PolyTriangleThreadData::Get(thread)->DrawArray(args, vertices, count, mode);
else
PolyTriangleThreadData::Get(thread)->DrawElements(args);
PolyTriangleThreadData::Get(thread)->DrawElements(args, vertices, elements, count, mode);
}
/////////////////////////////////////////////////////////////////////////////