- adjust PolyTriangleDrawer to closer match what PolyRenderState receives as input
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4fd4bfa092
commit
b453e15929
10 changed files with 249 additions and 121 deletions
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@ -18,6 +18,10 @@ PolyBuffer::~PolyBuffer()
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if (Next) Next->Prev = Prev;
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if (Prev) Prev->Next = Next;
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else First = Next;
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auto fb = GetPolyFrameBuffer();
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if (fb && !mData.empty())
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fb->FrameDeleteList.Buffers.push_back(std::move(mData));
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}
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void PolyBuffer::ResetAll()
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@ -79,43 +83,29 @@ void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t
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mStride = stride;
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}
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void PolyVertexBuffer::CopyVertices(TriVertex *dst, int count, int index)
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ShadedTriVertex PolyVertexBuffer::Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index)
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{
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size_t stride = mStride;
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size_t offsetVertex = mOffsets[VATTR_VERTEX];
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size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
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uint8_t *vertex = static_cast<uint8_t*>(map) + stride * index;
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const uint8_t *vertex = static_cast<const uint8_t*>(vertices) + mStride * index;
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const float *attrVertex = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_VERTEX]);
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const float *attrTexcoord = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_TEXCOORD]);
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for (int i = 0; i < count; i++)
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{
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dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
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dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
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dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
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dst[i].w = 1.0f;
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dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
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dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
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vertex += stride;
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}
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}
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Vec4f objpos = Vec4f(attrVertex[0], attrVertex[1], attrVertex[2], 1.0f);
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Vec4f clippos = (*thread->objectToClip) * objpos;
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void PolyVertexBuffer::CopyIndexed(TriVertex *dst, uint32_t *elements, int count, int index)
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{
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size_t stride = mStride;
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size_t offsetVertex = mOffsets[VATTR_VERTEX];
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size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
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uint8_t *vertices = static_cast<uint8_t*>(map);
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elements += index;
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for (int i = 0; i < count; i++)
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{
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uint8_t *vertex = vertices + stride * elements[i];
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dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
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dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
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dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
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dst[i].w = 1.0f;
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dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
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dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
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}
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ShadedTriVertex sv;
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sv.u = attrTexcoord[1];
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sv.v = attrTexcoord[0];
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sv.x = clippos.X;
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sv.y = clippos.Y;
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sv.z = clippos.Z;
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sv.w = clippos.W;
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sv.worldX = objpos.X;
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sv.worldY = objpos.Y;
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sv.worldZ = objpos.Z;
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sv.clipDistance[0] = 1.0f;
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sv.clipDistance[1] = 1.0f;
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sv.clipDistance[2] = 1.0f;
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return sv;
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}
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/////////////////////////////////////////////////////////////////////////////
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