587 lines
17 KiB
C++
587 lines
17 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/drawers/r_thread.h"
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#include "polyrenderer/drawers/screen_triangle.h"
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#include "polyrenderer/math/gpu_types.h"
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#include "polyrenderer/drawers/poly_vertex_shader.h"
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class DCanvas;
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class RenderMemory;
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class PolyDrawerCommand;
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class PolyInputAssembly;
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class PolyDepthStencil;
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struct PolyPushConstants;
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enum class PolyDrawMode
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{
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Points,
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Lines,
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Triangles,
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TriangleFan,
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TriangleStrip
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};
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class PolyCommandBuffer
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{
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public:
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PolyCommandBuffer(RenderMemory* frameMemory);
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void SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown);
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void SetInputAssembly(PolyInputAssembly *input);
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void SetVertexBuffer(const void *vertices);
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void SetIndexBuffer(const void *elements);
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void SetLightBuffer(const void *lights);
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void SetViewpointUniforms(const HWViewpointUniforms *uniforms);
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void SetDepthClamp(bool on);
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void SetDepthMask(bool on);
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void SetDepthFunc(int func);
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void SetDepthRange(float min, float max);
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void SetDepthBias(float depthBiasConstantFactor, float depthBiasSlopeFactor);
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void SetColorMask(bool r, bool g, bool b, bool a);
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void SetStencil(int stencilRef, int op);
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void SetCulling(int mode);
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void EnableStencil(bool on);
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void SetScissor(int x, int y, int w, int h);
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void SetRenderStyle(FRenderStyle style);
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void SetTexture(int unit, void *pixels, int width, int height, bool bgra);
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void SetShader(int specialEffect, int effectState, bool alphaTest);
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void PushStreamData(const StreamData &data, const PolyPushConstants &constants);
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void PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix);
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void ClearDepth(float value);
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void ClearStencil(uint8_t value);
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void Draw(int index, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawIndexed(int index, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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void Submit();
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private:
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std::shared_ptr<DrawerCommandQueue> mQueue;
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};
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class PolyDepthStencil
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{
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public:
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PolyDepthStencil(int width, int height) : width(width), height(height), depthbuffer(width * height), stencilbuffer(width * height) { }
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int Width() const { return width; }
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int Height() const { return height; }
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float *DepthValues() { return depthbuffer.data(); }
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uint8_t *StencilValues() { return stencilbuffer.data(); }
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private:
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int width;
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int height;
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std::vector<float> depthbuffer;
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std::vector<uint8_t> stencilbuffer;
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};
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struct PolyPushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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Vec2f uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int uFogEnabled;
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// dynamic lights
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int uLightIndex;
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};
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class PolyInputAssembly
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{
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public:
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virtual void Load(PolyTriangleThreadData *thread, const void *vertices, int index) = 0;
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};
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struct PolyLight
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{
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uint32_t color;
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float x, y, z;
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float radius;
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};
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class PolyTriangleThreadData
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{
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public:
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PolyTriangleThreadData(int32_t core, int32_t num_cores, int32_t numa_node, int32_t num_numa_nodes, int numa_start_y, int numa_end_y)
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: core(core), num_cores(num_cores), numa_node(numa_node), num_numa_nodes(num_numa_nodes), numa_start_y(numa_start_y), numa_end_y(numa_end_y)
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{
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}
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void ClearDepth(float value);
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void ClearStencil(uint8_t value);
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void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, PolyDepthStencil *depthstencil, bool topdown);
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void SetCullCCW(bool value) { ccw = value; }
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void SetTwoSided(bool value) { twosided = value; }
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void SetInputAssembly(PolyInputAssembly *input) { inputAssembly = input; }
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void SetVertexBuffer(const void *data) { vertices = data; }
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void SetIndexBuffer(const void *data) { elements = (const unsigned int *)data; }
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void SetLightBuffer(const void *data) { lights = (const FVector4 *)data; }
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void SetViewpointUniforms(const HWViewpointUniforms *uniforms);
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void SetDepthClamp(bool on);
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void SetDepthMask(bool on);
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void SetDepthFunc(int func);
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void SetDepthRange(float min, float max);
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void SetDepthBias(float depthBiasConstantFactor, float depthBiasSlopeFactor);
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void SetColorMask(bool r, bool g, bool b, bool a);
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void SetStencil(int stencilRef, int op);
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void SetCulling(int mode);
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void EnableStencil(bool on);
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void SetScissor(int x, int y, int w, int h);
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void SetRenderStyle(FRenderStyle style);
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void SetTexture(int unit, const void *pixels, int width, int height, bool bgra);
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void SetShader(int specialEffect, int effectState, bool alphaTest);
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void UpdateClip();
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void PushStreamData(const StreamData &data, const PolyPushConstants &constants);
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void PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix);
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void DrawIndexed(int index, int count, PolyDrawMode mode);
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void Draw(int index, int vcount, PolyDrawMode mode);
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int32_t core;
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int32_t num_cores;
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int32_t numa_node;
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int32_t num_numa_nodes;
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int numa_start_y;
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int numa_end_y;
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bool line_skipped_by_thread(int line)
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{
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return line < numa_start_y || line >= numa_end_y || line % num_cores != core;
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}
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int skipped_by_thread(int first_line)
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{
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int clip_first_line = MAX(first_line, numa_start_y);
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int core_skip = (num_cores - (clip_first_line - core) % num_cores) % num_cores;
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return clip_first_line + core_skip - first_line;
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}
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int count_for_thread(int first_line, int count)
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{
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count = MIN(count, numa_end_y - first_line);
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int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores;
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return MAX(c, 0);
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}
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struct Scanline
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{
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float W[MAXWIDTH];
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float WeightV1[MAXWIDTH];
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float WeightV2[MAXWIDTH];
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uint16_t U[MAXWIDTH];
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uint16_t V[MAXWIDTH];
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float WorldX[MAXWIDTH];
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float WorldY[MAXWIDTH];
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float WorldZ[MAXWIDTH];
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uint8_t vColorA[MAXWIDTH];
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uint8_t vColorR[MAXWIDTH];
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uint8_t vColorG[MAXWIDTH];
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uint8_t vColorB[MAXWIDTH];
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float GradientdistZ[MAXWIDTH];
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uint32_t FragColor[MAXWIDTH];
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uint16_t lightarray[MAXWIDTH];
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uint32_t dynlights[MAXWIDTH];
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uint8_t discard[MAXWIDTH];
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} scanline;
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static PolyTriangleThreadData *Get(DrawerThread *thread);
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int dest_pitch = 0;
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int dest_width = 0;
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int dest_height = 0;
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bool dest_bgra = false;
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uint8_t *dest = nullptr;
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PolyDepthStencil *depthstencil = nullptr;
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bool topdown = true;
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float depthbias = 0.0f;
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int viewport_y = 0;
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struct ClipRect
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{
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int left = 0;
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int top = 0;
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int right = 0;
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int bottom = 0;
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} clip, scissor;
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FRenderStyle RenderStyle;
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int SpecialEffect = EFF_NONE;
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int EffectState = 0;
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bool AlphaTest = false;
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uint32_t AlphaThreshold = 0x7f000000;
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const PolyPushConstants* PushConstants = nullptr;
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const void *vertices = nullptr;
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const unsigned int *elements = nullptr;
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const FVector4 *lights = nullptr;
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enum { maxPolyLights = 16 };
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PolyLight polyLights[maxPolyLights];
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int numPolyLights = 0;
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PolyMainVertexShader mainVertexShader;
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struct TextureUnit
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{
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const void* pixels = nullptr;
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int width = 0;
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int height = 0;
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bool bgra = true;
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} textures[16];
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bool DepthTest = false;
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bool StencilTest = true;
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bool WriteStencil = true;
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bool WriteColor = true;
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bool WriteDepth = true;
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uint8_t StencilTestValue = 0;
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uint8_t StencilWriteValue = 0;
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void (*FragmentShader)(int x0, int x1, PolyTriangleThreadData* thread) = nullptr;
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void (*WriteColorFunc)(int y, int x0, int x1, PolyTriangleThreadData* thread) = nullptr;
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private:
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ShadedTriVertex ShadeVertex(int index);
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void DrawShadedPoint(const ShadedTriVertex *const* vertex);
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void DrawShadedLine(const ShadedTriVertex *const* vertices);
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void DrawShadedTriangle(const ShadedTriVertex *const* vertices, bool ccw);
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static bool IsDegenerate(const ShadedTriVertex *const* vertices);
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static bool IsFrontfacing(TriDrawTriangleArgs *args);
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int ClipEdge(const ShadedTriVertex *const* verts);
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int viewport_x = 0;
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int viewport_width = 0;
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int viewport_height = 0;
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bool ccw = true;
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bool twosided = true;
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PolyInputAssembly *inputAssembly = nullptr;
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enum { max_additional_vertices = 16 };
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float weightsbuffer[max_additional_vertices * 3 * 2];
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float *weights = nullptr;
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};
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class PolyDrawerCommand : public DrawerCommand
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{
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public:
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};
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class PolySetDepthClampCommand : public PolyDrawerCommand
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{
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public:
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PolySetDepthClampCommand(bool on) : on(on) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetDepthClamp(on); }
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private:
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bool on;
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};
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class PolySetDepthMaskCommand : public PolyDrawerCommand
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{
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public:
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PolySetDepthMaskCommand(bool on) : on(on) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetDepthMask(on); }
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private:
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bool on;
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};
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class PolySetDepthFuncCommand : public PolyDrawerCommand
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{
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public:
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PolySetDepthFuncCommand(int func) : func(func) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetDepthFunc(func); }
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private:
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int func;
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};
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class PolySetDepthRangeCommand : public PolyDrawerCommand
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{
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public:
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PolySetDepthRangeCommand(float min, float max) : min(min), max(max) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetDepthRange(min, max); }
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private:
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float min;
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float max;
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};
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class PolySetDepthBiasCommand : public PolyDrawerCommand
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{
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public:
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PolySetDepthBiasCommand(float depthBiasConstantFactor, float depthBiasSlopeFactor) : depthBiasConstantFactor(depthBiasConstantFactor), depthBiasSlopeFactor(depthBiasSlopeFactor) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetDepthBias(depthBiasConstantFactor, depthBiasSlopeFactor); }
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private:
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float depthBiasConstantFactor;
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float depthBiasSlopeFactor;
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};
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class PolySetColorMaskCommand : public PolyDrawerCommand
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{
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public:
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PolySetColorMaskCommand(bool r, bool g, bool b, bool a) : r(r), g(g), b(b), a(a) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetColorMask(r, g, b, a); }
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private:
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bool r;
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bool g;
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bool b;
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bool a;
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};
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class PolySetStencilCommand : public PolyDrawerCommand
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{
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public:
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PolySetStencilCommand(int stencilRef, int op) : stencilRef(stencilRef), op(op) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetStencil(stencilRef, op); }
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private:
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int stencilRef;
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int op;
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};
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class PolySetCullingCommand : public PolyDrawerCommand
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{
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public:
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PolySetCullingCommand(int mode) : mode(mode) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetCulling(mode); }
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private:
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int mode;
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};
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class PolyEnableStencilCommand : public PolyDrawerCommand
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{
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public:
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PolyEnableStencilCommand(bool on) : on(on) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->EnableStencil(on); }
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private:
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bool on;
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};
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class PolySetScissorCommand : public PolyDrawerCommand
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{
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public:
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PolySetScissorCommand(int x, int y, int w, int h) : x(x), y(y), w(w), h(h) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetScissor(x, y, w, h); }
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private:
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int x;
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int y;
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int w;
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int h;
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};
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class PolySetRenderStyleCommand : public PolyDrawerCommand
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{
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public:
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PolySetRenderStyleCommand(FRenderStyle style) : style(style) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetRenderStyle(style); }
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private:
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FRenderStyle style;
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};
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class PolySetTextureCommand : public PolyDrawerCommand
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{
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public:
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PolySetTextureCommand(int unit, void *pixels, int width, int height, bool bgra) : unit(unit), pixels(pixels), width(width), height(height), bgra(bgra) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetTexture(unit, pixels, width, height, bgra); }
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private:
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int unit;
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void *pixels;
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int width;
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int height;
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bool bgra;
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};
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class PolySetShaderCommand : public PolyDrawerCommand
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{
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public:
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PolySetShaderCommand(int specialEffect, int effectState, bool alphaTest) : specialEffect(specialEffect), effectState(effectState), alphaTest(alphaTest) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetShader(specialEffect, effectState, alphaTest); }
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private:
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int specialEffect;
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int effectState;
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bool alphaTest;
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};
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class PolySetVertexBufferCommand : public PolyDrawerCommand
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{
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public:
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PolySetVertexBufferCommand(const void *vertices) : vertices(vertices) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetVertexBuffer(vertices); }
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private:
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const void *vertices;
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};
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class PolySetIndexBufferCommand : public PolyDrawerCommand
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{
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public:
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PolySetIndexBufferCommand(const void *indices) : indices(indices) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetIndexBuffer(indices); }
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private:
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const void *indices;
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};
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class PolySetLightBufferCommand : public PolyDrawerCommand
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{
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public:
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PolySetLightBufferCommand(const void *lights) : lights(lights) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetLightBuffer(lights); }
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private:
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const void *lights;
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};
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class PolySetInputAssemblyCommand : public PolyDrawerCommand
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{
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public:
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PolySetInputAssemblyCommand(PolyInputAssembly *input) : input(input) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetInputAssembly(input); }
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private:
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PolyInputAssembly *input;
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};
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class PolyClearDepthCommand : public PolyDrawerCommand
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{
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public:
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PolyClearDepthCommand(float value) : value(value) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->ClearDepth(value); }
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private:
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float value;
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};
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class PolyClearStencilCommand : public PolyDrawerCommand
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{
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public:
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PolyClearStencilCommand(uint8_t value) : value(value) { }
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void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->ClearStencil(value); }
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private:
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uint8_t value;
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};
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class PolySetViewportCommand : public PolyDrawerCommand
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{
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public:
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PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, PolyDepthStencil *depthstencil, bool topdown)
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: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra), depthstencil(depthstencil), topdown(topdown) { }
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|
void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetViewport(x, y, width, height, dest, dest_width, dest_height, dest_pitch, dest_bgra, depthstencil, topdown); }
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|
|
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private:
|
|
int x;
|
|
int y;
|
|
int width;
|
|
int height;
|
|
uint8_t *dest;
|
|
int dest_width;
|
|
int dest_height;
|
|
int dest_pitch;
|
|
bool dest_bgra;
|
|
PolyDepthStencil *depthstencil;
|
|
bool topdown;
|
|
};
|
|
|
|
class PolySetViewpointUniformsCommand : public PolyDrawerCommand
|
|
{
|
|
public:
|
|
PolySetViewpointUniformsCommand(const HWViewpointUniforms *uniforms) : uniforms(uniforms) {}
|
|
void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->SetViewpointUniforms(uniforms); }
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|
|
|
private:
|
|
const HWViewpointUniforms *uniforms;
|
|
};
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|
|
|
class PolyPushMatricesCommand : public PolyDrawerCommand
|
|
{
|
|
public:
|
|
PolyPushMatricesCommand(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix)
|
|
: modelMatrix(modelMatrix), normalModelMatrix(normalModelMatrix), textureMatrix(textureMatrix) { }
|
|
void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->PushMatrices(modelMatrix, normalModelMatrix, textureMatrix); }
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|
|
|
private:
|
|
VSMatrix modelMatrix;
|
|
VSMatrix normalModelMatrix;
|
|
VSMatrix textureMatrix;
|
|
};
|
|
|
|
class PolyPushStreamDataCommand : public PolyDrawerCommand
|
|
{
|
|
public:
|
|
PolyPushStreamDataCommand(const StreamData &data, const PolyPushConstants &constants) : data(data), constants(constants) { }
|
|
void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->PushStreamData(data, constants); }
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|
|
|
private:
|
|
StreamData data;
|
|
PolyPushConstants constants;
|
|
};
|
|
|
|
class PolyDrawCommand : public PolyDrawerCommand
|
|
{
|
|
public:
|
|
PolyDrawCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode) { }
|
|
void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->Draw(index, count, mode); }
|
|
|
|
private:
|
|
int index;
|
|
int count;
|
|
PolyDrawMode mode;
|
|
};
|
|
|
|
class PolyDrawIndexedCommand : public PolyDrawerCommand
|
|
{
|
|
public:
|
|
PolyDrawIndexedCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode) { }
|
|
void Execute(DrawerThread *thread) override { PolyTriangleThreadData::Get(thread)->DrawIndexed(index, count, mode); }
|
|
|
|
private:
|
|
int index;
|
|
int count;
|
|
PolyDrawMode mode;
|
|
};
|