vkdoom_m/src/gl/scene/gl_weapon.cpp
Christoph Oelckers c3d5b960ee - refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
2018-06-24 17:16:07 +02:00

106 lines
3.5 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_weapon.cpp
** Weapon sprite drawing
**
*/
#include "gl_load/gl_system.h"
#include "r_utility.h"
#include "v_video.h"
#include "gl_load/gl_interface.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_weapon.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/models/gl_models.h"
#include "gl/dynlights/gl_lightbuffer.h"
//==========================================================================
//
// R_DrawPSprite
//
//==========================================================================
void FDrawInfo::DrawPSprite (HUDSprite *huds)
{
if (huds->RenderStyle.BlendOp == STYLEOP_Shadow)
{
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, huds->cm.Desaturation);
}
else
{
SetColor(huds->lightlevel, 0, huds->cm, huds->alpha, true);
}
gl_SetRenderStyle(huds->RenderStyle, false, false);
gl_RenderState.SetObjectColor(huds->ObjectColor);
gl_RenderState.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
gl_RenderState.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
if (huds->mframe)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
FGLModelRenderer renderer(this, huds->lightindex);
renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
}
else
{
float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
gl_RenderState.AlphaFunc(GL_GEQUAL, thresh);
gl_RenderState.SetMaterial(huds->tex, CLAMP_XY_NOMIP, 0, huds->OverrideShader, !!(huds->RenderStyle.Flags & STYLEF_RedIsAlpha));
gl_RenderState.Apply();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, huds->mx, 4);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetDynLight(0, 0, 0);
gl_RenderState.EnableBrightmap(false);
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void FDrawInfo::DrawPlayerSprites(bool hudModelStep)
{
int oldlightmode = level.lightmode;
if (!hudModelStep && level.lightmode == 8) level.lightmode = 2; // Software lighting cannot handle 2D content so revert to lightmode 2 for that.
for(auto &hudsprite : hudsprites)
{
if ((!!hudsprite.mframe) == hudModelStep)
DrawPSprite(&hudsprite);
}
level.lightmode = oldlightmode;
}
void FDrawInfo::AddHUDSprite(HUDSprite *huds)
{
hudsprites.Push(*huds);
}