Refactored or removed some of the unused CDevice features
parent
39b6621463
commit
2ff722eee6
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@ -163,7 +163,6 @@ enum RenderState
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RENDER_STATE_DEPTH_WRITE,
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RENDER_STATE_ALPHA_TEST,
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RENDER_STATE_CULLING,
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RENDER_STATE_DEPTH_BIAS,
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RENDER_STATE_SHADOW_MAPPING,
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};
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@ -510,7 +509,6 @@ public:
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int first[], int count[], int drawCount) = 0;
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virtual CVertexBuffer* CreateVertexBuffer(PrimitiveType primitiveType, const Vertex3D* vertices, int vertexCount) = 0;
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virtual void DrawVertexBuffer(CVertexBuffer*) = 0;
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virtual void DestroyVertexBuffer(CVertexBuffer*) = 0;
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//! Changes rendering viewport
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@ -522,12 +520,6 @@ public:
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//! Sets the color mask
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virtual void SetColorMask(bool red, bool green, bool blue, bool alpha) = 0;
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//! Sets the function of depth test
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virtual void SetDepthTestFunc(CompFunc func) = 0;
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//! Sets the depth bias (constant value added to Z-coords)
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virtual void SetDepthBias(float factor, float units) = 0;
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//! Sets the alpha test function and reference value
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virtual void SetAlphaTestFunc(CompFunc func, float refValue) = 0;
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@ -4049,8 +4049,6 @@ void CEngine::RenderShadowMap()
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m_device->SetRenderState(RENDER_STATE_CULLING, false);
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, true);
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m_device->SetAlphaTestFunc(COMP_FUNC_GREATER, 0.5f);
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m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, true);
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m_device->SetDepthBias(2.0f, 8.0f);
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m_device->SetViewport(0, 0, m_shadowMap.size.x, m_shadowMap.size.y);
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auto renderer = m_device->GetShadowRenderer();
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@ -4170,8 +4168,6 @@ void CEngine::RenderShadowMap()
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renderer->End();
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m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, false);
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m_device->SetDepthBias(0.0f, 0.0f);
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, false);
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m_device->SetRenderState(RENDER_STATE_CULLING, false);
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m_device->SetCullMode(CULL_CW);
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@ -1218,19 +1218,6 @@ CVertexBuffer* CGL33Device::CreateVertexBuffer(PrimitiveType primitiveType, cons
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return buffer;
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}
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void CGL33Device::DrawVertexBuffer(CVertexBuffer* buffer)
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{
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if (m_updateLights) UpdateLights();
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if (m_buffers.count(buffer) == 0) return;
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auto b = dynamic_cast<CGL33VertexBuffer*>(buffer);
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BindVAO(b->GetVAO());
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GLenum type = TranslateGfxPrimitive(b->GetType());
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glDrawArrays(type, 0, b->Size());
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}
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void CGL33Device::DestroyVertexBuffer(CVertexBuffer* buffer)
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{
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if (m_buffers.count(buffer) == 0) return;
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@ -1288,7 +1275,6 @@ void CGL33Device::SetRenderState(RenderState state, bool enabled)
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case RENDER_STATE_BLENDING: flag = GL_BLEND; break;
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case RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;
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case RENDER_STATE_CULLING: flag = GL_CULL_FACE; break;
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case RENDER_STATE_DEPTH_BIAS: flag = GL_POLYGON_OFFSET_FILL; break;
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default: assert(false); break;
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}
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@ -1303,16 +1289,6 @@ void CGL33Device::SetColorMask(bool red, bool green, bool blue, bool alpha)
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glColorMask(red, green, blue, alpha);
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}
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void CGL33Device::SetDepthTestFunc(CompFunc func)
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{
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glDepthFunc(TranslateGfxCompFunc(func));
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}
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void CGL33Device::SetDepthBias(float factor, float units)
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{
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glPolygonOffset(factor, units);
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}
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void CGL33Device::SetAlphaTestFunc(CompFunc func, float refValue)
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{
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glUniform1f(m_uniforms.alphaReference, refValue);
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@ -161,7 +161,6 @@ public:
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int first[], int count[], int drawCount) override;
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CVertexBuffer* CreateVertexBuffer(PrimitiveType primitiveType, const Vertex3D* vertices, int vertexCount) override;
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void DrawVertexBuffer(CVertexBuffer*) override;
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void DestroyVertexBuffer(CVertexBuffer*) override;
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void SetViewport(int x, int y, int width, int height) override;
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@ -170,10 +169,6 @@ public:
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void SetColorMask(bool red, bool green, bool blue, bool alpha) override;
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void SetDepthTestFunc(CompFunc func) override;
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void SetDepthBias(float factor, float units) override;
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void SetAlphaTestFunc(CompFunc func, float refValue) override;
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void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) override;
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@ -547,6 +547,9 @@ void CGL33ShadowRenderer::Begin()
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glUseProgram(m_program);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(2.0f, 8.0f);
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}
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void CGL33ShadowRenderer::End()
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@ -554,6 +557,9 @@ void CGL33ShadowRenderer::End()
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.0f, 0.0f);
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m_device->Restore();
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}
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