Minor color refactors, added DrawPrimitives, rewritten remaining effect rendering
parent
37bdc8665f
commit
750a470b9a
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@ -37,22 +37,11 @@ namespace Gfx
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* \struct Color
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* \brief RGBA color
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*/
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struct Color
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struct Color : glm::vec4
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{
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//! Red, green, blue and alpha components
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float r, g, b, a;
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//! Constructor; default values are (0,0,0,0) = black
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explicit Color(float aR = 0.0f, float aG = 0.0f, float aB = 0.0f, float aA = 0.0f)
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: r(aR), g(aG), b(aB), a(aA) {}
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Color(const glm::vec4& color)
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: r(color.r), g(color.g), b(color.b), a(color.a) {}
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operator glm::vec4() const
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{
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return { r, g, b, a };
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}
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: glm::vec4(aR, aG, aB, aA) {}
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inline Color Inverse() const
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{
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@ -112,22 +101,11 @@ struct Color
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*
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* May be used for precise pixel manipulations.
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*/
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struct IntColor
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struct IntColor : glm::u8vec4
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{
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//! Red, green, blue and alpha components
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unsigned char r, g, b, a;
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//! Constructor; default values are (0,0,0,0) = black
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explicit IntColor(unsigned char aR = 0, unsigned char aG = 0, unsigned char aB = 0, unsigned char aA = 0)
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: r(aR), g(aG), b(aB), a(aA) {}
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IntColor(const glm::u8vec4& color)
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: r(color.r), g(color.g), b(color.b), a(color.a) {}
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operator glm::u8vec4() const
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{
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return { r, g, b, a };
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}
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: glm::u8vec4(aR, aG, aB, aA) {}
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};
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inline Color IntColorToColor(IntColor color)
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@ -191,6 +191,8 @@ public:
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virtual void DrawObject(const CVertexBuffer* buffer) = 0;
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//! Draws a primitive
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virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices) = 0;
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//! Draws a set of primitives
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virtual void DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices) = 0;
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};
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/**
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@ -3237,8 +3237,6 @@ void CEngine::Draw3DScene()
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m_water->DrawSurf(); // draws water surface
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objectRenderer->End();
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CProfiler::StopPerformanceCounter(PCNT_RENDER_WATER);
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RenderPendingDebugDraws();
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@ -3246,17 +3244,19 @@ void CEngine::Draw3DScene()
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if (m_debugGoto)
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{
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glm::mat4 worldMatrix = glm::mat4(1.0f);
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//m_device->SetTransform(TRANSFORM_WORLD, worldMatrix);
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//SetState(ENG_RSTATE_OPAQUE_COLOR);
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objectRenderer->SetTransparency(TransparencyMode::NONE);
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objectRenderer->SetLighting(false);
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objectRenderer->SetModelMatrix(glm::mat4(1.0f));
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for (const auto& line : m_displayGoto)
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{
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m_device->DrawPrimitive(PrimitiveType::LINE_STRIP, line.data(), line.size());
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objectRenderer->DrawPrimitive(PrimitiveType::LINE_STRIP, line.size(), line.data());
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}
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}
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m_displayGoto.clear();
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objectRenderer->End();
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auto particleRenderer = m_device->GetParticleRenderer();
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particleRenderer->Begin();
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particleRenderer->SetProjectionMatrix(m_matProj);
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@ -3266,10 +3266,10 @@ void CEngine::Draw3DScene()
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m_particle->DrawParticle(SH_WORLD); // draws the particles of the 3D world
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CProfiler::StopPerformanceCounter(PCNT_RENDER_PARTICLE_WORLD);
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particleRenderer->End();
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m_lightning->Draw(); // draws lightning
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particleRenderer->End();
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DrawForegroundImage(); // draws the foreground
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if (! m_overFront) DrawOverColor(); // draws the foreground color
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@ -3448,18 +3448,12 @@ void CEngine::RenderDebugSphere(const Math::Sphere& sphere, const glm::mat4& tra
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}();
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const int firstDraw = m_pendingDebugDraws.firsts.size();
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const int firstDraw = m_pendingDebugDraws.counts.size();
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const int firstVert = m_pendingDebugDraws.vertices.size();
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m_pendingDebugDraws.firsts.resize(m_pendingDebugDraws.firsts.size() + NUM_LINE_STRIPS);
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m_pendingDebugDraws.counts.resize(m_pendingDebugDraws.counts.size() + NUM_LINE_STRIPS);
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m_pendingDebugDraws.vertices.resize(m_pendingDebugDraws.vertices.size() + verticesTemplate.size());
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for (int i = 0; i < NUM_LINE_STRIPS; ++i)
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{
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m_pendingDebugDraws.firsts[i + firstDraw] = firstVert + i * VERTS_IN_LINE_STRIP;
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}
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for (int i = 0; i < NUM_LINE_STRIPS; ++i)
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{
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m_pendingDebugDraws.counts[i + firstDraw] = VERTS_IN_LINE_STRIP;
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@ -3468,7 +3462,7 @@ void CEngine::RenderDebugSphere(const Math::Sphere& sphere, const glm::mat4& tra
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for (std::size_t i = 0; i < verticesTemplate.size(); ++i)
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{
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auto pos = Math::Transform(transform, sphere.pos + verticesTemplate[i] * sphere.radius);
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m_pendingDebugDraws.vertices[i + firstVert] = VertexCol{pos, color};
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m_pendingDebugDraws.vertices[i + firstVert] = Vertex3D{ pos, {}, color };
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}
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}
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@ -3477,18 +3471,12 @@ void CEngine::RenderDebugBox(const glm::vec3& mins, const glm::vec3& maxs, const
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static constexpr int NUM_LINE_STRIPS = 4;
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static constexpr int VERTS_IN_LINE_STRIP = 4;
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const int firstDraw = m_pendingDebugDraws.firsts.size();
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const int firstDraw = m_pendingDebugDraws.counts.size();
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const int firstVert = m_pendingDebugDraws.vertices.size();
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m_pendingDebugDraws.firsts.resize(m_pendingDebugDraws.firsts.size() + NUM_LINE_STRIPS);
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m_pendingDebugDraws.counts.resize(m_pendingDebugDraws.counts.size() + NUM_LINE_STRIPS);
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m_pendingDebugDraws.vertices.resize(m_pendingDebugDraws.vertices.size() + NUM_LINE_STRIPS * VERTS_IN_LINE_STRIP);
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for (int i = 0; i < NUM_LINE_STRIPS; ++i)
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{
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m_pendingDebugDraws.firsts[i + firstDraw] = firstVert + (i * VERTS_IN_LINE_STRIP);
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}
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for (int i = 0; i < NUM_LINE_STRIPS; ++i)
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{
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m_pendingDebugDraws.counts[i + firstDraw] = NUM_LINE_STRIPS;
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@ -3496,42 +3484,43 @@ void CEngine::RenderDebugBox(const glm::vec3& mins, const glm::vec3& maxs, const
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auto vert = m_pendingDebugDraws.vertices.begin() + firstVert;
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, mins.y, mins.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, mins.y, mins.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, maxs.y, mins.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, maxs.y, maxs.z}), color};
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, mins.y, mins.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, mins.y, mins.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, maxs.y, mins.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, maxs.y, maxs.z}), {}, color };
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, mins.y, maxs.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, mins.y, mins.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, maxs.y, mins.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, maxs.y, mins.z}), color};
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, mins.y, maxs.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, mins.y, mins.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, maxs.y, mins.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, maxs.y, mins.z}), {}, color };
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, mins.y, maxs.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, mins.y, maxs.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, maxs.y, maxs.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, maxs.y, mins.z}), color};
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, mins.y, maxs.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, mins.y, maxs.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, maxs.y, maxs.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, maxs.y, mins.z}), {}, color };
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, mins.y, mins.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, mins.y, maxs.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{maxs.x, maxs.y, maxs.z}), color};
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*vert++ = VertexCol{Math::Transform(transform, glm::vec3{mins.x, maxs.y, maxs.z}), color};
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, mins.y, mins.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, mins.y, maxs.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{maxs.x, maxs.y, maxs.z}), {}, color };
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*vert++ = Vertex3D{ Math::Transform(transform, glm::vec3{mins.x, maxs.y, maxs.z}), {}, color };
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}
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void CEngine::RenderPendingDebugDraws()
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{
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if (m_pendingDebugDraws.firsts.empty()) return;
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if (m_pendingDebugDraws.counts.empty()) return;
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//m_device->SetTransform(TRANSFORM_WORLD, glm::mat4(1.0f));
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auto renderer = m_device->GetObjectRenderer();
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renderer->SetTransparency(TransparencyMode::NONE);
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renderer->SetLighting(false);
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renderer->SetModelMatrix(glm::mat4(1.0f));
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renderer->SetPrimaryTexture(Texture{});
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renderer->SetSecondaryTexture(Texture{});
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//SetState(ENG_RSTATE_OPAQUE_COLOR);
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renderer->DrawPrimitives(PrimitiveType::LINE_STRIP,
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m_pendingDebugDraws.counts.size(),
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m_pendingDebugDraws.counts.data(),
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m_pendingDebugDraws.vertices.data());
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m_device->DrawPrimitives(PrimitiveType::LINE_STRIP,
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m_pendingDebugDraws.vertices.data(),
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m_pendingDebugDraws.firsts.data(),
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m_pendingDebugDraws.counts.data(),
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m_pendingDebugDraws.firsts.size());
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m_pendingDebugDraws.firsts.clear();
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m_pendingDebugDraws.counts.clear();
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m_pendingDebugDraws.vertices.clear();
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}
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@ -4396,7 +4385,7 @@ void CEngine::DrawShadowSpots()
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//SetState(ENG_RSTATE_TTEXTURE_WHITE, Color(intensity, intensity, intensity, intensity));
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}
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m_device->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, vertex, 4);
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//m_device->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, vertex, 4);
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AddStatisticTriangle(2);
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}
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@ -4424,7 +4413,7 @@ void CEngine::DrawBackground()
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void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
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{
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glm::vec2 p1(0.0f, 0.5f);
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glm::vec2 p1(0.0f, 0.0f);
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glm::vec2 p2(1.0f, 1.0f);
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glm::u8vec4 color[3] =
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@ -4434,29 +4423,19 @@ void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
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{ 0, 0, 0, 0 }
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};
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auto renderer = m_device->GetObjectRenderer();
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renderer->Begin();
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renderer->SetProjectionMatrix(m_matProjInterface);
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renderer->SetViewMatrix(m_matViewInterface);
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renderer->SetModelMatrix(m_matWorldInterface);
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renderer->SetLighting(false);
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renderer->SetPrimaryTexture(Texture{});
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renderer->SetSecondaryTexture(Texture{});
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renderer->SetDepthTest(false);
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Vertex3D vertex[4] =
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Vertex2D vertex[4] =
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{
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{ glm::vec3(p1.x, p1.y, 0.0f), color[1] },
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{ glm::vec3(p1.x, p2.y, 0.0f), color[0] },
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{ glm::vec3(p2.x, p1.y, 0.0f), color[1] },
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{ glm::vec3(p2.x, p2.y, 0.0f), color[0] }
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{ { p1.x, p1.y }, {}, color[1] },
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{ { p1.x, p2.y }, {}, color[0] },
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{ { p2.x, p1.y }, {}, color[1] },
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{ { p2.x, p2.y }, {}, color[0] }
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};
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auto renderer = m_device->GetUIRenderer();
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renderer->SetTexture(Texture{});
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renderer->SetTransparency(TransparencyMode::NONE);
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renderer->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, 4, vertex);
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AddStatisticTriangle(2);
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renderer->End();
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}
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void CEngine::DrawBackgroundImage()
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@ -4535,6 +4514,7 @@ void CEngine::DrawBackgroundImage()
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auto renderer = m_device->GetUIRenderer();
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renderer->SetTexture(m_backgroundTex);
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renderer->SetTransparency(TransparencyMode::NONE);
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renderer->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, 4, vertices);
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AddStatisticTriangle(2);
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}
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@ -5149,7 +5129,7 @@ bool CEngine::GetDebugGoto()
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return m_debugGoto;
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}
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void CEngine::AddDebugGotoLine(std::vector<Gfx::VertexCol> line)
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void CEngine::AddDebugGotoLine(std::vector<Gfx::Vertex3D> line)
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{
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m_displayGoto.push_back(line);
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}
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@ -1149,7 +1149,7 @@ public:
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void SetDebugGoto(bool debugGoto);
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bool GetDebugGoto();
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void AddDebugGotoLine(std::vector<Gfx::VertexCol> line);
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void AddDebugGotoLine(std::vector<Gfx::Vertex3D> line);
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void SetDebugGotoBitmap(std::unique_ptr<CImage> debugImage);
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void SetWindowCoordinates();
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@ -1398,8 +1398,7 @@ protected:
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struct PendingDebugDraw
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{
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std::vector<VertexCol> vertices;
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std::vector<int> firsts;
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std::vector<Vertex3D> vertices;
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std::vector<int> counts;
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}
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m_pendingDebugDraws;
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@ -1477,7 +1476,7 @@ protected:
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std::unordered_map<std::string, int> m_staticMeshBaseObjects;
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std::vector<std::vector<VertexCol>> m_displayGoto;
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std::vector<std::vector<Vertex3D>> m_displayGoto;
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std::unique_ptr<CImage> m_displayGotoImage;
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//! Pause the animation updates
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@ -221,12 +221,13 @@ void CLightning::Draw()
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if (m_phase != LightningPhase::Flash) return;
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CDevice* device = m_engine->GetDevice();
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auto renderer = device->GetParticleRenderer();
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glm::mat4 mat = glm::mat4(1.0f);
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//device->SetTransform(TRANSFORM_WORLD, mat);
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auto texture = m_engine->LoadTexture("textures/effect00.png");
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//m_engine->SetTexture("textures/effect00.png");
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//m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK);
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renderer->SetModelMatrix(glm::mat4(1.0f));
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renderer->SetTexture(texture);
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renderer->SetTransparency(TransparencyMode::BLACK);
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glm::vec2 texInf;
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texInf.x = 64.5f/256.0f;
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@ -241,7 +242,7 @@ void CLightning::Draw()
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glm::vec3 n = glm::normalize(p1-eye);
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glm::vec3 corner[4];
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Vertex vertex[4];
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Vertex3D vertex[4];
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for (std::size_t i = 0; i < m_segments.size() - 1; i++)
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{
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@ -272,22 +273,24 @@ void CLightning::Draw()
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corner[3].y = p2.y;
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corner[3].z = rot.y+m_segments[i+1].shift.y;
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IntColor white = IntColor(255, 255, 255, 255);
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if (p2.y < p1.y)
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{
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vertex[0] = { corner[1], n, { texSup.x, texSup.y } };
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vertex[1] = { corner[0], n, { texInf.x, texSup.y } };
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vertex[2] = { corner[3], n, { texSup.x, texInf.y } };
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vertex[3] = { corner[2], n, { texInf.x, texInf.y } };
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vertex[0] = { corner[1], white, { texSup.x, texSup.y } };
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vertex[1] = { corner[0], white, { texInf.x, texSup.y } };
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vertex[2] = { corner[3], white, { texSup.x, texInf.y } };
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vertex[3] = { corner[2], white, { texInf.x, texInf.y } };
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}
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else
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{
|
||||
vertex[0] = { corner[0], n, { texSup.x, texSup.y } };
|
||||
vertex[1] = { corner[1], n, { texInf.x, texSup.y } };
|
||||
vertex[2] = { corner[2], n, { texSup.x, texInf.y } };
|
||||
vertex[3] = { corner[3], n, { texInf.x, texInf.y } };
|
||||
vertex[0] = { corner[0], white, { texSup.x, texSup.y } };
|
||||
vertex[1] = { corner[1], white, { texInf.x, texSup.y } };
|
||||
vertex[2] = { corner[2], white, { texSup.x, texInf.y } };
|
||||
vertex[3] = { corner[3], white, { texInf.x, texInf.y } };
|
||||
}
|
||||
|
||||
device->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, vertex, 4);
|
||||
renderer->DrawParticle(PrimitiveType::TRIANGLE_STRIP, 4, vertex);
|
||||
m_engine->AddStatisticTriangle(2);
|
||||
|
||||
p1 = p2;
|
||||
|
|
|
@ -134,7 +134,7 @@ CGL33ObjectRenderer::CGL33ObjectRenderer(CGL33Device* device)
|
|||
// Generic buffer
|
||||
glGenBuffers(1, &m_bufferVBO);
|
||||
glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVBO);
|
||||
glBufferData(GL_COPY_WRITE_BUFFER, m_bufferCapacity, nullptr, GL_STREAM_DRAW);
|
||||
glBufferData(GL_COPY_WRITE_BUFFER, 8 * sizeof(Vertex3D), nullptr, GL_STREAM_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &m_bufferVAO);
|
||||
glBindVertexArray(m_bufferVAO);
|
||||
|
@ -398,17 +398,29 @@ void CGL33ObjectRenderer::DrawObject(const CVertexBuffer* buffer)
|
|||
|
||||
void CGL33ObjectRenderer::DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices)
|
||||
{
|
||||
DrawPrimitives(type, 1, &count, vertices);
|
||||
}
|
||||
|
||||
void CGL33ObjectRenderer::DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices)
|
||||
{
|
||||
m_first.resize(drawCount);
|
||||
|
||||
GLint offset = 0;
|
||||
|
||||
for (size_t i = 0; i < drawCount; i++)
|
||||
{
|
||||
m_first[i] = offset;
|
||||
offset += count[i];
|
||||
}
|
||||
|
||||
glBindVertexArray(m_bufferVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
|
||||
|
||||
size_t size = count * sizeof(Vertex3D);
|
||||
|
||||
if (m_bufferCapacity < size)
|
||||
m_bufferCapacity = size;
|
||||
size_t size = offset * sizeof(Vertex3D);
|
||||
|
||||
// Send new vertices to GPU
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_bufferCapacity, nullptr, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STREAM_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
|
@ -426,5 +438,5 @@ void CGL33ObjectRenderer::DrawPrimitive(PrimitiveType type, int count, const Ver
|
|||
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
reinterpret_cast<void*>(offsetof(Vertex3D, uv2)));
|
||||
|
||||
glDrawArrays(TranslateGfxPrimitive(type), 0, count);
|
||||
glMultiDrawArrays(TranslateGfxPrimitive(type), m_first.data(), count, drawCount);
|
||||
}
|
||||
|
|
|
@ -100,6 +100,8 @@ public:
|
|||
virtual void DrawObject(const CVertexBuffer* buffer) override;
|
||||
//! Draws a primitive
|
||||
virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices) override;
|
||||
//! Draws a set of primitives
|
||||
virtual void DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices) override;
|
||||
|
||||
private:
|
||||
CGL33Device* const m_device;
|
||||
|
@ -152,8 +154,8 @@ private:
|
|||
GLuint m_bufferVBO = 0;
|
||||
// Vertex array object
|
||||
GLuint m_bufferVAO = 0;
|
||||
// VBO capacity
|
||||
GLsizei m_bufferCapacity = 8 * sizeof(Vertex3D);
|
||||
// Offsets
|
||||
std::vector<GLint> m_first;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -93,7 +93,7 @@ bool CTaskGoto::EventProcess(const Event &event)
|
|||
return p;
|
||||
};
|
||||
|
||||
std::vector<Gfx::VertexCol> debugLine;
|
||||
std::vector<Gfx::Vertex3D> debugLine;
|
||||
if (m_bmTotal > 0)
|
||||
{
|
||||
Gfx::Color color = Gfx::Color(0.0f, 1.0f, 0.0f);
|
||||
|
@ -101,14 +101,18 @@ bool CTaskGoto::EventProcess(const Event &event)
|
|||
{
|
||||
if (i > m_bmIndex-1)
|
||||
color = Gfx::Color(1.0f, 0.0f, 0.0f);
|
||||
debugLine.push_back({ AdjustPoint(m_bmPoints[i]), color });
|
||||
|
||||
auto intcolor = Gfx::ColorToIntColor(color);
|
||||
|
||||
debugLine.push_back({ AdjustPoint(m_bmPoints[i]), {}, intcolor });
|
||||
}
|
||||
m_engine->AddDebugGotoLine(debugLine);
|
||||
debugLine.clear();
|
||||
}
|
||||
Gfx::Color color = Gfx::Color(0.0f, 0.0f, 1.0f);
|
||||
debugLine.push_back({ m_object->GetPosition(), color });
|
||||
debugLine.push_back({ AdjustPoint(m_bmTotal > 0 && m_bmIndex <= m_bmTotal && m_phase != TGP_BEAMSEARCH ? m_bmPoints[m_bmIndex] : m_goal), color });
|
||||
auto pos = AdjustPoint(m_bmTotal > 0 && m_bmIndex <= m_bmTotal && m_phase != TGP_BEAMSEARCH ? m_bmPoints[m_bmIndex] : m_goal);
|
||||
debugLine.push_back({ m_object->GetPosition(), {}, color });
|
||||
debugLine.push_back({ pos, {}, color });
|
||||
m_engine->AddDebugGotoLine(debugLine);
|
||||
|
||||
if (m_object->GetSelect() && m_bmChanged)
|
||||
|
|
Loading…
Reference in New Issue