Bläddra i källkod

gpu: use the RenderContext class in a few friendly places.

master
Sam Hocevar 11 år sedan
förälder
incheckning
4ed24ab7db
2 ändrade filer med 35 tillägg och 25 borttagningar
  1. +7
    -3
      neercs/video/render.cpp
  2. +28
    -22
      neercs/video/text-render.cpp

+ 7
- 3
neercs/video/render.cpp Visa fil

@@ -1450,8 +1450,11 @@ void Render::Draw2D()
glViewport(0, 0, screen_size.x, screen_size.y);

/* Clear the back buffer */

RenderContext rc;
rc.SetAlphaBlend(true);

glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_DST_ALPHA);

Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
@@ -1475,8 +1478,9 @@ void Render::Draw3D()
if (!m_shader)
return;

glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
RenderContext rc;
rc.SetAlphaBlend(false);
rc.SetDepthTest(false);

glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx);


+ 28
- 22
neercs/video/text-render.cpp Visa fil

@@ -143,34 +143,38 @@ void TextRender::Render()
m_vbo2->Unlock();

m_fbo->Bind();
glViewport(0, 0, m_fbo_size.x, m_fbo_size.y);
glDisable(GL_DEPTH_TEST);
{
RenderContext rc;
rc.SetDepthTest(false);

glViewport(0, 0, m_fbo_size.x, m_fbo_size.y);
#if !defined HAVE_GLES_2X
glEnable(GL_POINT_SPRITE);
//glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glEnable(GL_POINT_SPRITE);
//glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
#endif
m_shader->Bind();
m_font->Bind();
m_shader->SetUniform(m_texture, 0);
m_shader->SetUniform(m_transform, xform);
m_shader->SetUniform(m_datasize, vec2(m_canvas_size.x,
m_shader->Bind();
m_font->Bind();
m_shader->SetUniform(m_texture, 0);
m_shader->SetUniform(m_transform, xform);
m_shader->SetUniform(m_datasize, vec2(m_canvas_size.x,
max(m_font_size.x, m_font_size.y)));
m_vdecl->SetStream(m_vbo1, m_color);
m_vdecl->SetStream(m_vbo2, m_char);
m_vdecl->SetStream(m_vbo1, m_color);
m_vdecl->SetStream(m_vbo2, m_char);
#if !HAVE_SHADER_4
m_vdecl->SetStream(m_vbo3, m_vertexid);
m_vdecl->SetStream(m_vbo3, m_vertexid);
#endif
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Points, 0, m_cells);
m_vdecl->Unbind();
m_font->Unbind();
m_shader->Unbind();
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Points, 0, m_cells);
m_vdecl->Unbind();
m_font->Unbind();
m_shader->Unbind();
#if !defined HAVE_GLES_2X
glDisable(GL_POINT_SPRITE);
glDisable(GL_POINT_SPRITE);
#endif
}
m_fbo->Unbind();
}

@@ -181,7 +185,9 @@ void TextRender::Blit(ivec2 pos, ivec2 size)
ShaderTexture t = m_fbo->GetTexture();
uint64_t const &x = *(uint64_t const *)&t;

glDisable(GL_BLEND);
RenderContext rc;
rc.SetAlphaBlend(false);

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, (int)x);
glColor3f(1.0f, 1.0f, 1.0f);


Laddar…
Avbryt
Spara