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gpu: implement face culling mode in render contexts.

legacy
Sam Hocevar sam 11 лет назад
Родитель
Сommit
0b93890556
7 измененных файлов: 75 добавлений и 29 удалений
  1. +5
    -0
      src/core.h
  2. +3
    -3
      src/gpu/rendercontext.cpp
  3. +47
    -14
      src/gpu/renderer.cpp
  4. +0
    -8
      src/gpu/vertexbuffer.cpp
  5. +1
    -1
      src/lol/gpu/rendercontext.h
  6. +18
    -2
      src/lol/gpu/renderer.h
  7. +1
    -1
      src/video.cpp

+ 5
- 0
src/core.h Просмотреть файл

@@ -85,6 +85,11 @@ static inline int isnan(float f)
#endif


/* XXX: workaround for X11 headers that try to #define None */
#undef None
#define None None


/* External declaration for LolFx files. */
#define LOLFX_RESOURCE_DECLARE(name) \
extern "C" char const *LOLFX_RESOURCE_NAME(name)


+ 3
- 3
src/gpu/rendercontext.cpp Просмотреть файл

@@ -61,7 +61,7 @@ private:
TrackedState<BlendFactor> m_blend_dst;
TrackedState<bool> m_alpha_test;
TrackedState<bool> m_depth_test;
TrackedState<bool> m_face_culling;
TrackedState<CullMode> m_face_culling;
};

/*
@@ -151,12 +151,12 @@ void RenderContext::SetDepthTest(bool set)
g_renderer->SetDepthTest(set);
}

void RenderContext::SetFaceCulling(bool set)
void RenderContext::SetFaceCulling(CullMode mode)
{
if (!m_data->m_face_culling.HasChanged())
m_data->m_face_culling.TrackValue(g_renderer->GetFaceCulling());

g_renderer->SetFaceCulling(set);
g_renderer->SetFaceCulling(mode);
}

} /* namespace lol */


+ 47
- 14
src/gpu/renderer.cpp Просмотреть файл

@@ -31,6 +31,12 @@
#include "core.h"
#include "lolgl.h"

#if defined USE_D3D9
extern IDirect3DDevice9 *g_d3ddevice;
#elif defined _XBOX
extern D3DDevice *g_d3ddevice;
#endif

namespace lol
{

@@ -50,7 +56,14 @@ private:
vec4 m_clear_color;
float m_clear_depth;
BlendFactor m_blend_src, m_blend_dst;
bool m_alpha_blend, m_alpha_test, m_depth_test, m_face_culling;
CullMode m_face_culling;
bool m_alpha_blend, m_alpha_test, m_depth_test;

#if defined USE_D3D9
IDirect3DDevice9 *m_d3d_dev;
#elif defined _XBOX
D3DDevice *m_d3d_dev;
#endif
};

/*
@@ -61,7 +74,8 @@ Renderer::Renderer()
: m_data(new RendererData())
{
#if defined USE_D3D9 || defined _XBOX
/* TODO */
/* FIXME: we should be in charge of creating this */
m_data->m_d3d_dev = g_d3ddevice;
#else
# if defined USE_GLEW && !defined __APPLE__
/* Initialise GLEW if necessary */
@@ -94,8 +108,8 @@ Renderer::Renderer()
m_data->m_depth_test = false;
SetDepthTest(true);

m_data->m_face_culling = false;
SetFaceCulling(true);
m_data->m_face_culling = CullMode::None;
SetFaceCulling(CullMode::CCW);

/* Add some rendering states that we don't export to the user */
#if defined USE_D3D9 || defined _XBOX
@@ -349,26 +363,45 @@ bool Renderer::GetDepthTest() const
* Face culling
*/

void Renderer::SetFaceCulling(bool set)
void Renderer::SetFaceCulling(CullMode mode)
{
if (m_data->m_face_culling == set)
if (m_data->m_face_culling == mode)
return;

#if defined USE_D3D9 || defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Renderer::SetFaceCulling() not implemented")
switch (mode)
{
case CullMode::None:
m_data->m_d3d_dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
break;
case CullMode::CW:
m_data->m_d3d_dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
break;
case CullMode::CCW:
m_data->m_d3d_dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
break;
}
#else
if (set)
glEnable(GL_CULL_FACE);
else
switch (mode)
{
case CullMode::None:
glDisable(GL_CULL_FACE);
break;
case CullMode::CW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
break;
case CullMode::CCW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
break;
}
#endif

m_data->m_face_culling = set;
m_data->m_face_culling = mode;
}

bool Renderer::GetFaceCulling() const
CullMode Renderer::GetFaceCulling() const
{
return m_data->m_face_culling;
}


+ 0
- 8
src/gpu/vertexbuffer.cpp Просмотреть файл

@@ -127,8 +127,6 @@ void VertexDeclaration::DrawElements(MeshPrimitive type, int skip, int count)
return;

#if defined _XBOX || defined USE_D3D9
if (FAILED(g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW)))
Abort();
switch (type)
{
case MeshPrimitive::Triangles:
@@ -159,8 +157,6 @@ void VertexDeclaration::DrawElements(MeshPrimitive type, int skip, int count)
}
#else
/* FIXME: this has nothing to do here! */
glFrontFace(GL_CCW);

switch (type)
{
case MeshPrimitive::Triangles:
@@ -190,8 +186,6 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase,
return;

#if defined _XBOX || defined USE_D3D9
if (FAILED(g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW)))
Abort();
switch (type)
{
case MeshPrimitive::Triangles:
@@ -225,8 +219,6 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase,
}
#else
/* FIXME: this has nothing to do here! */
glFrontFace(GL_CCW);

switch (type)
{
case MeshPrimitive::Triangles:


+ 1
- 1
src/lol/gpu/rendercontext.h Просмотреть файл

@@ -33,7 +33,7 @@ public:
void SetBlendFunc(BlendFactor src, BlendFactor dst);
void SetAlphaTest(bool set);
void SetDepthTest(bool set);
void SetFaceCulling(bool set);
void SetFaceCulling(CullMode mode);

private:
RenderContextData *m_data;


+ 18
- 2
src/lol/gpu/renderer.h Просмотреть файл

@@ -48,6 +48,22 @@ struct BlendFactor
inline operator Value() { return m_value; }
};

/* A safe enum to indicate the face culling mode. */
struct CullMode
{
enum Value
{
None,
CW,
CCW,
}
m_value;

inline CullMode() : m_value(None) {}
inline CullMode(Value v) : m_value(v) {}
inline operator Value() { return m_value; }
};

class Renderer
{
private:
@@ -77,8 +93,8 @@ public:
void SetDepthTest(bool set);
bool GetDepthTest() const;

void SetFaceCulling(bool set);
bool GetFaceCulling() const;
void SetFaceCulling(CullMode mode);
CullMode GetFaceCulling() const;

private:
RendererData *m_data;


+ 1
- 1
src/video.cpp Просмотреть файл

@@ -180,7 +180,7 @@ void Video::SetDebugRenderMode(DebugRenderMode d)
{
#if defined USE_D3D9 || defined _XBOX
#elif defined HAVE_GLES_2X
glEnable(GL_CULL_FACE);
// glEnable(GL_CULL_FACE);
#else
// if (VideoData::render_mode == d && glIsEnabled(GL_CULL_FACE) == GL_TRUE)
// SetFaceCulling(false);


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