OpenGL Renderer: Fix 3D rendering for builds using an an MSVC compiler. Fixes #81. (Regression from commit 1ff91b7.)
This commit is contained in:
parent
1ff91b7841
commit
87e52c334b
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@ -1487,6 +1487,186 @@ OpenGLTexture* OpenGLRenderer::GetLoadedTextureFromPolygon(const POLY &thePoly,
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return theTexture;
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}
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template <OGLPolyDrawMode DRAWMODE>
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size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex)
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{
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OGLRenderRef &OGLRef = *this->ref;
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if (lastIndex > (polyList->count - 1))
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{
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lastIndex = polyList->count - 1;
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}
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if (firstIndex > lastIndex)
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{
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return 0;
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}
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// Map GFX3D_QUADS and GFX3D_QUAD_STRIP to GL_TRIANGLES since we will convert them.
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//
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// Also map GFX3D_TRIANGLE_STRIP to GL_TRIANGLES. This is okay since this is actually
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// how the POLY struct stores triangle strip vertices, which is in sets of 3 vertices
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// each. This redefinition is necessary since uploading more than 3 indices at a time
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// will cause glDrawElements() to draw the triangle strip incorrectly.
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static const GLenum oglPrimitiveType[] = { GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES,
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GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP };
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static const GLsizei indexIncrementLUT[] = {3, 6, 3, 6, 3, 4, 3, 4};
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const POLY &firstPoly = polyList->list[indexList->list[firstIndex]];
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u32 lastPolyAttr = firstPoly.polyAttr;
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u32 lastTexParams = firstPoly.texParam;
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u32 lastTexPalette = firstPoly.texPalette;
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u32 lastViewport = firstPoly.viewport;
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this->SetupPolygon(firstPoly, (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass));
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this->SetupTexture(firstPoly, firstIndex);
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this->SetupViewport(lastViewport);
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GLsizei vertIndexCount = 0;
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GLushort *indexBufferPtr = OGLRef.vertIndexBuffer + indexOffset;
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// Enumerate through all polygons and render
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size_t i = firstIndex;
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for (; i <= lastIndex; i++)
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{
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const POLY &thePoly = polyList->list[indexList->list[i]];
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// Set up the polygon if it changed
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if (lastPolyAttr != thePoly.polyAttr)
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{
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lastPolyAttr = thePoly.polyAttr;
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this->SetupPolygon(thePoly, (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass));
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}
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// Set up the texture if it changed
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if (lastTexParams != thePoly.texParam || lastTexPalette != thePoly.texPalette)
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{
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lastTexParams = thePoly.texParam;
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lastTexPalette = thePoly.texPalette;
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this->SetupTexture(thePoly, i);
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}
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// Set up the viewport if it changed
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if (lastViewport != thePoly.viewport)
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{
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lastViewport = thePoly.viewport;
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this->SetupViewport(thePoly.viewport);
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}
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// In wireframe mode, redefine all primitives as GL_LINE_LOOP rather than
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// setting the polygon mode to GL_LINE though glPolygonMode(). Not only is
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// drawing more accurate this way, but it also allows GFX3D_QUADS and
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// GFX3D_QUAD_STRIP primitives to properly draw as wireframe without the
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// extra diagonal line.
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const GLenum polyPrimitive = (!thePoly.isWireframe()) ? oglPrimitiveType[thePoly.vtxFormat] : GL_LINE_LOOP;
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// Increment the vertex count
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vertIndexCount += indexIncrementLUT[thePoly.vtxFormat];
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// Look ahead to the next polygon to see if we can simply buffer the indices
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// instead of uploading them now. We can buffer if all polygon states remain
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// the same and we're not drawing a line loop or line strip.
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if (i+1 <= lastIndex)
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{
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const POLY *nextPoly = &polyList->list[indexList->list[i+1]];
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if (lastPolyAttr == nextPoly->polyAttr &&
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lastTexParams == nextPoly->texParam &&
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lastTexPalette == nextPoly->texPalette &&
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lastViewport == nextPoly->viewport &&
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polyPrimitive == oglPrimitiveType[nextPoly->vtxFormat] &&
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polyPrimitive != GL_LINE_LOOP &&
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polyPrimitive != GL_LINE_STRIP &&
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oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_LOOP &&
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oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_STRIP)
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{
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continue;
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}
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}
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// Render the polygons
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this->SetPolygonIndex(i);
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if (thePoly.getAttributePolygonMode() == POLYGON_MODE_SHADOW)
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{
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if (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass)
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{
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this->DrawShadowPolygon(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.getAttributePolygonID());
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}
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}
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else if ( (thePoly.getTexParamTexFormat() == TEXMODE_A3I5) || (thePoly.getTexParamTexFormat() == TEXMODE_A5I3) )
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{
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if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
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{
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this->DrawAlphaTexturePolygon<false>(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
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}
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else
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{
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this->DrawAlphaTexturePolygon<true>(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
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}
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}
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else
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{
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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indexBufferPtr += vertIndexCount;
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indexOffset += vertIndexCount;
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vertIndexCount = 0;
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}
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return indexOffset;
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}
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template <bool WILLUPDATESTENCILBUFFER>
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Render3DError OpenGLRenderer::DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments)
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{
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if (this->isShaderSupported)
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{
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const OGLRenderRef &OGLRef = *this->ref;
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if (isTranslucent)
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{
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// Draw the translucent fragments.
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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// Draw the opaque fragments if they might exist.
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if (canHaveOpaqueFragments)
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{
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if (WILLUPDATESTENCILBUFFER)
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{
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glDepthMask(GL_TRUE);
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}
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
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if (WILLUPDATESTENCILBUFFER)
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{
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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}
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}
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}
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else
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{
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// Draw the polygon as completely opaque.
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
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}
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}
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else
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{
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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return OGLERROR_NOERR;
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}
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OpenGLRenderer_1_2::~OpenGLRenderer_1_2()
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{
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glFinish();
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@ -3037,154 +3217,6 @@ Render3DError OpenGLRenderer_1_2::DisableVertexAttributes()
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return OGLERROR_NOERR;
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}
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template <OGLPolyDrawMode DRAWMODE>
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size_t OpenGLRenderer_1_2::DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex)
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{
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OGLRenderRef &OGLRef = *this->ref;
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if (lastIndex > (polyList->count - 1))
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{
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lastIndex = polyList->count - 1;
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}
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if (firstIndex > lastIndex)
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{
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return 0;
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}
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// Map GFX3D_QUADS and GFX3D_QUAD_STRIP to GL_TRIANGLES since we will convert them.
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//
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// Also map GFX3D_TRIANGLE_STRIP to GL_TRIANGLES. This is okay since this is actually
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// how the POLY struct stores triangle strip vertices, which is in sets of 3 vertices
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// each. This redefinition is necessary since uploading more than 3 indices at a time
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// will cause glDrawElements() to draw the triangle strip incorrectly.
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static const GLenum oglPrimitiveType[] = { GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES,
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GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP };
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static const GLsizei indexIncrementLUT[] = {3, 6, 3, 6, 3, 4, 3, 4};
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const POLY &firstPoly = polyList->list[indexList->list[firstIndex]];
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u32 lastPolyAttr = firstPoly.polyAttr;
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u32 lastTexParams = firstPoly.texParam;
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u32 lastTexPalette = firstPoly.texPalette;
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u32 lastViewport = firstPoly.viewport;
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if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
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{
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this->SetupPolygon<false>(firstPoly);
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}
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else
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{
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this->SetupPolygon<true>(firstPoly);
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}
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this->SetupTexture(firstPoly, firstIndex);
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this->SetupViewport(lastViewport);
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GLsizei vertIndexCount = 0;
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GLushort *indexBufferPtr = OGLRef.vertIndexBuffer + indexOffset;
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// Enumerate through all polygons and render
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size_t i = firstIndex;
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for (; i <= lastIndex; i++)
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{
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const POLY &thePoly = polyList->list[indexList->list[i]];
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// Set up the polygon if it changed
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if (lastPolyAttr != thePoly.polyAttr)
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{
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lastPolyAttr = thePoly.polyAttr;
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if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
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{
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this->SetupPolygon<false>(thePoly);
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}
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else
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{
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this->SetupPolygon<true>(thePoly);
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}
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}
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// Set up the texture if it changed
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if (lastTexParams != thePoly.texParam || lastTexPalette != thePoly.texPalette)
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{
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lastTexParams = thePoly.texParam;
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lastTexPalette = thePoly.texPalette;
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this->SetupTexture(thePoly, i);
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}
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// Set up the viewport if it changed
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if (lastViewport != thePoly.viewport)
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{
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lastViewport = thePoly.viewport;
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this->SetupViewport(thePoly.viewport);
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}
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// In wireframe mode, redefine all primitives as GL_LINE_LOOP rather than
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// setting the polygon mode to GL_LINE though glPolygonMode(). Not only is
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// drawing more accurate this way, but it also allows GFX3D_QUADS and
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// GFX3D_QUAD_STRIP primitives to properly draw as wireframe without the
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// extra diagonal line.
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const GLenum polyPrimitive = (!thePoly.isWireframe()) ? oglPrimitiveType[thePoly.vtxFormat] : GL_LINE_LOOP;
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// Increment the vertex count
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vertIndexCount += indexIncrementLUT[thePoly.vtxFormat];
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// Look ahead to the next polygon to see if we can simply buffer the indices
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// instead of uploading them now. We can buffer if all polygon states remain
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// the same and we're not drawing a line loop or line strip.
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if (i+1 <= lastIndex)
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{
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const POLY *nextPoly = &polyList->list[indexList->list[i+1]];
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if (lastPolyAttr == nextPoly->polyAttr &&
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lastTexParams == nextPoly->texParam &&
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lastTexPalette == nextPoly->texPalette &&
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lastViewport == nextPoly->viewport &&
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polyPrimitive == oglPrimitiveType[nextPoly->vtxFormat] &&
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polyPrimitive != GL_LINE_LOOP &&
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polyPrimitive != GL_LINE_STRIP &&
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oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_LOOP &&
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oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_STRIP)
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{
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continue;
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}
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}
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// Render the polygons
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this->SetPolygonIndex(i);
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if (thePoly.getAttributePolygonMode() == POLYGON_MODE_SHADOW)
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{
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if (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass)
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{
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this->DrawShadowPolygon(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.getAttributePolygonID());
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}
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}
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else if ( (thePoly.getTexParamTexFormat() == TEXMODE_A3I5) || (thePoly.getTexParamTexFormat() == TEXMODE_A5I3) )
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{
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if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
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{
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this->DrawAlphaTexturePolygon<false>(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
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}
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else
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{
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this->DrawAlphaTexturePolygon<true>(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
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}
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}
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else
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{
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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indexBufferPtr += vertIndexCount;
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indexOffset += vertIndexCount;
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vertIndexCount = 0;
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}
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return indexOffset;
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}
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Render3DError OpenGLRenderer_1_2::DownsampleFBO()
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{
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OGLRenderRef &OGLRef = *this->ref;
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@ -3859,8 +3891,7 @@ void OpenGLRenderer_1_2::SetPolygonIndex(const size_t index)
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this->_currentPolyIndex = index;
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}
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template <bool WILLCHANGESTENCILBUFFER>
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Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
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Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer)
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{
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const PolygonAttributes attr = thePoly.getAttributes();
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@ -3882,7 +3913,7 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
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glCullFace(cullingMode);
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}
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if (WILLCHANGESTENCILBUFFER)
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if (willChangeStencilBuffer)
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{
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// Handle drawing states for the polygon
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if (attr.polygonMode == POLYGON_MODE_SHADOW)
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@ -4028,54 +4059,6 @@ Render3DError OpenGLRenderer_1_2::SetupViewport(const u32 viewportValue)
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return OGLERROR_NOERR;
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}
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template <bool WILLUPDATESTENCILBUFFER>
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Render3DError OpenGLRenderer_1_2::DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments)
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{
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if (this->isShaderSupported)
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{
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const OGLRenderRef &OGLRef = *this->ref;
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if (isTranslucent)
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{
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// Draw the translucent fragments.
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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// Draw the opaque fragments if they might exist.
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if (canHaveOpaqueFragments)
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{
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if (WILLUPDATESTENCILBUFFER)
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{
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glDepthMask(GL_TRUE);
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}
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
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if (WILLUPDATESTENCILBUFFER)
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{
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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}
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}
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}
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else
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{
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// Draw the polygon as completely opaque.
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
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}
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}
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else
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{
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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return OGLERROR_NOERR;
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}
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Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID)
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{
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// Shadow polygons are actually drawn over the course of multiple passes.
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@ -631,6 +631,8 @@ protected:
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Render3DError FlushFramebuffer(const FragmentColor *__restrict srcFramebuffer, FragmentColor *__restrict dstFramebufferMain, u16 *__restrict dstFramebuffer16);
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OpenGLTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
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template<OGLPolyDrawMode DRAWMODE> size_t DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex);
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template<bool WILLUPDATESTENCILBUFFER> Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments);
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// OpenGL-specific methods
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virtual Render3DError CreateVBOs() = 0;
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@ -681,6 +683,7 @@ protected:
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virtual Render3DError DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID) = 0;
|
||||
virtual void SetPolygonIndex(const size_t index) = 0;
|
||||
virtual Render3DError SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer) = 0;
|
||||
|
||||
public:
|
||||
OpenGLRenderer();
|
||||
|
@ -745,7 +748,6 @@ protected:
|
|||
virtual void GetExtensionSet(std::set<std::string> *oglExtensionSet);
|
||||
virtual Render3DError EnableVertexAttributes();
|
||||
virtual Render3DError DisableVertexAttributes();
|
||||
template<OGLPolyDrawMode DRAWMODE> size_t DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex);
|
||||
virtual Render3DError DownsampleFBO();
|
||||
virtual Render3DError ReadBackPixels();
|
||||
|
||||
|
@ -760,11 +762,10 @@ protected:
|
|||
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes) const;
|
||||
|
||||
virtual void SetPolygonIndex(const size_t index);
|
||||
template<bool WILLCHANGESTENCILBUFFER> Render3DError SetupPolygon(const POLY &thePoly);
|
||||
virtual Render3DError SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer);
|
||||
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
|
||||
virtual Render3DError SetupViewport(const u32 viewportValue);
|
||||
|
||||
template<bool WILLUPDATESTENCILBUFFER> Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments);
|
||||
virtual Render3DError DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID);
|
||||
|
||||
public:
|
||||
|
|
|
@ -1642,8 +1642,7 @@ void OpenGLRenderer_3_2::SetPolygonIndex(const size_t index)
|
|||
glUniform1i(this->ref->uniformPolyStateIndex, index);
|
||||
}
|
||||
|
||||
template <bool WILLCHANGESTENCILBUFFER>
|
||||
Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
|
||||
Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer)
|
||||
{
|
||||
const PolygonAttributes attr = thePoly.getAttributes();
|
||||
|
||||
|
@ -1665,7 +1664,7 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
|
|||
glCullFace(cullingMode);
|
||||
}
|
||||
|
||||
if (WILLCHANGESTENCILBUFFER)
|
||||
if (willChangeStencilBuffer)
|
||||
{
|
||||
// Handle drawing states for the polygon
|
||||
if (attr.polygonMode == POLYGON_MODE_SHADOW)
|
||||
|
|
|
@ -99,7 +99,7 @@ protected:
|
|||
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes) const;
|
||||
|
||||
virtual void SetPolygonIndex(const size_t index);
|
||||
template<bool WILLCHANGESTENCILBUFFER> Render3DError SetupPolygon(const POLY &thePoly);
|
||||
virtual Render3DError SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer);
|
||||
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
|
||||
virtual Render3DError SetFramebufferSize(size_t w, size_t h);
|
||||
|
||||
|
|
Loading…
Reference in New Issue