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forked from 0ad/0ad

Removes GL types from regular renderer code after 3ed4eaf247.

This was SVN commit r26920.
This commit is contained in:
Vladislav Belov 2022-06-06 07:30:45 +00:00
parent 54aae3e6d4
commit b0c29b8676
5 changed files with 26 additions and 26 deletions

View File

@ -700,7 +700,7 @@ typename M::mapped_type& PooledPairGet(M& m, const typename M::key_type& k, Aren
}
// Each multidraw batch has a list of index counts, and a list of pointers-to-first-indexes
using BatchElements = std::pair<std::vector<GLint, ProxyAllocator<GLint, Arena>>, std::vector<u32, ProxyAllocator<u32, Arena>>>;
using BatchElements = std::pair<std::vector<u32, ProxyAllocator<u32, Arena>>, std::vector<u32, ProxyAllocator<u32, Arena>>>;
// Group batches by index buffer
using IndexBufferBatches = PooledBatchMap<CVertexBuffer*, BatchElements>;
@ -1123,7 +1123,7 @@ void CPatchRData::RenderStreams(
PROFILE3("render terrain streams");
// Each batch has a list of index counts, and a list of pointers-to-first-indexes
using StreamBatchElements = std::pair<std::vector<GLint>, std::vector<u32>>;
using StreamBatchElements = std::pair<std::vector<u32>, std::vector<u32>>;
// Group batches by index buffer
using StreamIndexBufferBatches = std::map<CVertexBuffer*, StreamBatchElements>;
@ -1249,7 +1249,7 @@ void CPatchRData::RenderSides(
deviceCommandContext->SetVertexBuffer(0, patch->m_VBSides->m_Owner->GetBuffer());
}
deviceCommandContext->Draw(patch->m_VBSides->m_Index, (GLsizei)patch->m_VBSides->m_Count);
deviceCommandContext->Draw(patch->m_VBSides->m_Index, patch->m_VBSides->m_Count);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
@ -1311,13 +1311,13 @@ void CPatchRData::BuildWater()
// Build data for water
std::vector<SWaterVertex> water_vertex_data;
std::vector<GLushort> water_indices;
std::vector<u16> water_indices;
u16 water_index_map[PATCH_SIZE+1][PATCH_SIZE+1];
memset(water_index_map, 0xFF, sizeof(water_index_map));
// Build data for shore
std::vector<SWaterVertex> water_vertex_data_shore;
std::vector<GLushort> water_indices_shore;
std::vector<u16> water_indices_shore;
u16 water_shore_index_map[PATCH_SIZE+1][PATCH_SIZE+1];
memset(water_shore_index_map, 0xFF, sizeof(water_shore_index_map));
@ -1461,7 +1461,7 @@ void CPatchRData::BuildWater()
m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater.Get(), &water_vertex_data[0]);
m_VBWaterIndices = g_VBMan.AllocateChunk(
sizeof(GLushort), water_indices.size(),
sizeof(u16), water_indices.size(),
Renderer::Backend::IBuffer::Type::INDEX, false,
nullptr, CVertexBufferManager::Group::WATER);
m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices.Get(), &water_indices[0]);
@ -1477,7 +1477,7 @@ void CPatchRData::BuildWater()
// Construct indices buffer
m_VBWaterIndicesShore = g_VBMan.AllocateChunk(
sizeof(GLushort), water_indices_shore.size(),
sizeof(u16), water_indices_shore.size(),
Renderer::Backend::IBuffer::Type::INDEX, false,
nullptr, CVertexBufferManager::Group::WATER);
m_VBWaterIndicesShore->m_Owner->UpdateChunkVertices(m_VBWaterIndicesShore.Get(), &water_indices_shore[0]);

View File

@ -616,7 +616,7 @@ void CRenderer::RenderBigScreenShot(const bool needsPresent)
AllocateAligned(imageBuffer, headerSize + imageSize, maxSectorSize);
Tex t;
GLvoid* img = imageBuffer.get() + headerSize;
void* img = imageBuffer.get() + headerSize;
if (t.wrap(imageWidth, imageHeight, bpp, TEX_BOTTOM_UP, imageBuffer, headerSize) < 0)
{
free(tileData);

View File

@ -66,7 +66,7 @@
struct SScreenRect
{
GLint x1, y1, x2, y2;
int x1, y1, x2, y2;
};
/**
@ -573,10 +573,10 @@ void CSceneRenderer::RenderReflections(
float vpWidth = wm.m_RefTextureSize;
SScreenRect screenScissor;
screenScissor.x1 = (GLint)floor((reflectionScissor[0].X*0.5f+0.5f)*vpWidth);
screenScissor.y1 = (GLint)floor((reflectionScissor[0].Y*0.5f+0.5f)*vpHeight);
screenScissor.x2 = (GLint)ceil((reflectionScissor[1].X*0.5f+0.5f)*vpWidth);
screenScissor.y2 = (GLint)ceil((reflectionScissor[1].Y*0.5f+0.5f)*vpHeight);
screenScissor.x1 = static_cast<int>(floor((reflectionScissor[0].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y1 = static_cast<int>(floor((reflectionScissor[0].Y * 0.5f + 0.5f) * vpHeight));
screenScissor.x2 = static_cast<int>(ceil((reflectionScissor[1].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y2 = static_cast<int>(ceil((reflectionScissor[1].Y * 0.5f + 0.5f) * vpHeight));
Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
scissorRect.x = screenScissor.x1;
@ -648,10 +648,10 @@ void CSceneRenderer::RenderRefractions(
float vpWidth = wm.m_RefTextureSize;
SScreenRect screenScissor;
screenScissor.x1 = (GLint)floor((refractionScissor[0].X*0.5f+0.5f)*vpWidth);
screenScissor.y1 = (GLint)floor((refractionScissor[0].Y*0.5f+0.5f)*vpHeight);
screenScissor.x2 = (GLint)ceil((refractionScissor[1].X*0.5f+0.5f)*vpWidth);
screenScissor.y2 = (GLint)ceil((refractionScissor[1].Y*0.5f+0.5f)*vpHeight);
screenScissor.x1 = static_cast<int>(floor((refractionScissor[0].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y1 = static_cast<int>(floor((refractionScissor[0].Y * 0.5f + 0.5f) * vpHeight));
screenScissor.x2 = static_cast<int>(ceil((refractionScissor[1].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y2 = static_cast<int>(ceil((refractionScissor[1].Y * 0.5f + 0.5f) * vpHeight));
Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
scissorRect.x = screenScissor.x1;

View File

@ -63,7 +63,7 @@ protected:
{
SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; }
CVector3D m_Position;
GLfloat m_UVs[2];
float m_UVs[2];
float padding[3]; // get a pow2 struct size
};
cassert(sizeof(SVertex) == 32);

View File

@ -535,13 +535,13 @@ void WaterManager::CreateWaveMeshes()
}
// Fourth step: create waves themselves, using those chains. We basically create subchains.
GLushort waveSizes = 14; // maximal size in width.
u16 waveSizes = 14; // maximal size in width.
// Construct indices buffer (we can afford one for all of them)
std::vector<GLushort> water_indices;
for (GLushort a = 0; a < waveSizes - 1; ++a)
std::vector<u16> water_indices;
for (u16 a = 0; a < waveSizes - 1; ++a)
{
for (GLushort rect = 0; rect < 7; ++rect)
for (u16 rect = 0; rect < 7; ++rect)
{
water_indices.push_back(a * 9 + rect);
water_indices.push_back(a * 9 + 9 + rect);
@ -553,7 +553,7 @@ void WaterManager::CreateWaveMeshes()
}
// Generic indexes, max-length
m_ShoreWavesVBIndices = g_VBMan.AllocateChunk(
sizeof(GLushort), water_indices.size(),
sizeof(u16), water_indices.size(),
Renderer::Backend::IBuffer::Type::INDEX, false,
nullptr, CVertexBufferManager::Group::WATER);
m_ShoreWavesVBIndices->m_Owner->UpdateChunkVertices(m_ShoreWavesVBIndices.Get(), &water_indices[0]);
@ -568,14 +568,14 @@ void WaterManager::CreateWaveMeshes()
if (CoastalPointsChains[i].size()- 1 - j < waveSizes)
break;
GLushort width = waveSizes;
u16 width = waveSizes;
// First pass to get some parameters out.
float outmost = 0.0f; // how far to move on the shore.
float avgDepth = 0.0f;
int sign = 1;
CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0);
for (GLushort a = 0; a < waveSizes;++a)
for (u16 a = 0; a < waveSizes;++a)
{
lastPerp = perp;
perp = CVector2D(0,0);
@ -656,7 +656,7 @@ void WaterManager::CreateWaveMeshes()
shoreWave->m_TimeDiff = diff;
diff += (rand() % 100) / 25.0f + 4.0f;
for (GLushort a = 0; a < width;++a)
for (u16 a = 0; a < width;++a)
{
perp = CVector2D(0,0);
int nb = 0;