mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 23:54:35 +00:00
Removed old fixed function code from GFX.
This commit is contained in:
parent
58d2e30af7
commit
5a933c00d3
53 changed files with 98 additions and 1646 deletions
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@ -234,7 +234,7 @@ GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
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mTextureManager = new GFXGLTextureManager();
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gScreenShot = new ScreenShotGL();
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for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
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for(U32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; i++)
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mActiveTextureType[i] = GL_ZERO;
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mNumVertexStream = 2;
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@ -260,7 +260,7 @@ GFXGLDevice::~GFXGLDevice()
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mVolatilePBs[i] = NULL;
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// Clear out our current texture references
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for (U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
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for (U32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; i++)
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{
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mCurrentTexture[i] = NULL;
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mNewTexture[i] = NULL;
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@ -711,21 +711,6 @@ void GFXGLDevice::setPB(GFXGLPrimitiveBuffer* pb)
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mCurrentPB = pb;
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}
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void GFXGLDevice::setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable)
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{
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// ONLY NEEDED ON FFP
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}
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void GFXGLDevice::setLightMaterialInternal(const GFXLightMaterial mat)
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{
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// ONLY NEEDED ON FFP
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}
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void GFXGLDevice::setGlobalAmbientInternal(LinearColorF color)
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{
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// ONLY NEEDED ON FFP
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}
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void GFXGLDevice::setTextureInternal(U32 textureUnit, const GFXTextureObject*texture)
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{
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GFXGLTextureObject *tex = static_cast<GFXGLTextureObject*>(const_cast<GFXTextureObject*>(texture));
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@ -791,11 +776,6 @@ void GFXGLDevice::setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArr
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}
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}
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void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
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{
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// ONLY NEEDED ON FFP
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}
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void GFXGLDevice::setClipRect( const RectI &inRect )
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{
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AssertFatal(mCurrentRT.isValid(), "GFXGLDevice::setClipRect - must have a render target set to do any rendering operations!");
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@ -838,8 +818,6 @@ void GFXGLDevice::setClipRect( const RectI &inRect )
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mProjectionMatrix *= translate;
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setMatrix(GFXMatrixProjection, mProjectionMatrix);
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MatrixF mTempMatrix(true);
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setViewMatrix( mTempMatrix );
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setWorldMatrix( mTempMatrix );
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@ -985,7 +963,7 @@ void GFXGLDevice::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
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U32 GFXGLDevice::getNumSamplers() const
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{
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return getMin((U32)TEXTURE_STAGE_COUNT,mPixelShaderVersion > 0.001f ? mMaxShaderTextures : mMaxFFTextures);
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return getMin((U32)GFX_TEXTURE_STAGE_COUNT,mPixelShaderVersion > 0.001f ? mMaxShaderTextures : mMaxFFTextures);
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}
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GFXTextureObject* GFXGLDevice::getDefaultDepthTex() const
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@ -140,8 +140,8 @@ public:
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virtual void preDestroy() { Parent::preDestroy(); }
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virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
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virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
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virtual U32 getMaxDynamicVerts() { return GFX_MAX_DYNAMIC_VERTS; }
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virtual U32 getMaxDynamicIndices() { return GFX_MAX_DYNAMIC_INDICES; }
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GFXFence *createFence();
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@ -177,10 +177,6 @@ protected:
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virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
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virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
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virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
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virtual void setLightMaterialInternal(const GFXLightMaterial mat);
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virtual void setGlobalAmbientInternal(LinearColorF color);
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/// @name State Initalization.
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/// @{
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@ -188,8 +184,6 @@ protected:
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/// is created.
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virtual void initStates() { }
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virtual void setMatrix( GFXMatrixType mtype, const MatrixF &mat );
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virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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@ -255,7 +249,7 @@ private:
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GFXGLStateBlockRef mCurrentGLStateBlock;
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GLenum mActiveTextureType[TEXTURE_STAGE_COUNT];
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GLenum mActiveTextureType[GFX_TEXTURE_STAGE_COUNT];
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Vector< StrongRefPtr<GFXGLVertexBuffer> > mVolatileVBs; ///< Pool of existing volatile VBs so we can reuse previously created ones
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Vector< StrongRefPtr<GFXGLPrimitiveBuffer> > mVolatilePBs; ///< Pool of existing volatile PBs so we can reuse previously created ones
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@ -26,7 +26,6 @@
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GLenum GFXGLPrimType[GFXPT_COUNT];
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GLenum GFXGLBlend[GFXBlend_COUNT];
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GLenum GFXGLBlendOp[GFXBlendOp_COUNT];
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GLenum GFXGLSamplerState[GFXSAMP_COUNT];
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GLenum GFXGLTextureFilter[GFXTextureFilter_COUNT];
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GLenum GFXGLTextureAddress[GFXAddress_COUNT];
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GLenum GFXGLCmpFunc[GFXCmp_COUNT];
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@ -75,14 +74,7 @@ void GFXGLEnumTranslate::init()
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GFXGLBlendOp[GFXBlendOpMin] = GL_MIN;
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GFXGLBlendOp[GFXBlendOpMax] = GL_MAX;
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// Sampler
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GFXGLSamplerState[GFXSAMPMagFilter] = GL_TEXTURE_MAG_FILTER;
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GFXGLSamplerState[GFXSAMPMinFilter] = GL_TEXTURE_MIN_FILTER;
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GFXGLSamplerState[GFXSAMPAddressU] = GL_TEXTURE_WRAP_S;
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GFXGLSamplerState[GFXSAMPAddressV] = GL_TEXTURE_WRAP_T;
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GFXGLSamplerState[GFXSAMPAddressW] = GL_TEXTURE_WRAP_R;
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GFXGLSamplerState[GFXSAMPMipMapLODBias] = GL_TEXTURE_LOD_BIAS;
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// Comparison
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GFXGLCmpFunc[GFXCmpNever] = GL_NEVER;
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GFXGLCmpFunc[GFXCmpLess] = GL_LESS;
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@ -96,10 +88,7 @@ void GFXGLEnumTranslate::init()
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GFXGLTextureFilter[GFXTextureFilterNone] = GL_NEAREST;
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GFXGLTextureFilter[GFXTextureFilterPoint] = GL_NEAREST;
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GFXGLTextureFilter[GFXTextureFilterLinear] = GL_LINEAR;
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GFXGLTextureFilter[GFXTextureFilterAnisotropic] = GL_LINEAR;
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GFXGLTextureFilter[GFXTextureFilterPyramidalQuad] = GL_LINEAR;
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GFXGLTextureFilter[GFXTextureFilterGaussianQuad] = GL_LINEAR;
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GFXGLTextureAddress[GFXAddressWrap] = GL_REPEAT;
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GFXGLTextureAddress[GFXAddressMirror] = GL_REPEAT;
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@ -116,8 +105,7 @@ void GFXGLEnumTranslate::init()
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GFXGLStencilOp[GFXStencilOpInvert] = GL_INVERT;
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GFXGLStencilOp[GFXStencilOpIncr] = GL_INCR_WRAP;
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GFXGLStencilOp[GFXStencilOpDecr] = GL_DECR_WRAP;
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GFXGLStencilOp[GFXStencilOpDecr] = GL_DECR_WRAP;
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// Texture formats
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for(int i = 0; i < GFXFormat_COUNT; ++i)
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@ -34,7 +34,6 @@ namespace GFXGLEnumTranslate
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extern GLenum GFXGLPrimType[GFXPT_COUNT];
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extern GLenum GFXGLBlend[GFXBlend_COUNT];
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extern GLenum GFXGLBlendOp[GFXBlendOp_COUNT];
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extern GLenum GFXGLSamplerState[GFXSAMP_COUNT];
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extern GLenum GFXGLTextureFilter[GFXTextureFilter_COUNT];
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extern GLenum GFXGLTextureAddress[GFXAddress_COUNT];
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extern GLenum GFXGLCmpFunc[GFXCmp_COUNT];
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@ -41,7 +41,7 @@ GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
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{
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static Map<GFXSamplerStateDesc, U32> mSamplersMap;
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for(int i = 0; i < TEXTURE_STAGE_COUNT; ++i)
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for(int i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
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{
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GLuint &id = mSamplerObjects[i];
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GFXSamplerStateDesc &ssd = mDesc.samplers[i];
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@ -172,7 +172,7 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
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#undef CHECK_TOGGLE_STATE
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//sampler objects
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for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) TEXTURE_STAGE_COUNT); i++)
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for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) GFX_TEXTURE_STAGE_COUNT); i++)
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{
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if(!oldState || oldState->mSamplerObjects[i] != mSamplerObjects[i])
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glBindSampler(i, mSamplerObjects[i] );
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@ -63,7 +63,7 @@ public:
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private:
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GFXStateBlockDesc mDesc;
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U32 mCachedHashValue;
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U32 mSamplerObjects[TEXTURE_STAGE_COUNT];
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U32 mSamplerObjects[GFX_TEXTURE_STAGE_COUNT];
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};
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typedef StrongRefPtr<GFXGLStateBlock> GFXGLStateBlockRef;
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@ -141,7 +141,7 @@ public:
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protected:
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GLuint mActiveTexture, mBindedVBO, mBindedIBO, mBindedFBO_W, mBindedFBO_R;
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TextureUnit mTextureUnits[TEXTURE_STAGE_COUNT];
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TextureUnit mTextureUnits[GFX_TEXTURE_STAGE_COUNT];
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U32 mVertexAttribActive;
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};
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