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https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-09-21 20:06:40 +00:00
Adds renderer backend interface and dummy backend.
Comments By: phosit, Stan Tested By: Langbart, phosit Differential Revision: https://code.wildfiregames.com/D4636 This was SVN commit r26858.
This commit is contained in:
@@ -38,7 +38,7 @@
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/XML/Xeromyces.h"
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#include "renderer/backend/gl/Device.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderingOptions.h"
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#include "renderer/SceneRenderer.h"
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@@ -71,7 +71,7 @@ unsigned int ScaleColor(unsigned int color, float x)
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}
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void DrawTexture(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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const float quadUVs[] =
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{
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@@ -146,7 +146,7 @@ inline void AddEntity(const MinimapUnitVertex& v,
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CMiniMapTexture::CMiniMapTexture(CSimulation2& simulation)
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: m_Simulation(simulation), m_IndexArray(false),
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m_VertexArray(Renderer::Backend::GL::CBuffer::Type::VERTEX, true)
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m_VertexArray(Renderer::Backend::IBuffer::Type::VERTEX, true)
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{
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// Register Relax NG validator.
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CXeromyces::AddValidator(g_VFS, "pathfinder", "simulation/data/pathfinder.rng");
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@@ -210,7 +210,7 @@ void CMiniMapTexture::Update(const float UNUSED(deltaRealTime))
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}
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}
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void CMiniMapTexture::Render(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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void CMiniMapTexture::Render(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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const CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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if (!terrain)
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@@ -226,7 +226,7 @@ void CMiniMapTexture::Render(Renderer::Backend::GL::CDeviceCommandContext* devic
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}
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void CMiniMapTexture::CreateTextures(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, const CTerrain* terrain)
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CTerrain* terrain)
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{
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DestroyTextures();
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@@ -238,7 +238,7 @@ void CMiniMapTexture::CreateTextures(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
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Renderer::Backend::GL::CDevice* backendDevice = deviceCommandContext->GetDevice();
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Renderer::Backend::IDevice* backendDevice = deviceCommandContext->GetDevice();
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// Create terrain texture
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m_TerrainTexture = backendDevice->CreateTexture2D("MiniMapTerrainTexture",
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@@ -272,7 +272,7 @@ void CMiniMapTexture::DestroyTextures()
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}
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void CMiniMapTexture::RebuildTerrainTexture(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const CTerrain* terrain)
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{
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const u32 x = 0;
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@@ -338,7 +338,7 @@ void CMiniMapTexture::RebuildTerrainTexture(
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}
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void CMiniMapTexture::RenderFinalTexture(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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// only update 2x / second
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// (note: since units only move a few pixels per second on the minimap,
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@@ -579,7 +579,7 @@ void CMiniMapTexture::RenderFinalTexture(
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if (m_EntitiesDrawn > 0)
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{
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Renderer::Backend::GL::CDeviceCommandContext::Rect scissorRect;
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Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
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scissorRect.x = scissorRect.y = 1;
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scissorRect.width = scissorRect.height = FINAL_TEXTURE_SIZE - 2;
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deviceCommandContext->SetScissors(1, &scissorRect);
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