REVIEW: Replace rlglDraw() calls by DrawRenderBatch() internal calls
This commit is contained in:
parent
fe8bf2fa55
commit
eef82b04ac
1 changed files with 9 additions and 9 deletions
18
src/rlgl.h
18
src/rlgl.h
|
@ -1150,7 +1150,7 @@ void rlBegin(int mode)
|
||||||
|
|
||||||
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
|
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
|
||||||
|
|
||||||
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw();
|
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
|
||||||
|
@ -1161,7 +1161,7 @@ void rlBegin(int mode)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw();
|
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
|
||||||
|
|
||||||
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
|
||||||
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
|
||||||
|
@ -1214,11 +1214,11 @@ void rlEnd(void)
|
||||||
// NOTE: This check is combined with usage of rlCheckBufferLimit()
|
// NOTE: This check is combined with usage of rlCheckBufferLimit()
|
||||||
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
|
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
|
||||||
{
|
{
|
||||||
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(),
|
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(),
|
||||||
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
|
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
|
||||||
// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
|
// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
|
||||||
for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
|
for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
|
||||||
rlglDraw();
|
DrawRenderBatch(RLGL.currentBatch);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1323,7 +1323,7 @@ void rlEnableTexture(unsigned int id)
|
||||||
|
|
||||||
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
|
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
|
||||||
|
|
||||||
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw();
|
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
|
||||||
|
@ -1334,7 +1334,7 @@ void rlEnableTexture(unsigned int id)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw();
|
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
|
||||||
|
|
||||||
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
|
||||||
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
|
||||||
|
@ -1351,7 +1351,7 @@ void rlDisableTexture(void)
|
||||||
#else
|
#else
|
||||||
// NOTE: If quads batch limit is reached,
|
// NOTE: If quads batch limit is reached,
|
||||||
// we force a draw call and next batch starts
|
// we force a draw call and next batch starts
|
||||||
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) rlglDraw();
|
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3156,7 +3156,7 @@ void BeginShaderMode(Shader shader)
|
||||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
if (RLGL.State.currentShader.id != shader.id)
|
if (RLGL.State.currentShader.id != shader.id)
|
||||||
{
|
{
|
||||||
rlglDraw();
|
DrawRenderBatch(RLGL.currentBatch);
|
||||||
RLGL.State.currentShader = shader;
|
RLGL.State.currentShader = shader;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
@ -3595,7 +3595,7 @@ void BeginBlendMode(int mode)
|
||||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
if (RLGL.State.currentBlendMode != mode)
|
if (RLGL.State.currentBlendMode != mode)
|
||||||
{
|
{
|
||||||
rlglDraw();
|
DrawRenderBatch(RLGL.currentBatch);
|
||||||
|
|
||||||
switch (mode)
|
switch (mode)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue