enable crude beams and sprites support back

This commit is contained in:
Ivan 'provod' Avdeev 2021-06-23 11:24:53 -07:00 committed by Ivan Avdeev
parent 5211c33cce
commit e272539136
2 changed files with 32 additions and 25 deletions

View File

@ -384,20 +384,24 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f
VK_RenderBufferUnlock( vertex_buffer );
{
// TODO
// const render_draw_t draw = {
// .lightmap = tglob.whiteTexture,
// .texture = texture,
// .render_mode = render_mode,
// .element_count = total_indices,
// .vertex_offset = 0,
// .index_offset = 0,
// .vertex_buffer = vertex_buffer,
// .index_buffer = index_buffer,
// .emissive = { color[0], color[1], color[2] },
// };
VK_RenderModelDynamicBegin( "beam" /* TODO its name */, render_mode );
const vk_render_geometry_t geometry = {
.texture = texture,
.material = kXVkMaterialDiffuse,
// VK_RenderScheduleDraw( &draw );
.vertex_count = total_vertices,
.vertex_buffer = vertex_buffer,
.vertex_offset = 0,
.element_count = total_indices,
.index_offset = 0,
.index_buffer = index_buffer,
};
// FIXME .emissive = { color[0], color[1], color[2] },
VK_RenderModelDynamicAddGeometry( &geometry );
VK_RenderModelDynamicCommit();
}
}

View File

@ -706,19 +706,22 @@ static void R_DrawSpriteQuad( mspriteframe_t *frame, vec3_t org, vec3_t v_right,
VK_RenderBufferUnlock( vertex_buffer );
{
// TODO
// const render_draw_t draw = {
// .lightmap = tglob.whiteTexture,
// .texture = texture,
// .render_mode = render_mode,
// .element_count = 6,
// .vertex_offset = 0,
// .index_offset = 0,
// .vertex_buffer = vertex_buffer,
// .index_buffer = index_buffer,
// };
VK_RenderModelDynamicBegin( "sprite" /* TODO its name */, render_mode );
const vk_render_geometry_t geometry = {
.texture = texture,
.material = kXVkMaterialDiffuse,
// VK_RenderScheduleDraw( &draw );
.vertex_count = 4,
.vertex_buffer = vertex_buffer,
.vertex_offset = 0,
.element_count = 6,
.index_offset = 0,
.index_buffer = index_buffer,
};
VK_RenderModelDynamicAddGeometry( &geometry );
VK_RenderModelDynamicCommit();
}
}