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This uses UBOs for building a buffer object of uniform data before using that data to draw objects. This should reduce the CPU overhead by reducing the amount of glUniform calls required for executing a single draw call. This is especially useful if rendering is limited by the CPU which should help performance for people with slower CPUs. This fixes #910.
35 lines
971 B
C
35 lines
971 B
C
#pragma once
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#include "graphics/2d.h"
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extern transform_stack gr_model_matrix_stack;
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extern matrix4 gr_view_matrix;
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extern matrix4 gr_model_view_matrix;
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extern matrix4 gr_projection_matrix;
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extern matrix4 gr_last_projection_matrix;
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extern matrix4 gr_env_texture_matrix;
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void gr_start_instance_matrix(const vec3d *offset, const matrix *rotation);
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void gr_start_angles_instance_matrix(const vec3d *pos, const angles *rotation);
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void gr_end_instance_matrix();
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void gr_set_proj_matrix(float fov, float aspect, float z_near, float z_far);
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void gr_end_proj_matrix();
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void gr_set_view_matrix(const vec3d *pos, const matrix *orient);
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void gr_end_view_matrix();
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void gr_set_2d_matrix(/*int x, int y, int w, int h*/);
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void gr_end_2d_matrix();
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void gr_push_scale_matrix(const vec3d *scale_factor);
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void gr_pop_scale_matrix();
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void gr_setup_viewport();
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void gr_reset_matrices();
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extern matrix4 gr_texture_matrix;
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void gr_set_texture_panning(float u, float v, bool enable);
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