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GL3: Fix color-only rendering of models (+refactor GL3_UpdateUBO*)
* Of course the color attribute has 4 floats, not 2.. * I read that updating UBOs with glBufferData() is kinda slow. I didn't change that (yet), but at least all three GL3_UpdateUBO*() functions now call updateUBO() which can easily be changed to do whatever is best without touching the other three functions.
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3 changed files with 14 additions and 7 deletions
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 2016-2017 Daniel Gibson
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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@ -717,20 +717,25 @@ void GL3_ShutdownShaders(void)
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gl3state.uniCommonUBO = gl3state.uni2DUBO = gl3state.uni3DUBO = 0;
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}
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static inline void
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updateUBO(GLuint ubo, GLsizeiptr size, void* data)
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{
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// TODO: use glMapBufferRange() or something else instead?
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW);
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}
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void GL3_UpdateUBOCommon(void)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, gl3state.uniCommonUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(gl3state.uniCommonData), &gl3state.uniCommonData, GL_DYNAMIC_DRAW);
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updateUBO(gl3state.uniCommonUBO, sizeof(gl3state.uniCommonData), &gl3state.uniCommonData);
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}
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void GL3_UpdateUBO2D(void)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, gl3state.uni2DUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(gl3state.uni2DData), &gl3state.uni2DData, GL_DYNAMIC_DRAW);
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updateUBO(gl3state.uni2DUBO, sizeof(gl3state.uni2DData), &gl3state.uni2DData);
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}
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void GL3_UpdateUBO3D(void)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, gl3state.uni3DUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(gl3state.uni3DData), &gl3state.uni3DData, GL_DYNAMIC_DRAW);
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updateUBO(gl3state.uni3DUBO, sizeof(gl3state.uni3DData), &gl3state.uni3DData);
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}
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 2016-2017 Daniel Gibson
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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@ -74,7 +75,7 @@ void GL3_SurfInit(void)
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qglVertexAttribPointer(GL3_ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), 3*sizeof(GLfloat));
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glEnableVertexAttribArray(GL3_ATTRIB_COLOR);
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qglVertexAttribPointer(GL3_ATTRIB_COLOR, 2, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), 5*sizeof(GLfloat));
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qglVertexAttribPointer(GL3_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), 5*sizeof(GLfloat));
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}
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void GL3_SurfShutdown(void)
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