- removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer.

This commit is contained in:
Christoph Oelckers 2014-06-19 14:46:55 +02:00
parent 03916d75de
commit 412d6499d9
4 changed files with 7 additions and 152 deletions

View file

@ -899,16 +899,3 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
return ( smf != NULL );
}
//===========================================================================
//
// gl_CleanModelData
//
//===========================================================================
void gl_CleanModelData()
{
for (unsigned i=0;i<Models.Size(); i++)
{
Models[i]->CleanGLData();
}
}

View file

@ -30,8 +30,6 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void MakeGLData() {}
virtual void CleanGLData() {}
@ -274,7 +272,6 @@ protected:
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
TArray<FVoxelVertex> mVertices;
TArray<unsigned int> mIndices;
FVoxelVertexBuffer *mVBO;
FTexture *mPalette;
void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
@ -286,8 +283,6 @@ public:
~FVoxelModel();
bool Load(const char * fn, int lumpnum, const char * buffer, int length);
void Initialize();
void MakeGLData();
void CleanGLData();
virtual int FindFrame(const char * name);
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
FTexture *GetPaletteTexture() const { return mPalette; }
@ -345,6 +340,5 @@ void gl_RenderModel(GLSprite * spr);
// [BB] HUD weapon model rendering functions.
void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
void gl_CleanModelData();
#endif

View file

@ -203,92 +203,6 @@ int FVoxelTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, F
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
class FVoxelVertexBuffer : public FVertexBuffer
{
unsigned int ibo_id;
bool isint;
public:
FVoxelVertexBuffer(TArray<FVoxelVertex> &verts, TArray<unsigned int> &indices);
~FVoxelVertexBuffer();
void BindVBO();
bool IsInt() const { return isint; }
};
//===========================================================================
//
//
//
//===========================================================================
FVoxelVertexBuffer::FVoxelVertexBuffer(TArray<FVoxelVertex> &verts, TArray<unsigned int> &indices)
{
ibo_id = 0;
glGenBuffers(1, &ibo_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, verts.Size() * sizeof(FVoxelVertex), &verts[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
if (verts.Size() > 65535)
{
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.Size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
isint = true;
}
else
{
unsigned short *sbuffer = new unsigned short[indices.Size()];
for(unsigned i=0;i<indices.Size();i++)
{
sbuffer[i] = (unsigned short)indices[i];
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.Size() * sizeof(unsigned short), sbuffer, GL_STATIC_DRAW);
delete [] sbuffer;
isint = false;
}
}
//===========================================================================
//
//
//
//===========================================================================
FVoxelVertexBuffer::~FVoxelVertexBuffer()
{
if (ibo_id != 0)
{
glDeleteBuffers(1, &ibo_id);
}
}
//===========================================================================
//
//
//
//===========================================================================
#define VVO ((FVoxelVertex*)NULL)
void FVoxelVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glVertexPointer(3,GL_FLOAT, sizeof(FVoxelVertex), &VVO->x);
glTexCoordPointer(2,GL_FLOAT, sizeof(FVoxelVertex), &VVO->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
//===========================================================================
//
//
@ -299,7 +213,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
{
mVoxel = voxel;
mOwningVoxel = owned;
mVBO = NULL;
mPalette = new FVoxelTexture(voxel);
Initialize();
}
@ -312,7 +225,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
FVoxelModel::~FVoxelModel()
{
CleanGLData();
delete mPalette;
if (mOwningVoxel) delete mVoxel;
}
@ -459,32 +371,6 @@ bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int le
return false; // not needed
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::MakeGLData()
{
mVBO = new FVoxelVertexBuffer(mVertices, mIndices);
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::CleanGLData()
{
if (mVBO != NULL)
{
delete mVBO;
mVBO = NULL;
}
}
//===========================================================================
//
// Voxels don't have frames so always return 0
@ -507,16 +393,6 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
FMaterial * tex = FMaterial::ValidateTexture(skin);
tex->Bind(0, translation);
if (mVBO == NULL) MakeGLData();
if (mVBO != NULL)
{
gl_RenderState.SetVertexBuffer(mVBO);
gl_RenderState.Apply();
glDrawElements(GL_QUADS, mIndices.Size(), mVBO->IsInt() ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
else
{
gl_RenderState.Apply();
glBegin(GL_QUADS);
for (unsigned i = 0; i < mIndices.Size(); i++)
@ -527,5 +403,4 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
}
glEnd();
}
}

View file

@ -118,7 +118,6 @@ void FGLRenderer::Initialize()
FGLRenderer::~FGLRenderer()
{
gl_CleanModelData();
gl_DeleteAllAttachedLights();
FMaterial::FlushAll();
//if (mThreadManager != NULL) delete mThreadManager;