diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index 2c7a4a15a3..e0e6cf8dfd 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -47,6 +47,7 @@ #include "gl/system/gl_cvars.h" #include "gl/data/gl_data.h" +#include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/dynlights/gl_lightbuffer.h" @@ -990,12 +991,30 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws) glDepthMask(true); gl_RenderState.Apply(); - glBegin(GL_TRIANGLE_FAN); - glVertex3f(ws->x1, ws->z1, ws->y1); - glVertex3f(ws->x1, ws->z2, ws->y1); - glVertex3f(ws->x2, ws->z2, ws->y2); - glVertex3f(ws->x2, ws->z1, ws->y2); - glEnd(); + if (!gl_usevbo) + { + glBegin(GL_TRIANGLE_FAN); + glVertex3f(ws->x1, ws->z1, ws->y1); + glVertex3f(ws->x1, ws->z2, ws->y1); + glVertex3f(ws->x2, ws->z2, ws->y2); + glVertex3f(ws->x2, ws->z1, ws->y2); + glEnd(); + } + else + { + FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); + ptr->Set(ws->x1, ws->z1, ws->y1, 0, 0); + ptr++; + ptr->Set(ws->x1, ws->z2, ws->y1, 0, 0); + ptr++; + ptr->Set(ws->x2, ws->z2, ws->y2, 0, 0); + ptr++; + ptr->Set(ws->x2, ws->z1, ws->y2, 0, 0); + ptr++; + unsigned int offset; + unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset); + glDrawArrays(GL_TRIANGLE_FAN, offset, count); + } glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil @@ -1016,12 +1035,30 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws) gl_RenderState.ResetColor(); gl_RenderState.Apply(); - glBegin(GL_TRIANGLE_FAN); - glVertex3f(ws->x1, ws->z1, ws->y1); - glVertex3f(ws->x1, ws->z2, ws->y1); - glVertex3f(ws->x2, ws->z2, ws->y2); - glVertex3f(ws->x2, ws->z1, ws->y2); - glEnd(); + if (!gl_usevbo) + { + glBegin(GL_TRIANGLE_FAN); + glVertex3f(ws->x1, ws->z1, ws->y1); + glVertex3f(ws->x1, ws->z2, ws->y1); + glVertex3f(ws->x2, ws->z2, ws->y2); + glVertex3f(ws->x2, ws->z1, ws->y2); + glEnd(); + } + else + { + FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); + ptr->Set(ws->x1, ws->z1, ws->y1, 0, 0); + ptr++; + ptr->Set(ws->x1, ws->z2, ws->y1, 0, 0); + ptr++; + ptr->Set(ws->x2, ws->z2, ws->y2, 0, 0); + ptr++; + ptr->Set(ws->x2, ws->z1, ws->y2, 0, 0); + ptr++; + unsigned int offset; + unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset); + glDrawArrays(GL_TRIANGLE_FAN, offset, count); + } // restore old stencil op. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); @@ -1078,7 +1115,6 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture); - glBegin(GL_TRIANGLE_FAN); float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz); float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz); @@ -1094,19 +1130,38 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo float px4 = fviewx + prj_fac1 * (ws->x2-fviewx); float py4 = fviewy + prj_fac1 * (ws->y2-fviewy); - glTexCoord2f(px1 / 64, -py1 / 64); - glVertex3f(px1, planez, py1); + if (!gl_usevbo) + { + glBegin(GL_TRIANGLE_FAN); + glTexCoord2f(px1 / 64, -py1 / 64); + glVertex3f(px1, planez, py1); - glTexCoord2f(px2 / 64, -py2 / 64); - glVertex3f(px2, planez, py2); + glTexCoord2f(px2 / 64, -py2 / 64); + glVertex3f(px2, planez, py2); - glTexCoord2f(px3 / 64, -py3 / 64); - glVertex3f(px3, planez, py3); + glTexCoord2f(px3 / 64, -py3 / 64); + glVertex3f(px3, planez, py3); - glTexCoord2f(px4 / 64, -py4 / 64); - glVertex3f(px4, planez, py4); + glTexCoord2f(px4 / 64, -py4 / 64); + glVertex3f(px4, planez, py4); - glEnd(); + glEnd(); + } + else + { + FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); + ptr->Set(px1, planez, py1, px1 / 64, -py1 / 64); + ptr++; + ptr->Set(px2, planez, py2, px2 / 64, -py2 / 64); + ptr++; + ptr->Set(px3, planez, py3, px3 / 64, -py3 / 64); + ptr++; + ptr->Set(px4, planez, py4, px4 / 64, -py4 / 64); + ptr++; + unsigned int offset; + unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset); + glDrawArrays(GL_TRIANGLE_FAN, offset, count); + } if (pushed) { diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 8670c1d497..809a516e78 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -617,12 +617,30 @@ static void FillScreen() gl_RenderState.EnableAlphaTest(false); gl_RenderState.EnableTexture(false); gl_RenderState.Apply(); - glBegin(GL_TRIANGLE_STRIP); - glVertex2f(0.0f, 0.0f); - glVertex2f(0.0f, (float)SCREENHEIGHT); - glVertex2f((float)SCREENWIDTH, 0.0f); - glVertex2f((float)SCREENWIDTH, (float)SCREENHEIGHT); - glEnd(); + if (!gl_usevbo) + { + glBegin(GL_TRIANGLE_STRIP); + glVertex2f(0.0f, 0.0f); + glVertex2f(0.0f, (float)SCREENHEIGHT); + glVertex2f((float)SCREENWIDTH, 0.0f); + glVertex2f((float)SCREENWIDTH, (float)SCREENHEIGHT); + glEnd(); + } + else + { + FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); + ptr->Set(0, 0, 0, 0, 0); + ptr++; + ptr->Set(0, (float)SCREENHEIGHT, 0, 0, 0); + ptr++; + ptr->Set((float)SCREENWIDTH, 0, 0, 0, 0); + ptr++; + ptr->Set((float)SCREENWIDTH, (float)SCREENHEIGHT, 0, 0, 0); + ptr++; + unsigned int offset; + unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset); + glDrawArrays(GL_TRIANGLE_FAN, offset, count); + } } //==========================================================================