- use vertex array objects to manage vertex buffers.

This commit is contained in:
Christoph Oelckers 2014-07-01 00:51:02 +02:00
parent 5ee626459d
commit 9a6bc64381
4 changed files with 34 additions and 53 deletions

View file

@ -58,8 +58,10 @@
FVertexBuffer::FVertexBuffer()
{
vbo_id = 0;
vao_id = vbo_id = 0;
glGenBuffers(1, &vbo_id);
glGenVertexArrays(1, &vao_id);
}
FVertexBuffer::~FVertexBuffer()
@ -68,6 +70,15 @@ FVertexBuffer::~FVertexBuffer()
{
glDeleteBuffers(1, &vbo_id);
}
if (vao_id != 0)
{
glDeleteVertexArrays(1, &vao_id);
}
}
void FVertexBuffer::BindVBO()
{
glBindVertexArray(vao_id);
}
//==========================================================================
@ -100,6 +111,14 @@ FFlatVertexBuffer::FFlatVertexBuffer()
glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(FFlatVertex), fill, GL_STATIC_DRAW);
}
mIndex = mCurIndex = 0;
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindVertexArray(0);
}
FFlatVertexBuffer::~FFlatVertexBuffer()
@ -370,27 +389,6 @@ void FFlatVertexBuffer::CreateVBO()
//
//==========================================================================
void FFlatVertexBuffer::BindVBO()
{
//if (gl.flags & RFL_BUFFER_STORAGE)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
{
if (gl.flags & RFL_BUFFER_STORAGE)

View file

@ -15,11 +15,12 @@ class FVertexBuffer
{
protected:
unsigned int vbo_id;
unsigned int vao_id;
public:
FVertexBuffer();
virtual ~FVertexBuffer();
virtual void BindVBO() = 0;
void BindVBO();
};
struct FFlatVertex
@ -60,7 +61,6 @@ public:
~FFlatVertexBuffer();
void CreateVBO();
void BindVBO();
void CheckUpdate(sector_t *sector);
FFlatVertex *GetBuffer()
@ -162,7 +162,6 @@ public:
FSkyVertexBuffer();
virtual ~FSkyVertexBuffer();
virtual void BindVBO();
void RenderDome(FMaterial *tex, int mode);
};
@ -203,7 +202,6 @@ public:
FModelVertexBuffer();
~FModelVertexBuffer();
void BindVBO();
unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, float factor);
};

View file

@ -109,11 +109,17 @@ FModelVertexBuffer::FModelVertexBuffer()
Models[i]->BuildVertexBuffer(this);
}
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER,vbo_shadowdata.Size() * sizeof(FModelVertex), &vbo_shadowdata[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,ibo_shadowdata.Size() * sizeof(unsigned int), &ibo_shadowdata[0], GL_STATIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableVertexAttribArray(VATTR_VERTEX2);
glBindVertexArray(0);
}
FModelVertexBuffer::~FModelVertexBuffer()
@ -125,24 +131,6 @@ FModelVertexBuffer::~FModelVertexBuffer()
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
//glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO->x);
//glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glEnableVertexAttribArray(VATTR_VERTEX2);
}
//===========================================================================
//
// Sets up the buffer starts for frame interpolation

View file

@ -77,25 +77,22 @@ extern int skyfog;
FSkyVertexBuffer::FSkyVertexBuffer()
{
CreateDome();
}
FSkyVertexBuffer::~FSkyVertexBuffer()
{
}
void FSkyVertexBuffer::BindVBO()
{
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSkyVertex), &VSO->color);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableVertexAttribArray(VATTR_VERTEX2);
glBindVertexArray(0);
}
FSkyVertexBuffer::~FSkyVertexBuffer()
{
}
//-----------------------------------------------------------------------------
//