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https://github.com/ZDoom/gzdoom.git
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- use vertex array objects to manage vertex buffers.
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parent
5ee626459d
commit
9a6bc64381
4 changed files with 34 additions and 53 deletions
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@ -58,8 +58,10 @@
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FVertexBuffer::FVertexBuffer()
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{
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vbo_id = 0;
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vao_id = vbo_id = 0;
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glGenBuffers(1, &vbo_id);
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glGenVertexArrays(1, &vao_id);
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}
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FVertexBuffer::~FVertexBuffer()
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@ -68,6 +70,15 @@ FVertexBuffer::~FVertexBuffer()
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{
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glDeleteBuffers(1, &vbo_id);
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}
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if (vao_id != 0)
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{
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glDeleteVertexArrays(1, &vao_id);
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}
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}
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void FVertexBuffer::BindVBO()
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{
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glBindVertexArray(vao_id);
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}
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//==========================================================================
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@ -100,6 +111,14 @@ FFlatVertexBuffer::FFlatVertexBuffer()
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glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(FFlatVertex), fill, GL_STATIC_DRAW);
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}
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mIndex = mCurIndex = 0;
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
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glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindVertexArray(0);
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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@ -370,27 +389,6 @@ void FFlatVertexBuffer::CreateVBO()
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//
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//==========================================================================
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void FFlatVertexBuffer::BindVBO()
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{
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//if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
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glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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@ -15,11 +15,12 @@ class FVertexBuffer
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{
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protected:
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unsigned int vbo_id;
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unsigned int vao_id;
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public:
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FVertexBuffer();
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virtual ~FVertexBuffer();
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virtual void BindVBO() = 0;
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void BindVBO();
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};
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struct FFlatVertex
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@ -60,7 +61,6 @@ public:
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~FFlatVertexBuffer();
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void CreateVBO();
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void BindVBO();
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void CheckUpdate(sector_t *sector);
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FFlatVertex *GetBuffer()
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@ -162,7 +162,6 @@ public:
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FSkyVertexBuffer();
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virtual ~FSkyVertexBuffer();
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virtual void BindVBO();
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void RenderDome(FMaterial *tex, int mode);
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};
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@ -203,7 +202,6 @@ public:
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FModelVertexBuffer();
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~FModelVertexBuffer();
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void BindVBO();
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unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, float factor);
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};
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@ -109,11 +109,17 @@ FModelVertexBuffer::FModelVertexBuffer()
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Models[i]->BuildVertexBuffer(this);
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}
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER,vbo_shadowdata.Size() * sizeof(FModelVertex), &vbo_shadowdata[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,ibo_shadowdata.Size() * sizeof(unsigned int), &ibo_shadowdata[0], GL_STATIC_DRAW);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableVertexAttribArray(VATTR_VERTEX2);
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glBindVertexArray(0);
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}
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FModelVertexBuffer::~FModelVertexBuffer()
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@ -125,24 +131,6 @@ FModelVertexBuffer::~FModelVertexBuffer()
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FModelVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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//glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO->x);
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//glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableVertexAttribArray(VATTR_VERTEX2);
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}
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//===========================================================================
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//
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// Sets up the buffer starts for frame interpolation
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@ -77,25 +77,22 @@ extern int skyfog;
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FSkyVertexBuffer::FSkyVertexBuffer()
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{
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CreateDome();
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}
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FSkyVertexBuffer::~FSkyVertexBuffer()
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{
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}
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void FSkyVertexBuffer::BindVBO()
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{
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSkyVertex), &VSO->color);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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glBindVertexArray(0);
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}
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FSkyVertexBuffer::~FSkyVertexBuffer()
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{
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}
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//-----------------------------------------------------------------------------
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//
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