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https://github.com/ZDoom/gzdoom.git
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- replaced builtin position vertex attribute.
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parent
1b7f5a2e6a
commit
eedc5a69be
5 changed files with 10 additions and 8 deletions
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@ -114,9 +114,9 @@ FFlatVertexBuffer::FFlatVertexBuffer()
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glBindVertexArray(vao_id);
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_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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glVertexAttribPointer(VATTR_VERTEX, 3,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
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glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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@ -116,7 +116,7 @@ FModelVertexBuffer::FModelVertexBuffer()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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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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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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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_VERTEX2);
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glEnableVertexAttribArray(VATTR_VERTEX2);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -140,7 +140,7 @@ FModelVertexBuffer::~FModelVertexBuffer()
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unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, float factor)
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unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, float factor)
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{
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{
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glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
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glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
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glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
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return frame1;
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return frame1;
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@ -80,10 +80,10 @@ FSkyVertexBuffer::FSkyVertexBuffer()
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glBindVertexArray(vao_id);
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
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glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
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glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_COLOR);
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glEnableVertexAttribArray(VATTR_COLOR);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -158,6 +158,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glAttachShader(hShader, hFragProg);
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glBindAttribLocation(hShader, VATTR_VERTEX, "aPosition");
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glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
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glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
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glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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@ -1,4 +1,5 @@
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in vec4 aPosition;
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in vec2 aTexCoord;
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in vec2 aTexCoord;
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in vec4 aColor;
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in vec4 aColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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#ifndef SIMPLE // we do not need these for simple shaders
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@ -24,13 +25,13 @@ void main()
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if (gl_MultiTexCoord0.x >= 100000.0)
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if (gl_MultiTexCoord0.x >= 100000.0)
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{
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{
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int fakeVI = int(aTexCoord.y)*5;
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int fakeVI = int(aTexCoord.y)*5;
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vert = gl_Vertex + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0);
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vert = aPosition + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0);
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tc = vec4(fakeVB[fakeVI+3], fakeVB[fakeVI+4], 0.0, 0.0);
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tc = vec4(fakeVB[fakeVI+3], fakeVB[fakeVI+4], 0.0, 0.0);
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}
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}
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else
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else
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#endif
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#endif
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{
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{
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vert = gl_Vertex;
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vert = aPosition;
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tc = vec4(aTexCoord, 0.0, 0.0);
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tc = vec4(aTexCoord, 0.0, 0.0);
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}
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}
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