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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 22:22:08 +00:00
- renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too.
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parent
52537b0af2
commit
04c59b434b
4 changed files with 41 additions and 48 deletions
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@ -71,6 +71,34 @@ FVertexBuffer::~FVertexBuffer()
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}
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}
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void FSimpleVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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if (gl.glslversion > 0)
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{
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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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glDisableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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}
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else
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{
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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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}
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}
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void FSimpleVertexBuffer::set(FFlatVertex *verts, int count)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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gl_RenderState.SetVertexBuffer(this);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
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}
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//==========================================================================
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//
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//
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@ -41,6 +41,16 @@ struct FFlatVertex
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#define VTO ((FFlatVertex*)NULL)
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class FSimpleVertexBuffer : public FVertexBuffer
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{
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TArray<FFlatVertex> mBuffer;
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public:
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FSimpleVertexBuffer()
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{
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}
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void BindVBO();
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void set(FFlatVertex *verts, int count);
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};
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class FFlatVertexBuffer : public FVertexBuffer
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{
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@ -7,6 +7,7 @@
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#endif
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class FHardwareTexture;
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class FSimpleVertexBuffer;
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extern long gl_frameMS;
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extern long gl_frameCount;
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@ -94,10 +95,9 @@ private:
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class Wiper
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{
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class WipeVertexBuffer;
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protected:
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WipeVertexBuffer *mVertexBuf;
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FSimpleVertexBuffer *mVertexBuf;
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void MakeVBO(OpenGLFrameBuffer *fb);
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@ -271,51 +271,6 @@ void OpenGLFrameBuffer::WipeCleanup()
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FMaterial::ClearLastTexture();
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}
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//==========================================================================
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//
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// The wiper vertex buffer
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//
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// Note that this will recreate the buffer each frame, although
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// only for melt its contents will change.
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//
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// But since this is no time critical code, ease of implementation
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// was chosen over maximum efficiency.
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//
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//==========================================================================
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class OpenGLFrameBuffer::Wiper::WipeVertexBuffer : public FVertexBuffer
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{
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public:
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WipeVertexBuffer()
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{
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}
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void BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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if (gl.glslversion > 0)
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{
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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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glDisableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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}
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else
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{
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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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}
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}
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void set(FFlatVertex *verts, int count)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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gl_RenderState.SetVertexBuffer(this);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
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}
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};
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper Constructor
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@ -323,7 +278,7 @@ public:
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//==========================================================================
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OpenGLFrameBuffer::Wiper::Wiper()
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{
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mVertexBuf = new WipeVertexBuffer;
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mVertexBuf = new FSimpleVertexBuffer;
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}
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OpenGLFrameBuffer::Wiper::~Wiper()
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