mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 20:32:51 +00:00
- replaced builtin position vertex attribute.
This commit is contained in:
parent
1b7f5a2e6a
commit
eedc5a69be
5 changed files with 10 additions and 8 deletions
|
@ -114,9 +114,9 @@ FFlatVertexBuffer::FFlatVertexBuffer()
|
|||
|
||||
glBindVertexArray(vao_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableVertexAttribArray(VATTR_VERTEX);
|
||||
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
|
|
@ -116,7 +116,7 @@ FModelVertexBuffer::FModelVertexBuffer()
|
|||
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);
|
||||
glEnableVertexAttribArray(VATTR_VERTEX);
|
||||
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
||||
glEnableVertexAttribArray(VATTR_VERTEX2);
|
||||
glBindVertexArray(0);
|
||||
|
@ -140,7 +140,7 @@ FModelVertexBuffer::~FModelVertexBuffer()
|
|||
|
||||
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, float factor)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
|
||||
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
|
||||
return frame1;
|
||||
|
|
|
@ -80,10 +80,10 @@ FSkyVertexBuffer::FSkyVertexBuffer()
|
|||
|
||||
glBindVertexArray(vao_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
|
||||
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableVertexAttribArray(VATTR_VERTEX);
|
||||
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
||||
glEnableVertexAttribArray(VATTR_COLOR);
|
||||
glBindVertexArray(0);
|
||||
|
|
|
@ -158,6 +158,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
glAttachShader(hShader, hVertProg);
|
||||
glAttachShader(hShader, hFragProg);
|
||||
|
||||
glBindAttribLocation(hShader, VATTR_VERTEX, "aPosition");
|
||||
glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
|
||||
glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
|
||||
glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
|
||||
in vec4 aPosition;
|
||||
in vec2 aTexCoord;
|
||||
in vec4 aColor;
|
||||
#ifndef SIMPLE // we do not need these for simple shaders
|
||||
|
@ -24,13 +25,13 @@ void main()
|
|||
if (gl_MultiTexCoord0.x >= 100000.0)
|
||||
{
|
||||
int fakeVI = int(aTexCoord.y)*5;
|
||||
vert = gl_Vertex + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0);
|
||||
vert = aPosition + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0);
|
||||
tc = vec4(fakeVB[fakeVI+3], fakeVB[fakeVI+4], 0.0, 0.0);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
vert = gl_Vertex;
|
||||
vert = aPosition;
|
||||
tc = vec4(aTexCoord, 0.0, 0.0);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue