mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- added an abstract index buffer implementation as well.
This commit is contained in:
parent
bb09f5488f
commit
3db26a3a1b
6 changed files with 83 additions and 3 deletions
|
@ -44,6 +44,7 @@
|
|||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "gl_debug.h"
|
||||
#include "r_videoscale.h"
|
||||
#include "glsys_vertexbuffer.h"
|
||||
|
||||
EXTERN_CVAR (Bool, vid_vsync)
|
||||
|
||||
|
@ -361,6 +362,16 @@ IShaderProgram *OpenGLFrameBuffer::CreateShaderProgram()
|
|||
return new FShaderProgram;
|
||||
}
|
||||
|
||||
IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()
|
||||
{
|
||||
return new GLVertexBuffer;
|
||||
}
|
||||
|
||||
IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
|
||||
{
|
||||
return new GLIndexBuffer;
|
||||
}
|
||||
|
||||
|
||||
void OpenGLFrameBuffer::TextureFilterChanged()
|
||||
{
|
||||
|
|
|
@ -43,6 +43,8 @@ public:
|
|||
void BlurScene(float amount) override;
|
||||
IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override;
|
||||
IShaderProgram *CreateShaderProgram() override;
|
||||
IVertexBuffer *CreateVertexBuffer() override;
|
||||
IIndexBuffer *CreateIndexBuffer() override;
|
||||
|
||||
// Retrieves a buffer containing image data for a screenshot.
|
||||
// Hint: Pitch can be negative for upside-down images, in which case buffer
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
|
||||
//==========================================================================
|
||||
//
|
||||
// Create / destroy the VBO
|
||||
// Vertex buffer implementation
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
@ -47,6 +47,7 @@ GLVertexBuffer::~GLVertexBuffer()
|
|||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &vbo_id);
|
||||
gl_RenderState.ResetVertexBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -141,3 +142,41 @@ void GLVertexBuffer::Bind(size_t *offsets)
|
|||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Index buffer implementation
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLIndexBuffer::GLIndexBuffer()
|
||||
{
|
||||
glGenBuffers(1, &ibo_id);
|
||||
}
|
||||
|
||||
GLIndexBuffer::~GLIndexBuffer()
|
||||
{
|
||||
if (ibo_id != 0)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
||||
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &ibo_id);
|
||||
}
|
||||
}
|
||||
|
||||
void GLIndexBuffer::SetData(size_t size, void *data, bool staticdata)
|
||||
{
|
||||
if (data != nullptr)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, staticdata? GL_STATIC_DRAW : GL_STREAM_DRAW);
|
||||
}
|
||||
buffersize = size;
|
||||
gl_RenderState.ResetVertexBuffer(); // This is needed because glBindBuffer overwrites the setting stored in the render state.
|
||||
}
|
||||
|
||||
void GLIndexBuffer::Bind()
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
#include "hwrenderer/data/vertexbuffer.h"
|
||||
|
||||
class GLVertexBuffer : IVertexBuffer
|
||||
class GLVertexBuffer : public IVertexBuffer
|
||||
{
|
||||
// If this could use the modern (since GL 4.3) binding system, things would be simpler... :(
|
||||
struct GLVertexBufferAttribute
|
||||
|
@ -22,10 +22,21 @@ class GLVertexBuffer : IVertexBuffer
|
|||
public:
|
||||
GLVertexBuffer();
|
||||
~GLVertexBuffer();
|
||||
void SetData(size_t size, void *data, bool staticdata) = 0;
|
||||
void SetData(size_t size, void *data, bool staticdata) override;
|
||||
void SetFormat(int numBindingPoints, int numAttributes, size_t stride, FVertexBufferAttribute *attrs) override;
|
||||
void Bind(size_t *offsets);
|
||||
void Map() override;
|
||||
void Unmap() override;
|
||||
};
|
||||
|
||||
class GLIndexBuffer : public IIndexBuffer
|
||||
{
|
||||
unsigned int ibo_id = 0;
|
||||
|
||||
public:
|
||||
GLIndexBuffer();
|
||||
~GLIndexBuffer();
|
||||
void SetData(size_t size, void *data, bool staticdata) override;
|
||||
void Bind();
|
||||
};
|
||||
|
||||
|
|
|
@ -48,3 +48,16 @@ public:
|
|||
void *Memory() { assert(map); return map; }
|
||||
};
|
||||
|
||||
|
||||
class IIndexBuffer
|
||||
{
|
||||
protected:
|
||||
// Element size is fixed to 4, thanks to OpenGL requiring this info to be coded into the glDrawElements call.
|
||||
// This mostly prohibits a more flexible buffer setup but GZDoom doesn't use any other format anyway.
|
||||
// Ob Vulkam, element size is a buffer property and of no concern to the drawing functions (as it should be.)
|
||||
size_t buffersize = 0;
|
||||
public:
|
||||
virtual ~IIndexBuffer() {}
|
||||
virtual void SetData(size_t size, void *data, bool staticdata = true) = 0;
|
||||
};
|
||||
|
||||
|
|
|
@ -50,6 +50,8 @@ class IShaderProgram;
|
|||
class FTexture;
|
||||
struct FPortalSceneState;
|
||||
class FSkyDomeCreator;
|
||||
class IIndexBuffer;
|
||||
class IVertexBuffer;
|
||||
|
||||
enum EHWCaps
|
||||
{
|
||||
|
@ -450,6 +452,8 @@ public:
|
|||
// Interface to hardware rendering resources
|
||||
virtual IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) { return nullptr; }
|
||||
virtual IShaderProgram *CreateShaderProgram() { return nullptr; }
|
||||
virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; }
|
||||
virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; }
|
||||
bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); }
|
||||
|
||||
// Begin/End 2D drawing operations.
|
||||
|
|
Loading…
Reference in a new issue