raze/source/glbackend/glbackend.cpp

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#include "glbackend.h"
#include "glad/glad.h"
#include <vector>
GLInstance GLInterface;
static std::vector<BaseVertex> Buffer; // cheap-ass implementation. The primary purpose is to get the GL accesses out of polymost.cpp, not writing something performant right away.
std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
{
Buffer.resize(num);
return std::make_pair((size_t)0, Buffer.data());
}
static GLint primtypes[] =
{
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_QUADS,
GL_LINES
};
void GLInstance::Draw(EDrawType type, size_t start, size_t count)
{
glBegin(primtypes[type]);
auto p = &Buffer[start];
for (size_t i = 0; i < count; i++, p++)
{
glTexCoord2f(p->u, p->v);
glVertex3f(p->x, p->y, p->z);
}
glEnd();
}