mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
b1763a8f4a
Not in active use yet!
85 lines
1.8 KiB
C++
85 lines
1.8 KiB
C++
#include "glbackend.h"
|
|
#include "glad/glad.h"
|
|
#include "gl_samplers.h"
|
|
|
|
GLInstance GLInterface;
|
|
|
|
void GLInstance::Init()
|
|
{
|
|
mSamplers = new FSamplerManager;
|
|
memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
|
|
}
|
|
|
|
void GLInstance::Deinit()
|
|
{
|
|
if (mSamplers) delete mSamplers;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
int GLInstance::GetTextureID()
|
|
{
|
|
// Generating large numbers of texture IDs piece by piece does not work well on modern NVidia drivers.
|
|
|
|
if (currentindex == THCACHESIZE)
|
|
{
|
|
currentindex = 0;
|
|
glGenTextures(THCACHESIZE, TextureHandleCache);
|
|
}
|
|
else currentindex++;
|
|
return TextureHandleCache[currentindex];
|
|
}
|
|
|
|
void GLInstance::BindTexture(int texunit, int tex, int sampler)
|
|
{
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
|
|
glBindTexture(GL_TEXTURE_2D, tex);
|
|
if (sampler != NoSampler) mSamplers->Bind(texunit, sampler, 0);
|
|
else glBindSampler(texunit, 0);
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
|
|
LastBoundTextures[texunit] = tex;
|
|
}
|
|
|
|
void GLInstance::UnbindTexture(int texunit)
|
|
{
|
|
if (LastBoundTextures[texunit] != 0)
|
|
{
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
|
|
LastBoundTextures[texunit] = 0;
|
|
}
|
|
}
|
|
|
|
void GLInstance::UnbindAllTextures()
|
|
{
|
|
for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
|
|
{
|
|
UnbindTexture(texunit);
|
|
}
|
|
}
|