- moved GLEXT API out of RenderContext struct.

This commit is contained in:
Christoph Oelckers 2013-09-03 18:29:39 +02:00
commit 2885056f46
35 changed files with 384 additions and 353 deletions

View file

@ -66,11 +66,11 @@
FLightBuffer::FLightBuffer()
{
gl.GenBuffers(1, &mIDbuf_RGB);
gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_RGB);
glGenBuffers(1, &mIDbuf_RGB);
glBindBuffer(GL_TEXTURE_BUFFER, mIDbuf_RGB);
gl.GenBuffers(1, &mIDbuf_Position);
gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_Position);
glGenBuffers(1, &mIDbuf_Position);
glBindBuffer(GL_TEXTURE_BUFFER, mIDbuf_Position);
glGenTextures(1, &mIDtex_RGB);
glBindTexture(GL_TEXTURE_BUFFER, mIDtex_RGB);
@ -90,9 +90,9 @@ FLightBuffer::FLightBuffer()
FLightBuffer::~FLightBuffer()
{
gl.BindBuffer(GL_TEXTURE_BUFFER, 0);
gl.DeleteBuffers(1, &mIDbuf_RGB);
gl.DeleteBuffers(1, &mIDbuf_Position);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &mIDbuf_RGB);
glDeleteBuffers(1, &mIDbuf_Position);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteTextures(1, &mIDtex_RGB);
@ -108,11 +108,11 @@ FLightBuffer::~FLightBuffer()
void FLightBuffer::BindTextures(int texunit1, int texunit2)
{
gl.ActiveTexture(texunit1);
glActiveTexture(texunit1);
glBindTexture(GL_TEXTURE_BUFFER, mIDtex_RGB);
gl.ActiveTexture(texunit2);
glActiveTexture(texunit2);
glBindTexture(GL_TEXTURE_BUFFER, mIDtex_Position);
gl.ActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
}
@ -155,11 +155,11 @@ void FLightBuffer::CollectLightSources()
}
GLRenderer->mLightCount = pPos.Size();
gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_RGB);
gl.BufferData(GL_TEXTURE_BUFFER, pLights.Size() * sizeof (FLightRGB), &pLights[0], GL_STREAM_DRAW);
glBindBuffer(GL_TEXTURE_BUFFER, mIDbuf_RGB);
glBufferData(GL_TEXTURE_BUFFER, pLights.Size() * sizeof (FLightRGB), &pLights[0], GL_STREAM_DRAW);
gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_Position);
gl.BufferData(GL_TEXTURE_BUFFER, pPos.Size() * sizeof (FLightPosition), &pPos[0], GL_STREAM_DRAW);
glBindBuffer(GL_TEXTURE_BUFFER, mIDbuf_Position);
glBufferData(GL_TEXTURE_BUFFER, pPos.Size() * sizeof (FLightPosition), &pPos[0], GL_STREAM_DRAW);
}
}
@ -173,8 +173,8 @@ void FLightBuffer::CollectLightSources()
FLightIndexBuffer::FLightIndexBuffer()
{
gl.GenBuffers(1, &mIDBuffer);
gl.BindBuffer(GL_TEXTURE_BUFFER, mIDBuffer);
glGenBuffers(1, &mIDBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, mIDBuffer);
glGenTextures(1, &mIDTexture);
glBindTexture(GL_TEXTURE_BUFFER, mIDTexture);
@ -189,8 +189,8 @@ FLightIndexBuffer::FLightIndexBuffer()
FLightIndexBuffer::~FLightIndexBuffer()
{
gl.BindBuffer(GL_TEXTURE_BUFFER, 0);
gl.DeleteBuffers(1, &mIDBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &mIDBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteTextures(1, &mIDTexture);
@ -219,9 +219,9 @@ void FLightIndexBuffer::AddLight(ADynamicLight *light)
void FLightIndexBuffer::SendBuffer()
{
gl.BindBuffer(GL_TEXTURE_BUFFER, mIDBuffer);
gl.BufferData(GL_TEXTURE_BUFFER, mBuffer.Size() * sizeof (short), &mBuffer[0], GL_STREAM_DRAW);
gl.BindBuffer(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_TEXTURE_BUFFER, mIDBuffer);
glBufferData(GL_TEXTURE_BUFFER, mBuffer.Size() * sizeof (short), &mBuffer[0], GL_STREAM_DRAW);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
}
@ -233,9 +233,9 @@ void FLightIndexBuffer::SendBuffer()
void FLightIndexBuffer::BindTexture(int texunit1)
{
gl.ActiveTexture(texunit1);
glActiveTexture(texunit1);
glBindTexture(GL_TEXTURE_BUFFER, mIDTexture);
gl.ActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
}