- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.

This commit is contained in:
Christoph Oelckers 2014-06-15 01:14:41 +02:00
commit 3644073bbd
12 changed files with 232 additions and 636 deletions

View file

@ -53,7 +53,7 @@ CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCA
{
if (self < -1 || self > 1 || !(gl.flags & RFL_BUFFER_STORAGE))
{
self = 0;
if (self != 0) self = 0;
}
else if (self == -1)
{
@ -101,7 +101,8 @@ FFlatVertexBuffer::FFlatVertexBuffer()
}
else
{
map = NULL;
vbo_shadowdata.Reserve(BUFFER_SIZE);
map = &vbo_shadowdata[0];
}
mIndex = mCurIndex = 0;
}
@ -113,6 +114,25 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
//==========================================================================
//
// Renders the buffer's contents with immediate mode functions
// This is here so that the immediate mode fallback does not need
// to double all rendering code and can instead reuse the buffer-based version
//
//==========================================================================
void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
{
glBegin(primtype);
for (unsigned int i = 0; i < count; i++)
{
glTexCoord2fv(&map[offset + i].u);
glVertex3fv(&map[offset + i].x);
}
glEnd();
}
//==========================================================================
//
// Initialize a single vertex
@ -369,7 +389,7 @@ void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
{
if (vbo_arg == 2)
if (gl.flags & RFL_BUFFER_STORAGE)
{
CheckPlanes(sector);
sector_t *hs = sector->GetHeightSec();

View file

@ -3,6 +3,7 @@
#include "tarray.h"
#include "gl/utility/gl_clock.h"
#include "gl/system/gl_interface.h"
struct vertex_t;
struct secplane_t;
@ -43,6 +44,7 @@ struct FFlatVertex
class FFlatVertexBuffer : public FVertexBuffer
{
FFlatVertex *map;
FFlatVertex mDrawBuffer[1000];
unsigned int mIndex;
unsigned int mCurIndex;
@ -50,9 +52,10 @@ class FFlatVertexBuffer : public FVertexBuffer
const unsigned int BUFFER_SIZE = 2000000;
void ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count);
public:
int vbo_arg;
TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer
TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x
FFlatVertexBuffer();
~FFlatVertexBuffer();
@ -67,6 +70,7 @@ public:
}
unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset)
{
unsigned int newofs = (unsigned int)(newptr - map);
unsigned int diff = newofs - mCurIndex;
*poffset = mCurIndex;
@ -75,16 +79,29 @@ public:
return diff;
}
#ifdef __GL_PCH_H // we need the system includes for this but we cannot include them ourselves without creating #define clashes. The affected files wouldn't try to draw anyway.
void RenderArray(unsigned int primtype, unsigned int offset, unsigned int count)
{
drawcalls.Clock();
if (gl.flags & RFL_BUFFER_STORAGE)
{
glDrawArrays(primtype, offset, count);
}
else
{
ImmRenderBuffer(primtype, offset, count);
}
drawcalls.Unclock();
}
void RenderCurrent(FFlatVertex *newptr, unsigned int primtype, unsigned int *poffset = NULL, unsigned int *pcount = NULL)
{
unsigned int offset;
unsigned int count = GetCount(newptr, &offset);
drawcalls.Clock();
glDrawArrays(primtype, offset, count);
drawcalls.Unclock();
RenderArray(primtype, offset, count);
if (poffset) *poffset = offset;
if (pcount) *pcount = count;
}
#endif
void Reset()
{