- 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.
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5b302ed3a6
commit
3644073bbd
12 changed files with 232 additions and 636 deletions
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@ -53,7 +53,7 @@ CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCA
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{
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if (self < -1 || self > 1 || !(gl.flags & RFL_BUFFER_STORAGE))
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{
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self = 0;
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if (self != 0) self = 0;
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}
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else if (self == -1)
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{
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@ -101,7 +101,8 @@ FFlatVertexBuffer::FFlatVertexBuffer()
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}
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else
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{
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map = NULL;
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vbo_shadowdata.Reserve(BUFFER_SIZE);
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map = &vbo_shadowdata[0];
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}
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mIndex = mCurIndex = 0;
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}
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@ -113,6 +114,25 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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//==========================================================================
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//
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// Renders the buffer's contents with immediate mode functions
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// This is here so that the immediate mode fallback does not need
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// to double all rendering code and can instead reuse the buffer-based version
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//
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//==========================================================================
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void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
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{
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glBegin(primtype);
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for (unsigned int i = 0; i < count; i++)
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{
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glTexCoord2fv(&map[offset + i].u);
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glVertex3fv(&map[offset + i].x);
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}
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glEnd();
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}
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//==========================================================================
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//
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// Initialize a single vertex
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@ -369,7 +389,7 @@ void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
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{
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if (vbo_arg == 2)
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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