93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_vertexbuffer.cpp
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** Vertex buffer handling.
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**
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**/
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#include "gl_load/gl_system.h"
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#include "doomtype.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "cmdlib.h"
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#include "gl_load/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/data/gl_vertexbuffer.h"
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//==========================================================================
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//
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// Create / destroy the VBO
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//
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//==========================================================================
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FVertexBuffer::FVertexBuffer(bool wantbuffer)
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{
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vbo_id = 0;
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if (wantbuffer) glGenBuffers(1, &vbo_id);
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}
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FVertexBuffer::~FVertexBuffer()
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{
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if (vbo_id != 0)
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{
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glDeleteBuffers(1, &vbo_id);
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}
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}
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void FSimpleVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->u);
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glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSimpleVertex), &VSiO->color);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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glDisableVertexAttribArray(VATTR_NORMAL);
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}
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void FSimpleVertexBuffer::EnableColorArray(bool on)
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{
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if (on)
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{
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glEnableVertexAttribArray(VATTR_COLOR);
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}
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else
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{
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glDisableVertexAttribArray(VATTR_COLOR);
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}
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}
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void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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gl_RenderState.ResetVertexBuffer();
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gl_RenderState.SetVertexBuffer(this);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
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}
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