mirror of
https://github.com/celisej567/mcpe.git
synced 2026-09-11 20:11:18 +03:00
OpenGL vertex buffer object emulation code. (#53)
* * Make more GL vertex buffer related functions use the xgl prefix. This allows me to later overload them in case I want to try to emulate vertex buffers in software. * * Add (incomplete) GL VBO emulation. Works well enough but it's very slow. * * Define USE_HARDWARE_GL_BUFFERS again.
This commit is contained in:
@@ -89,6 +89,12 @@ void xglGenBuffers(GLsizei num, GLuint* buffers);
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void xglDeleteBuffers(GLsizei num, GLuint* buffers);
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void xglOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearpl, GLfloat farpl);
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void xglSwapIntervalEXT(int interval);
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void xglEnableClientState(GLenum _array);
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void xglDisableClientState(GLenum _array);
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void xglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void xglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void xglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void xglDrawArrays(GLenum mode, GLint first, GLsizei count);
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// @TODO: not the right place, but er, it's ok
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void drawArrayVT(GLuint buffer, int count, int stride);
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315
compat/GLExt.cpp
315
compat/GLExt.cpp
@@ -7,16 +7,20 @@
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********************************************************************/
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#include "GL.hpp"
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#include <unordered_map>
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HWND GetHWND();
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extern LPCTSTR g_GameTitle;
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// this sucks... F* you Microsoft for making me do this hacky ass bullsh*t.
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// Don't undefine. It will make the game MUCH slower.
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#define USE_HARDWARE_GL_BUFFERS
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#ifdef USE_HARDWARE_GL_BUFFERS
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PFNGLBINDBUFFERPROC p_glBindBuffer;
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PFNGLBUFFERDATAPROC p_glBufferData;
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PFNGLGENBUFFERSPROC p_glGenBuffers;
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PFNGLDELETEBUFFERSPROC p_glDeleteBuffers;
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#endif
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// this is stupidly hacky
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typedef BOOL(WINAPI* PFNWGLSWAPINTERVALEXTPROC) (int interval);
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@@ -25,24 +29,31 @@ PFNWGLSWAPINTERVALEXTPROC p_wglSwapIntervalEXT;
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bool xglInitted()
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{
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#ifdef USE_HARDWARE_GL_BUFFERS
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return p_glBindBuffer && p_glBufferData && p_glGenBuffers && p_glDeleteBuffers;
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#else
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return true;
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#endif
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}
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void xglInit()
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{
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#ifdef USE_HARDWARE_GL_BUFFERS
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p_glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
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p_glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
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p_glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
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p_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
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#endif
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p_wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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#ifdef USE_HARDWARE_GL_BUFFERS
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if (!xglInitted())
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{
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MessageBox(GetHWND(), TEXT("Error initializing GL extensions. Update your graphics drivers!"), g_GameTitle, MB_OK);
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}
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#endif
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}
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#ifdef USE_HARDWARE_GL_BUFFERS
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void xglBindBuffer(GLenum target, GLuint buffer)
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{
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p_glBindBuffer(target, buffer);
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@@ -63,6 +74,37 @@ void xglDeleteBuffers(GLsizei num, GLuint* buffers)
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p_glDeleteBuffers(num, buffers);
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}
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void xglEnableClientState(GLenum _array)
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{
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glEnableClientState(_array);
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}
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void xglDisableClientState(GLenum _array)
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{
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glDisableClientState(_array);
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}
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void xglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
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{
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glTexCoordPointer(size, type, stride, pointer);
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}
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void xglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
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{
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glColorPointer(size, type, stride, pointer);
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}
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void xglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
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{
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glVertexPointer(size, type, stride, pointer);
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}
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void xglDrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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glDrawArrays(mode, first, count);
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}
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#endif
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void xglOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearpl, GLfloat farpl)
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{
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return glOrtho(GLdouble(left), GLdouble(right), GLdouble(bottom), GLfloat(top), GLdouble(nearpl), GLdouble(farpl));
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@@ -75,3 +117,270 @@ void xglSwapIntervalEXT(int interval)
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p_wglSwapIntervalEXT(interval);
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}
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#ifndef USE_HARDWARE_GL_BUFFERS
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// ** Incomplete software based emulation of OpenGL vertex buffers.
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struct GLBuffer
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{
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GLuint m_id;
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GLvoid* m_pBufferData;
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GLsizei m_bufferSize;
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GLenum m_usage; // as passed into glBufferData
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// vertex pointer
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GLint m_vtx_size;
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GLenum m_vtx_type;
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GLsizei m_vtx_stride;
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GLint m_vtx_offset;
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// texture coord pointer
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GLint m_tc_size;
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GLenum m_tc_type;
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GLsizei m_tc_stride;
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GLint m_tc_offset;
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// color pointer
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GLint m_col_size;
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GLenum m_col_type;
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GLsizei m_col_stride;
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GLint m_col_offset;
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GLBuffer(GLuint id)
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{
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m_id = id;
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m_pBufferData = nullptr;
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m_bufferSize = 0;
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m_usage = 0;
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}
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void SetVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* offset)
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{
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m_vtx_size = size;
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m_vtx_type = type;
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m_vtx_stride = stride;
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m_vtx_offset = int(size_t(offset));
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}
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void SetTextureCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* offset)
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{
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m_tc_size = size;
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m_tc_type = type;
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m_tc_stride = stride;
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m_tc_offset = int(size_t(offset));
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}
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void SetColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* offset)
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{
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m_col_size = size;
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m_col_type = type;
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m_col_stride = stride;
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m_col_offset = int(size_t(offset));
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}
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};
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typedef std::unordered_map<GLuint, GLBuffer*> GLBufferMap;
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GLBufferMap g_GLBuffers;
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GLBuffer* g_pCurrentlyBoundGLBuffer = nullptr;
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GLuint g_NextGLBufferID;
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bool g_bUseVertexArrays, g_bUseColorArrays, g_bUseTextureCoordArrays; // modified by xgl[En/Dis]ableClientState
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void xglGenBuffers(GLsizei num, GLuint* buffers)
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{
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for (GLsizei i = 0; i < num; i++)
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{
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*buffers++ = ++g_NextGLBufferID;
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g_GLBuffers[g_NextGLBufferID] = new GLBuffer(g_NextGLBufferID);
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}
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LogMsg("g_NextGLBufferID=%d", g_NextGLBufferID);
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}
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void xglAssert2(bool condition, const char* condstr, const char* file, int line)
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{
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if (condition) return;
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LogMsg("Error: Assertion failed at %s:%d: %s", file, line, condstr);
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#ifdef _MSC_VER
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assert(false);
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#endif
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exit(1);
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}
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#define xglAssert(condition) xglAssert2(condition,#condition,__FILE__,__LINE__)
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void xglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
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{
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xglAssert(g_pCurrentlyBoundGLBuffer != nullptr);
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g_pCurrentlyBoundGLBuffer->SetVertexPointer(size, type, stride, pointer);
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}
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void xglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
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{
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xglAssert(g_pCurrentlyBoundGLBuffer != nullptr);
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g_pCurrentlyBoundGLBuffer->SetTextureCoordPointer(size, type, stride, pointer);
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}
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void xglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
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{
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xglAssert(g_pCurrentlyBoundGLBuffer != nullptr);
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g_pCurrentlyBoundGLBuffer->SetColorPointer(size, type, stride, pointer);
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}
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void xglBindBuffer(GLenum target, GLuint bufferID)
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{
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xglAssert(target == GL_ARRAY_BUFFER);
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GLBufferMap::iterator iter = g_GLBuffers.find(bufferID);
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if (iter == g_GLBuffers.end())
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return;
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g_pCurrentlyBoundGLBuffer = iter->second;
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}
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void xglBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
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{
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xglAssert(target == GL_ARRAY_BUFFER);
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xglAssert(g_pCurrentlyBoundGLBuffer != nullptr);
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GLBuffer* pBuf = g_pCurrentlyBoundGLBuffer;
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// free the old data, if there was any
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if (pBuf->m_pBufferData)
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{
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free(pBuf->m_pBufferData);
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pBuf->m_pBufferData = nullptr;
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}
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pBuf->m_pBufferData = (GLvoid*)malloc(size);
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xglAssert(pBuf->m_pBufferData != nullptr);
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memcpy(pBuf->m_pBufferData, data, size);
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pBuf->m_usage = usage;
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}
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void xglDeleteBuffer(GLsizei num)
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{
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GLBufferMap::iterator iter = g_GLBuffers.find(num);
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xglAssert(iter != g_GLBuffers.end());
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if (iter->second == g_pCurrentlyBoundGLBuffer)
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g_pCurrentlyBoundGLBuffer = nullptr;
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delete iter->second;
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g_GLBuffers.erase(iter);
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}
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void xglDeleteBuffers(GLsizei num, GLuint* buffers)
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{
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for (GLsizei i = 0; i < num; i++)
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{
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xglDeleteBuffer(buffers[i]);
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buffers[i] = 0;
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}
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}
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void xglEnableClientState(GLenum _array)
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{
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if (_array == GL_VERTEX_ARRAY)
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{
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g_bUseVertexArrays = true;
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return;
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}
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if (_array == GL_COLOR_ARRAY)
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{
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g_bUseColorArrays = true;
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return;
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}
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if (_array == GL_TEXTURE_COORD_ARRAY)
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{
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g_bUseTextureCoordArrays = true;
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return;
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}
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glEnableClientState(_array);
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}
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void xglDisableClientState(GLenum _array)
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{
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if (_array == GL_VERTEX_ARRAY)
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{
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g_bUseVertexArrays = false;
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return;
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}
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if (_array == GL_COLOR_ARRAY)
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{
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g_bUseColorArrays = false;
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return;
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}
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if (_array == GL_TEXTURE_COORD_ARRAY)
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{
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g_bUseTextureCoordArrays = false;
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return;
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}
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glDisableClientState(_array);
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}
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void xglDrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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xglAssert(g_pCurrentlyBoundGLBuffer != nullptr);
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GLBuffer* pBuf = g_pCurrentlyBoundGLBuffer;
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glBegin(mode);
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for (GLsizeiptr i = first, j = 0; j < count; i++, j++)
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{
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uintptr_t addr = uintptr_t(pBuf->m_pBufferData);
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void* pVtx = (void*)(addr + pBuf->m_vtx_offset + i * pBuf->m_vtx_stride);
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void* pCol = (void*)(addr + pBuf->m_col_offset + i * pBuf->m_col_stride);
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void* pTC = (void*)(addr + pBuf->m_tc_offset + i * pBuf->m_tc_stride);
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if (g_bUseTextureCoordArrays)
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{
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if (pBuf->m_tc_type == GL_FLOAT)
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{
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float* pfTC = (float*)pTC;
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/**/ if (pBuf->m_tc_size == 2)
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glTexCoord2fv(pfTC);
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else xglAssert(!"Unimplemented texcoord size!");
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}
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else xglAssert(!"Unimplemented texcoord type!");
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}
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if (g_bUseColorArrays)
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{
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if (pBuf->m_col_type == GL_UNSIGNED_BYTE)
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{
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uint8_t* pfCol = (uint8_t*)pCol;
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/**/ if (pBuf->m_col_size == 4)
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glColor4f(float(pfCol[0])/255.0f, float(pfCol[1])/255.0f, float(pfCol[2])/255.0f, float(pfCol[3])/255.0f);
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else xglAssert(!"Unimplemented color size!");
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}
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else xglAssert(!"Unimplemented color type!");
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}
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if (g_bUseVertexArrays)
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{
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if (pBuf->m_vtx_type == GL_FLOAT)
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{
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float* pfVtx = (float*)pVtx;
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/**/ if (pBuf->m_vtx_size == 3)
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glVertex3fv(pfVtx);
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else if (pBuf->m_vtx_size == 2)
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glVertex2fv(pfVtx);
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else xglAssert(!"Unimplemented texcoord size!");
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}
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else xglAssert(!"Unimplemented vertex type!");
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}
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}
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glEnd();
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}
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#endif
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@@ -303,28 +303,28 @@ void sleepMs(int ms)
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void drawArrayVT(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, stride, nullptr);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglVertexPointer(3, GL_FLOAT, stride, nullptr);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglDrawArrays(GL_TRIANGLES, 0, count);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void drawArrayVTC(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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glVertexPointer(3, GL_FLOAT, stride, nullptr);
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glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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glColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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xglVertexPointer(3, GL_FLOAT, stride, nullptr);
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xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglEnableClientState(GL_COLOR_ARRAY);
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xglDrawArrays(GL_TRIANGLES, 0, count);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglDisableClientState(GL_COLOR_ARRAY);
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}
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float Max(float a, float b)
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@@ -75,7 +75,9 @@ void Cube::addBox(float x, float y, float z, int d, int e, int f, float g)
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void Cube::compile(float scale)
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{
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xglDeleteBuffers(1, &m_buffer);
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if (m_bCompiled)
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xglDeleteBuffers(1, &m_buffer);
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xglGenBuffers(1, &m_buffer);
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Tesselator& t = Tesselator::instance;
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@@ -108,9 +108,9 @@ void RenderList::render()
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void RenderList::renderChunks()
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglEnableClientState(GL_COLOR_ARRAY);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (field_1C > 0)
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{
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@@ -121,16 +121,16 @@ void RenderList::renderChunks()
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glTranslatef(chk.field_C, chk.field_10, chk.field_14);
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xglBindBuffer(GL_ARRAY_BUFFER, chk.field_0);
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glVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
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glTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
|
||||
glColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
|
||||
glDrawArrays(GL_TRIANGLES, 0, chk.field_4);
|
||||
xglVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
|
||||
xglTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
|
||||
xglColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
|
||||
xglDrawArrays(GL_TRIANGLES, 0, chk.field_4);
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
xglDisableClientState(GL_VERTEX_ARRAY);
|
||||
xglDisableClientState(GL_COLOR_ARRAY);
|
||||
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
@@ -162,31 +162,31 @@ void Tesselator::draw()
|
||||
if (m_bHaveTex)
|
||||
{
|
||||
// it won't use address 12, because we've bound a buffer object
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
xglTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
|
||||
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
if (m_bHaveColor)
|
||||
{
|
||||
// it won't use address 12, because we've bound a buffer object
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
xglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
|
||||
xglEnableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
xglVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
|
||||
xglEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
// if we want to draw quads, draw triangles actually
|
||||
// otherwise, just pass the mode, it's fine
|
||||
if (m_drawArraysMode == GL_QUADS)
|
||||
glDrawArrays(GL_TRIANGLES, 0, field_4);
|
||||
xglDrawArrays(GL_TRIANGLES, 0, field_4);
|
||||
else
|
||||
glDrawArrays(m_drawArraysMode, 0, field_4);
|
||||
xglDrawArrays(m_drawArraysMode, 0, field_4);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
xglDisableClientState(GL_VERTEX_ARRAY);
|
||||
if (m_bHaveColor)
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
xglDisableClientState(GL_COLOR_ARRAY);
|
||||
if (m_bHaveTex)
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
clear();
|
||||
|
||||
Reference in New Issue
Block a user