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https://github.com/celisej567/mcpe.git
synced 2026-09-17 20:10:23 +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.
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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));
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glColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
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glDrawArrays(GL_TRIANGLES, 0, chk.field_4);
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xglVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
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xglTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
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xglColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
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xglDrawArrays(GL_TRIANGLES, 0, chk.field_4);
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glPopMatrix();
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}
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_COLOR_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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@@ -162,31 +162,31 @@ void Tesselator::draw()
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if (m_bHaveTex)
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{
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// it won't use address 12, because we've bound a buffer object
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (m_bHaveColor)
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{
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// it won't use address 12, because we've bound a buffer object
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
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glEnableClientState(GL_COLOR_ARRAY);
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xglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
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xglEnableClientState(GL_COLOR_ARRAY);
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}
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
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glEnableClientState(GL_VERTEX_ARRAY);
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xglVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
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xglEnableClientState(GL_VERTEX_ARRAY);
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// if we want to draw quads, draw triangles actually
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// otherwise, just pass the mode, it's fine
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if (m_drawArraysMode == GL_QUADS)
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glDrawArrays(GL_TRIANGLES, 0, field_4);
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xglDrawArrays(GL_TRIANGLES, 0, field_4);
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else
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glDrawArrays(m_drawArraysMode, 0, field_4);
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xglDrawArrays(m_drawArraysMode, 0, field_4);
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glDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_VERTEX_ARRAY);
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if (m_bHaveColor)
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glDisableClientState(GL_COLOR_ARRAY);
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xglDisableClientState(GL_COLOR_ARRAY);
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if (m_bHaveTex)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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clear();
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