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:
iProgramInCpp
2023-08-13 16:03:51 +03:00
committed by GitHub
parent eb64faa89f
commit f4855d38b6
6 changed files with 359 additions and 42 deletions

View File

@@ -303,28 +303,28 @@ void sleepMs(int ms)
void drawArrayVT(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, stride, nullptr);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglVertexPointer(3, GL_FLOAT, stride, nullptr);
xglEnableClientState(GL_VERTEX_ARRAY);
xglDrawArrays(GL_TRIANGLES, 0, count);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void drawArrayVTC(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexPointer(3, GL_FLOAT, stride, nullptr);
glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
xglVertexPointer(3, GL_FLOAT, stride, nullptr);
xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
xglEnableClientState(GL_VERTEX_ARRAY);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglEnableClientState(GL_COLOR_ARRAY);
xglDrawArrays(GL_TRIANGLES, 0, count);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
xglDisableClientState(GL_COLOR_ARRAY);
}
float Max(float a, float b)

View File

@@ -75,7 +75,9 @@ void Cube::addBox(float x, float y, float z, int d, int e, int f, float g)
void Cube::compile(float scale)
{
xglDeleteBuffers(1, &m_buffer);
if (m_bCompiled)
xglDeleteBuffers(1, &m_buffer);
xglGenBuffers(1, &m_buffer);
Tesselator& t = Tesselator::instance;

View File

@@ -108,9 +108,9 @@ void RenderList::render()
void RenderList::renderChunks()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglEnableClientState(GL_VERTEX_ARRAY);
xglEnableClientState(GL_COLOR_ARRAY);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (field_1C > 0)
{
@@ -121,16 +121,16 @@ void RenderList::renderChunks()
glTranslatef(chk.field_C, chk.field_10, chk.field_14);
xglBindBuffer(GL_ARRAY_BUFFER, chk.field_0);
glVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
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);
}

View File

@@ -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();